HERO System Discussion
13,255 topics in this forum
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- 16 replies
- 207 views
How fast does a character have to be before you consider them eligable of dodging bullets? I understand that in more cinematic campaigns, characters often duck and cover, or find shelter from flying munitions due to luck, but I'm curious as to how fast a person would have to be to be able to avoid bullets without having to find cover, or even throw themselves to the ground. I usually put characters with a 26 Dexterity and/or 5 SPD to be the type that can twist to avoid a few shots if they're prepared, but would get butchered by automatic fire. At 30 Dex and 6 SPD, the character is on par with Spidey and can dodge machinegun fire fairly efficiently, but can still be h…
Last reply by Heroman, -
- 8 replies
- 141 views
How do you figure leaping distance in enclosed areas? Obviously you can’t leap 10†forward in a room with a 2†ceiling. So how do you figure it? I was thinking 1†forward for every 1†up, plus 1†forward for every 1†down so you could leap 3†in a room with a 2†ceiling. What are your thoughts? I can t find any thing making it clearer in Fred, did I miss it? Thanks
Last reply by tesuji, -
- 14 replies
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This is not going to be an SAT question. Repeat, this is not an SAT question... A vehicle is going westbound on a lawn at 36" of velocity. The villain, having magnetic special effect "telekinesis" powers, lifts the vehicle and turns it to face the heroes then sets it down. Do you: a) Toss physics out the window and let it run at 36" of velocity in the opposit direction (East)? Say that it is still going West due to momentum but allow for greater deceleration due to the wheels now spinning in the opposite direction? c) Do some other effect? I did "A", wanting to make this more superheroic and comical than anything else. After all, he could just as easi…
Last reply by Xandarr, -
- 9 replies
- 109 views
So, say I've got 5d6 Absorption vs. Physical and paid for the +1/2 advantage to allow the absorbed points to got to Str and Con. Now, if I roll 6 body do I?: a) add 5 points to Str and 6 points to Con (for +6 Str/+3 Con) add a combination of Str and Con that totals to 6, so maybe 3 to Str and 3 to Con (for +3 Str/+2 Con or +3 if you round up) While I like option a) it seems a little powerful so not sure I understood correctly.
Last reply by TheEmerged, -
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EDIT: Since no one answered (I know I only gave it a couple of hours) I put it into the Rules questions for Steve. As it is with me, I often have extra time on my paws at work and therefore fire up old Hero Designer and make some villians for my end of the week game. I began to create a shrinking/growing character and had a couple of questions. I figured I'd post them here just in case the answer is already in the book and I don't want to waste Steve's time answerin' questions that already have answers to them. I didn't find them in the FAQ though so... First, I noticed that in HeroDesigner, the levels of Shrinking go by incriments of 10 while growth is in …
Last reply by MarkusDark, -
- 8 replies
- 105 views
One of my players came up to me with a character concept that thru me for a small loop. Basically it boils down to he wants play a Piro He cannot create the force in question, but he can manipulate it in many different ways. I did not find an easy way to give him this (first time plyer) without giving him a VPP with a ton of limitations. Anyways, just wanted to ask some of you what your opinions were. Thanks -Jason
Last reply by Tempuswolf, -
For Mr. Long
by Rick- 6 replies
- 77 views
I thought I remembered hearing discussion about an "Animated Action Hour Hero". Am I remembering that correctly, or was it just a rumor? If it was true, is it still on the drawing board?
Last reply by Rick, -
- 18 replies
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I am currently creating a character who is dependent on his bed, but not really addicted to it. Imagine an old man using his bed for life support, protection, attacking, transportation and other important stuff - but if he leaves the bed, he can still walk around normally and live. He just loses the benefits from his bed. I created the bed as a vehicle, but as the character is dependent on the bed, I still wanted to include a disadvantage. I solved this as follows: No Dependent Substance, No Damage Taken When Leaving Bed, Characters Powers Are No Longer Available (10), Time Before Suffering Effects: Instantly (25) Total Disadvantage Points: 35 Do you t…
Last reply by Hitchhiker, -
- 5 replies
- 133 views
From TUV, page 10:
Last reply by BobGreenwade, -
- 44 replies
- 336 views
Please pardon me for bringing them up at what's probably a late date for most people here. I just picked up the 5th edition a few weeks ago. I suppose, on the whole, it's an improvement, or at any rate, fresh support for recognizable Hero is thrilling any which way. There are some specific changes that strike me as arbitrarily, well, bad, and I was wondering if there were reasons for them to ease the perplexity. There's also one specific change that I was surprised to find neither in the 5th edition rules or The Ultimate Vehicle. The odd changes: 1) Insisting that light generation go through Images rather than Change Environment. Images is basically there to c…
Last reply by Killer Shrike, -
- 27 replies
- 230 views
Copied and pasted from the Rules Clarifications forum... My ninja would like to be able to create a phantom image of himself, to confuse and distract the enemy in combat. At first this looks like an Image power, but Images cannot be moved from their creation hex unless bought with a sufficiently large AE. (At least, that is how I interpreted the Image section of the FAQ?) It also takes time and effort to manipulate the Image in any complex fashion; I want the image to just keep acting on its own to create confusion and distraction. Should this power be bought as Duplication, but with a strong "Phantom" limitation, perhaps worth as much as -1? The duplicate …
Last reply by NuSoardGraphite, -
- 9 replies
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Thanks to Emerged's great page on the changes (http://theemerged.blogspot.com/HERO425.htm). I now know just barely enough about this topic to sound off. I applies particularly to a character that's been in my campaign(s) for 20 years now (3rd Ed. guys). Dayglow Has a Dimensional flux feild around her body. Most things that touch her naked skin teleport away. (Yes, even untreated clothing). This was first done something like so: Teleport 10", Usable on Others (+1/2), Shield (+1/2), always ON (-1/4). Lots of other slots in her EC are based on this effect. (Like Damage Reduction) The whole Power structure fails without it. I don't have her …
Last reply by TheEmerged, -
- 7 replies
- 194 views
I'm running a campaign that parodies video game RPGs and I'm trying to figure out the best way to simulate cliche RPG status effects such as poison and sleep. Poison: This probably should be done as a NND attack with continuing damage. An antidote (dispel) could instantly cure it. Life Draining: Just like poison except when life is taken from the target it's given to the user. Link self-healing to the attack? Paralysis: This could be an entangle with the mental parylysis option. I can't figure out how the turned to stone or frozen solid type of parylysis would work. Sleep: A massive stun damage attack? I don't really like the way that works. It s…
Last reply by hybris, -
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- 115 views
Once again Boll Weevil calls upon the collective mind of the Hero Boards to answer a 1st edition power question. Sigh. OK, Let's say I buy IR vision. Can I see normally too? If my vision sees variations in temperature, how can I pick the blue pill? Can I quantify a surface temperature by sight ("Most of the wall is room temp, but there is a small square of warmer temp")? Can I see Firewing through walls? Blue Thunder and Robocop could. I guess I want to know what someone with IR vision "sees". Different temp=different color like IR cameras? How do I describe to a player with IR what he sees? Help me Herodome Assembled. You're my only hope.
Last reply by Vanguard, -
- 43 replies
- 405 views
Hello, folks. I've become a big fan of the HERO System. Simply put, it's my favorite RPG nowadays because it's the only one where I can get a dozen different novels, genres and comics and have some reasonable hope to simulate all of them with only one system. Most of the other systems do one subgenre well (sometimes a tiny subgenre, like "D&D fantasy" that is unlike most kinds of literature fantasy published outside of TSR) and even GURPS is too deep into "realism" for my tastes, a realism that isn't found in 90% of the fiction I like. Still, as great as HERO is dealing with Powers, Characteristics and Disadvantages, I find there is a problem with Skil…
Last reply by Galadorn, -
- 6 replies
- 93 views
I've been toying in my brain with some ideas for house rules to achieve the following ends: - have combat go faster - simulate the common movie idea that the smart hero can defeat the evil power-daddy Before I proceed, let me say I've played Hero 2nd through 4th, but not 5th ed. In the first category, I've been thinking about having action decisions made at the top of the turn. Players declare their desired actions for the next 12 seconds, and then we roll dice and resolve those actions. Changing your mind would result in some penalty, and only minor changes could be made. For the second, I've been thinking about having a "tactics" role at the begin…
Last reply by firedrake, -
- 15 replies
- 187 views
Okay guys, I admit I have trouble wrapping my head around a couple of skills, so what I need is to be told the difference between them, and when one should be used over another. The two are KS & CuK, please help me...
Last reply by Mancer, -
does anyone know were to get a haro bestiary. Mine is well used but I have a friend who wants one and every store I know of is out of them along with the online catalog here. P.S.: No laghing at me for this.
Last reply by Ndreare, -
- 23 replies
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For the past few years I've been using GURPS to run my games, mainly because I prefer a relatively high degree of "realism" in my gaming, and I've had trouble making what I've learned of combat work with the Hero System (HS). However, GURPS doesn't allow much variation in attributes/characteristics, nor does it have quite the flexibility of HS...and there's something just more enjoyable about using HS, as I remember it. Since the appearance of the 5th edition, I've been seriously considering switching back to HS. One of the problems I had with HS has been the Speed rules. While I love the concept, I run mostly low-powered "realistic" games, and the difference between…
Last reply by Toonol, -
- 4 replies
- 129 views
Does anyone know enough about Tai Ch'i Ch'uan to connect some of the poetic mnemonics for the postures to the 12 manuevers for Tai Ch'i Ch'uan in UMA? The manuvers are: Block, Disarm, Escaping Throw, Grab, Joint Break, Palm Slap, Kick, Root, Shove, Strike, Sword Finger, and Throw Some of the posture names are: Part the Wild Horse's Mane, White Crane Spreads Its Wings, Playing the Lute, Grasping the Swallow's Tail, Single Whip, Wave Hands Like Clouds, High Pat Horse, Double Bees Buzzing at Ears, Snake Creeps Down & Golden Cockerel Stands on One Leg, Work at the Shuttles, Jade Girl Sinks Needle Into the Sea
Last reply by Tempuswolf, -
- 11 replies
- 127 views
Okay, our Heroes (non-super) wake up in a hotel room with no idea how they got there. The power is out and only emergency lighting is in effect. Drawing weapons, they grimly look at each other before stepping out to the corridor. Nyarg! Fifteen newly-deads shamble towards them! After realising the futility of pumping round after round into the zombies' decaying flesh (like they're gonna be thinking about whether the GM is tracking damage... hmm), they flee. In their terror they become separated, and the team ninja finds himself in a dead end with a veritable horde of undead shuffling towards him. After firing his twin Uzi’s until empty, he draws his katana an…
Last reply by Publius, -
- 1 reply
- 79 views
I now own a copy of every edtion of Hero core rules I've ever heard of. My goodness. I was happy with 4th edition, why did I have to go an spend the big bucks tonight when I'm low on cash? The book basically said "buy me." I need to put more points into mental defenses. I think the thing I like about 5th edition after having sat with it for an hour tonight is the level of detail that is put into each entry. It is much more clear what the intent of the entry is. 4th edition was a no brainer for one simple reason: the index. That was the number one reason everyone of us bought 4th edtion back in 1990 or there abouts (was it 1989? darn, can't remember now!) …
Last reply by Lord Liaden, -
- 3 replies
- 122 views
Hello all, I know many of you have pre-orders for the newest release: Star Hero - The Spacer's Toolkit I wanted to let you all know that it is arriving and pre-orders are shipping out!! If you haven't ordered your copy yet, you can order it here: Order Hero System: The Spacer's Toolkit Cheers! FRP Games http://www.frpgames.com
Last reply by Monolith, -
- 9 replies
- 108 views
Ok, lets say you are a GM. You have five 75pt Heroes. Total value of the party is 375pts. How many bad guys can you throw at them for a 'fair' fight? 10 x 40pts? 2x 200pts? Points seem to be geometric in effect. Are there any good guidelines? Thanks!
Last reply by TheEmerged, -
- 2 replies
- 114 views
I was re-reading Books of Magic (original limited series) and was speculating about how to build Tim Hunter. Even then, he had this powerful mystic intuition that let him sometimes pick up relevent bits and pieces of information. He could make some amazingly lucky guesses (guess the name of Doctor Occult's twin, pick out the Mundane Egg, etc.) To some extent it is a GM-controlled effect, but even so I was wondering if anyone would take a stab at trying to model it.
Last reply by Col. Orange,
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