HERO System Discussion
13,255 topics in this forum
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- 4 replies
- 117 views
I've read some of the old discussions about 4th/5th ed products and I'm still in doubt about getting this one or not. Specifically : how much material is new/altered here and what (globally speaking) are the differences between the two editions? Thanks in advance for your help!
Last reply by Killer Shrike, -
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- 134 views
If two powers are permenatly linked two each other, can they be bought in the same slot of a multipower?
Last reply by NuSoardGraphite, -
- 18 replies
- 170 views
I've always wanted to see a supplement with lists of first and last names for characters, broken down by region or nation, like the one for Oriental names on p. 114 in the 4th Ed. Ninja Hero... In lieu of this, since I can imagine what an undertaking that might be, do any of you have sources, such as websites, for names? Any input would be appreciated.
Last reply by BobGreenwade, -
- 17 replies
- 115 views
Okay, here's how this one works... you have a flying object, and said flying object is constantly dripping various noxious fluids as it flys about. If these fluids drop on a person, that person will fall gravely ill. Now, the illness part is easy (Drain versus BODY & CON), but anyone have an suggestions on how to model the dripping part? Continious, Uncontrolled, AOE: Hex? Only if target is "below"? Thanks.
Last reply by Susano, -
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- 101 views
I'm looking to build a targetting sense that is based on the ability to detect metals. I don't want it in the sight group, but touch group is acceptable. My character is part Magma elemental (earth elemental that's a little more uppity), and can detect trace (or large) quantites of metal. This sense is so refined and detailed that he can use it to detect the trace metals in someone's blood, and target them in combat with it. One way I thought to build this was: Detect Metal (detect: large class of things; sense, range, targetting sense, increased arc 360 degree, microscopic x100, discriminating, analyze) (48 active points) I figure I need microscopic t…
Last reply by Super Squirrel, -
- 8 replies
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Please excuse this newbie question but it is something that has always had my brain go a lil' wonky and I will fully admit I have not delved into the rulebook for the answer. I have a package deal that costs 5 points The package deal gives me 50 points of skills, etc. and 30 points of disadvantages (don't worry if the points don't equal the package deal, it is just numbers for help). The character guidelines is 200 + 100 points of Disads I build my character with 195 points + 100 points of Disads Do I then add the package deal for 5 points and everything is just fine? It costs me only 5 points but I get 50 points worth of stuff, putting me over the 20…
Last reply by Super Squirrel, -
Test
Last reply by Super Squirrel, -
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- 116 views
Just wanted a little feedback from all the experts! I recently ran "Return of the Destroyer" in the Champions Universe Sourcebook... (Love the Destroid Side Art, BTW!) Does the interference in Dr. Destroyer's plans merit a Hunted Disadvantage? Even at it's lowest value...it would be a 20-pointer (Hunted, Infreqeuntly (8-), More Powerful, NCI).
Last reply by Super Squirrel, -
- 16 replies
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I'm building a teleporting character. Basically I would like it so that any time she is a victim of knockback or a throw, she can teleport safely to a landing spot of her choice. Cost is not a problem How do I build it? I was thinking that maybe it would be run as a Damage Shield with maybe a No Conscious Control. (Everytime the character is thrown or suffers KB it activates and pay for the Continious, No END, Persistant) Any ideas would be very helpful.
Last reply by Super Squirrel, -
- 15 replies
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I asked Steve Long a couple questions about the Enhanced Senses Adder "Rapid": Steve Long's reply: My followup question: Steve's reply: As I said to Steve Long, I'm not trying to be argumentative here, but I'm at a complete loss as to what game effects my fellow GMs would think the "Rapid" adder provides. This strikes me as a natural Adder for speedsters or other quick characters, but I don't know what bonuses or other effects it would provide in game terms. Higher PER? Ability to examine large areas more quickly? Ability to see attacks such as bullets? What does a character get for his 3 points? What do you think, …
Last reply by Super Squirrel, -
- 8 replies
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Hello I am creating a villian for a game and want to give him the power to use the skills of another after reading their mind with telepathy. So I am wondering if this is a valid power construction or if I am breaking a rule I did not see in the books. Cost Power 58 Barrow Skill: (Total: 79 Active Cost, 58 Real Cost) Transfer 1d6, Can Transfer Maximum Of 10 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Reduced Endurance 0 END (+1/2), Based On EGO Combat Value (Mental Defense; +1), Variable Effect Four Skills Simultaneously (+1) (64 Active Points); Limited Power Must get Ego +30 on telepathy roll. (-1/2) (Real Cost: 43) plus Tar…
Last reply by Super Squirrel, -
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I'm trying to place some "Ancient Portals" around my Fantasy World. They are Immobile Foci that allow those who already Teleport to Move (Via Megascale) to any other "Ancient Portal" on my world. Would anyone care to help a busy Father with the Write Up? I'm not sure if this should be a naked Advantage, for starters. Even Derisive replies are appreciated.
Last reply by Marcus, -
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- 114 views
I cannot find it anywhere, and everyone I talk to says it's not available. If I click on Online Store at the top, nothing ever happens. Anyone have any ideas of where to get this?
Last reply by Bartman, -
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No I don't mean the Lord of...., but Koji Suzuki's Ring. Reading I came across and interesting limitation for psychic powers. The theory is everybody have psychic abilities to some degree. This being the case, most psychics can not perform in front of sceptics. The skeptics minute abilities saying this can't happen, stops the psychic from performing his/her abilities. So I was wondering if someone can give me a good idea of a scale for this power starting from the weakest (it only takes 2 skeptics (-1 perhaps)) to stop the powers up to 50-100 skeptics (-1/4)). Of course someone who doesn't take it could be viewed as very powerful or perchance actaully start chargin…
Last reply by pinecone, -
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Heroic and Superheroic tend to be applied to entire campaign settings in a binary fashion, where everybody follows one set of rules. Even the non-super VIPER agents in the Champions setting are statted-up as though they had to pay points for all their equipment. So let's say that Superheroic character Defender falls into a dimensional portal and finds himself on the same world with Heroic rogue Chiron. Does Defender now have to use Heroic rules for pushing, adding damage, etc, or is he the only one in his new world that uses the Superheroic ones? Is there an "official" answer to this sort of question, and if not, how would you adjucate it?
Last reply by pinecone, -
- 3 replies
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I'm helping a player create a character, who has sort of an awe-inspiring character... I've created a multipower, with two slots - one is an always on low level effect ("Respect me.") the other is a more focused mind control (no limitations). The question I have is this - he shouldn't, based upon the special effect, have Mental Awareness. I applied the limitation (-1/4) to the Multipower as a whole... Does anyone disagree with that? Think it's cheesy?
Last reply by Crimson King, -
Power Framework woes
by Guest C_Zeree- 11 replies
- 176 views
Character concept: Force Mage with a gun. Being a super hero level game, the character buys the gun, putting it into an MP because he wants to use different bullets. AP, frag, rubber, regular. He also has his Magic VPP. Being a clever character, he crates a spell, enchanting his gun to provide an extra kick to his bullets. The spell idea is to provide 2xKB and +xd6 STUN to every attack up to 60 AP. Idea great, but I hit a wall because according to the rules one power framework can’t have a power that adds to or modifies a slot in another framework. Suggestions? I was thinking GM’s fiat, since, to me, it makes dramatic sense. I’ll admit I’ve just t…
Last reply by Southern Cross, -
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- 157 views
So you I have this character whose main power is duplication. He can build 4 other copies of himself. So lets say I want a level of mental communication between the duplicates to simulate eerie duplicate effects. For example: - When together the duplicates finish one anothers sentences - Although the duplicates cannot mentally communicate between each other, what one see's they all see (or experience). - All of the duplicates refer to themselves as a single being, BUT do talk to one another (somewhat to the fashion someone would essentially talk to themselves...) Thoughts?
Last reply by Yamo, -
- 8 replies
- 207 views
I would be glad to hear Steve's answer (among others') to this question, but I have not posted it on the Rules Questions Board because I think it is more a matter of context and judgment than strict rules-interpretation: How should one handle a "sucker punch"? I am envisioning a case in which two characters are talking, possibly about to shake hands, when one suddenly punches the other. The most obvious possible answers are surpised-out-of-combat, surprised-in-combat, and surprise manuever. Presumably how wary the target is affects the answer. In at least some such cases, a PER roll seems in order, but how would one handle this? The target does not seem to need …
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Hi Gents, Got a dumb question but it came up in my game... Can mental powers work on someone who is unconcious? I would imagine ego attack would be ok in some cases based on the special effect but what about telepathy? In my session the PC wanted to dig for memories and deep secrets on a villain who they just knocked out. I could not find this documented anywhere but maybe I just missed it... What do folks think?
Last reply by Derek Hiemforth, -
Are there a lot of trolls here? I read some posts and I'm concerned. My kids and I share this account and don't want them exposed to such childish behavior.
Last reply by Trebuchet, -
Bullet Time
by Steve- 16 replies
- 294 views
Has anyone ever tried a power construct like this? +2 SPD, Costs End (20 Active and 13 Real) +4 DCV, Linked to SPD Increase (20 Active and 13 Real) END Reserve (20 End, 2 REC) (4 Active and Real) I was trying to think of limited use SPD powers that could replicate the "bullet time" effect, and this was one notion I came up with. The DCV levels were to try and replicate the effect of being more difficult to hit while enhanced like this.
Last reply by glenrm, -
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- 113 views
What a great article Thinking Outside the Lead Box was! It was just the right size and loaded with great ideas. I would also add the sometimes knowing everything is just to much in a busy city. Let us say you are following Dr. Evil when suddenly you see a young couple getting mugged three miles in the other direction, and then suddenly you here gun shots ring out at the bank you just past three blocks ago. Now what does our hero do? It is an even harder call if Dr. Evil isn't up to any evil at the moment. A look at some crime statistics in major cities could help you determine how many crimes a character with advanced senses would have to deal with at least until h…
Last reply by glenrm, -
- 53 replies
- 677 views
One problem with Hero is that certain breakpoints for characteristics seem to be most efficient. For instance, con should always end in 3 or 8 for maximum efficiency. I was thinking of gradually giving figured characteristics instead of a big burst at the efficiency breakpoints. For Str: 1 +1 stun 2 +1 PD 3 +1 stun 4 +1 Rec 5 +1 stun 6 +1 PD 7 +1 stun 8 +1 Rec 9 +1 stun 10 no bonus (except for the +1D6 damage) For Con: 1 +1 stun +2 end 2 +1 ED +2 end 3 +1 stun +2 end 4 +1 Rec +2 end 5 +1 stun +2 end 6 +1 ED +2 end 7 +1 stun +2 end 8 +1 Rec +2 end 9 +1 stun +2 end 10 +2 end For Dex: 1 +1 Dex rolls 2 +1 O…
Last reply by PhilFleischmann, -
- 8 replies
- 249 views
Our group is working up a House Rule for Duplication that I'd like to run by you all to see what you think. Here's some relevant campaign details: For starting characters, the Active Point cap for non-attack powers (of which we consider Duplication to be) is 75 points. Basic points are 250 + 100. We have a PC who can split into 5 bodies. Taking the 75 point max, and subtracting the +10 needed to get 4 extra bodies, we find that the Base form is restricted to 325 points (5 x 65 = 325). Taking from that 325 the 75, we have a Base form who has 250 points of other Powers, CHAs, etc. The 4 duplicates, in order to be identical to the base, are also comprised of 250 po…
Last reply by zornwil,
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