HERO System Discussion
13,252 topics in this forum
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- 10 replies
- 473 views
In a certain famous animated series, there are aliens who are normally about as big as a fighter jet. In other words, they are as tall as a fighter jet is long. They're giants. Now these giants have a device in their ship that allows them to shrink to human size for purposes of infiltration into human society. "Micronized" aliens are ideal spies, but tend to bring back things their employers don;t want them to. (But that's another story). The question is this: How do the Growth and Shrinking powers figure into modeling the aliens and their Micronization device? If I read the rules correctly, giants don't get Growth based on being naturally big -- their other cha…
Last reply by Old Man, -
Animal Bonuses and Experience Points
by Guest Green Giant- 3 replies
- 309 views
Looking at the animal listings in FRED, I was wondering what exactly the animal bonus or experience point listing on the animals was used for. Is it an unexplained carry over from a previous edition? What should I be using those numbers for? -Thanks much folks.
Last reply by Monolith, -
Range Mods
by tiger- 8 replies
- 420 views
Hey Need help. A friend has my copy of FRED and I'm working on something and need to know where the first minus for range starts. If anybody with the book with the book could tell me that be quite nice of you.
Last reply by Monolith, -
- 10 replies
- 244 views
I have just gotten into Hero, and I was wondering if there were any commonly used house rules which I couldn't do without. I would particularly appreciate any regarding game balance. I switched to this system because I heard it was very balanced, and so far I have been pretty impressed overall, and particularly with that aspect of the game. What house rules (especially balance related ones) have you all implemented with success that you think really improve the game? I have heard a lot of talk about ER, and I downloaded the excel sheet. Is there a way I can get the document which goes along with it without purchasing DH#3? Finally, what is a typical po…
Last reply by Starcorp Man, -
- 1 reply
- 240 views
How are they supposed to be assembled? Tubes? Triangles? Has anyone does this successfully? And why do all three images show the front of the character?
Last reply by Monolith, -
I was looking at the cost of Dex and it seemed a bit low to me for what it gives you. I was thinking about raising it, but was not sure it was more balancing to raise the cost to 4 or 5. What does everyone think is a fair cost?
Last reply by Zaratustra, -
- 7 replies
- 391 views
I asked Steve about this, But me and him seem to be talking about two different issues. These are the threads http://www.herogames.com/forums/showthread.php?s=&threadid=1164 http://www.herogames.com/forums/showthread.php?s=&threadid=1171 On page 318-319 of 5e, the rules for designing a base talk about adding personel to the base using the followers rules Page 58 talks about buying a follower for the character My question is this: If a character is buying a base with personel AND a group of followers to adventure with does he buy followers once or twice
Last reply by Chaosliege, -
- 14 replies
- 210 views
Here's the situation: Whenever the character dies, his spirit automatically seeks out, and permanently take possession of, a random new adult human somewhere on Earth. From then on, the character has: 1. The physical Characteristics and physically-based Disadvantages of the new host. 2. His own mental Characteristics, Powers, and mentally-based Disadvantages. 3. Perks and socially-based Disadvantages adjucated on a case-by-case basis depending on how well the character can either prove (Perks) or conceal (Disadvantages) his former identity in the new form. Anyone? Would a MegaScale Ranged Duplication with Altered Duplicate, Cannot Recombine…
Last reply by Michael Hopcroft, -
- 5 replies
- 222 views
Everyone here surely has lots of their own characters that they've made over the course of years (decades?). Which of your 'homemade' characters would you like to see published someday, regardless of genre? Character sheets aren't necessary; just tell us a bit about them and what makes them stand out for you.
Last reply by Peregrine, -
- 1 reply
- 241 views
I know you can give walls the advantage hardened to prevent a character from teleporting pass it. Now what I'm wondering is if a character has hardened on his PD and ED and grabs the character with teleportation. Would his hardened PD or ED prevent his opponent from teleporting out of his grip.
Last reply by Monolith, -
- 4 replies
- 225 views
I was wondering if someone could help me with this. Just before the old hero boards crashed there was a discussion on Flight/Only in Contact with a Surface. During the discussion i suggested using Running with an advantage or adder tacked on. I don't have that info and would like to see the thread. Does anyone know where I can find it?
Last reply by Chaosliege, -
- 12 replies
- 453 views
Ever noticed that damage from strength is logarithmic (each doubling in lifting strength adds 1d6) while damage from speed progresses arithmetically (in move throughs, throwing distance, KB, etc)? How will we ever manage to knockback our enemies into the stratosphere with a mere 15" KB? How did the EVA-00 throw a spear into a monster in low earth orbit? Anyhow, you see my point. Is there any set of optional rules that covers this sort of thing?
Last reply by Spideyguy, -
- 23 replies
- 558 views
It's pretty clear from the STR Table that effective STR doubles in incriments of 5. 15 STR is twice 10 STR and half of 20 STR, for example. But because there's no INT Table or PRE Table (for example), I'm having trouble determining if this is supposed to hold true for all Characteristics. If I want to be twice as smart as average, do I want to buy a 15 or 20 INT? I hope future editions of HERO will be more clear on this.
Last reply by Lucius, -
- 15 replies
- 366 views
Well, you could try whichever method works out cheaper... My way of determining which to use is thus: If the character is essenitally the same but with some (or even a lot of) enhancements, then buy him w/ OHID. Multiform would be reserved for characters who change drastically enough that they *can't* really be bought just with OHID. A vampire turning into a bat is not just an enhanced vampire - he loses some abilities while gaining others. A werewolf will likely lose his Science skills when he changes.
Last reply by TheEmerged, -
- 24 replies
- 614 views
If the special effect of a power vs. Danger Sense is 'self-control of conscious intent' (as per my question on the Rules Questions board), would that be best modeled by Invisibility or Darkness? My first inclination is Invisibility, but I wanted to canvass Herodom Assembled for your input.
Last reply by Monolith, -
- 1 reply
- 293 views
I have a character... who has yet to have a game, but who I suspect will be an utter headache when it comes to experience points. http://www.aeonsgate.com/wolfsden/cotw/rachel.html She has multiform, which in and of itself creates a headache for xp... but here is my quandry: What do I do about buying off disadvantages from the multiform? The book seems to explain how to improve a multiform in terms of powers, (put points into the multiform that the true form bought... ) but do I then have to spend point again in the secod form itself? And same question (only question) with disadvantages... Say I wanted to buy down my Berserk... would I spend the points t…
Last reply by Monolith, -
- 7 replies
- 288 views
After rereading Star Hero and The Ultimate Vehicle, and giving Terran Empire the once-through, I have come up with my one and only quibble with these excellent sourcebooks; my hope is that this will be addressed in The Hero Vehicle Sourcebook. Each of the aforementioned books contains a vehicles chapter with dozens of spacecraft. The first two, in particular, have a wide variety of starships and bases to suit just about anyone's campaign. I say "just about" because it seems to me that the low end has been ignored. Now, I realize that most people who buy Star Hero aren't going to need it, but that just means it should have been in The Ultimate Vehicle. I'm talking, of…
Last reply by BobGreenwade, -
- 3 replies
- 248 views
How would you write up the Matrix agent programs' ability to "teleport" themselves around by taking over other hapless Matrix denizens?
Last reply by Chris Goodwin, -
- 3 replies
- 274 views
I want to build a character with mental powers that are actually based upon essentially neuro-ECCM and communications projected by radio. The upshot of the effect is that I want to create a mentalist whose mental powers are unable to block or be blocked, unable to perceive or be perceived by more traditional mental powers. How should I do this? Note Supreme: I got the idea from a Star Trek book where the Enterprise-D comes across an alien species that communicates "telepathically" by transmitting radio waves to each other. This mystifies the Federation, particularly the vulcans, because though they appear to communicate telepathically, they do not actually possess…
Last reply by Agent Escafarc, -
- 2 replies
- 288 views
I don't have UMA with me. Can someone design a martial maneuver (if its possible) that is basically a sweep combined with a martial strike? I'm trying to convert one of the B5 martial maneuvers that is basically called "Multiple Attack" and I though sweep would be an effective way to do it. There's another one called "Rapid Attack" which is basically an autofire HA, but I won't worry about that one for now... Thanks Aroooo
Last reply by Old Man, -
I working on a spell that would cause it's recepiant to become very unluck. I'm thinking of something along the lines of a transformation attack. It changes them into an unluckly person. Only problem is this causes extra work for the GM do decide exactly how it affects them. Any other ideas?
Last reply by Old Man, -
- 3 replies
- 275 views
A mentalist has Mind Link, but he also takes a little bit of damage from mental attacks against a mind that he's linked to. 10 Susceptibility: to Ego Attacks against characters within Mind Link, 1d6 (Instant, Common) In a typical superhero campaign, would you consider Ego Attacks to be Common? How about if it's spread out over several characters (sure, Mister X might not get blasted, but if anyone on the whole team gets blasted, that might happen a little more often)?
Last reply by Monolith, -
Skill Package Navy Seal
by Guest Phoenix Frost- 3 replies
- 293 views
I'm trying to build a Navy Seal package and I need some help. If you have built one yourself let me know stuff that you have used and so forth. If not let me know your ideas
Last reply by Peregrine, -
- 10 replies
- 529 views
I want a mentalist to be able to turn off the perceptive centers of the brain, in regards to his own presence, so that even though the target's eyes can see him, the brain does not interpret those signals. But, if the target can beat the mentalist at an EGO Roll, he can perceive the hidden target (I don't want the power to be absolute). Mental Invisibility: Invisibility to Sight, Hearing, and Smell/Taste, Based on ECV (+1); Requires an Opposed Skill Roll (EGO versus EGO, -1/2), Only versus Sentient Minds (-1/4) Does the Invisibility need BOECV, or is that a waste? Does the EGO versus EGO count as a Limitation, or should it be assumed to be the special effe…
Last reply by Monolith, -
- 6 replies
- 236 views
I've seen several people mention that you can use breakfall (or perhaps acrobatics) to stand up as a 0-phase rather than a half-phase action. I cannot, however, find any rules that support that theory. Can someone point me to where that's actually described? It's sort of implied in the 'breakfall' description in UMA, but still never actually spelled out. Any help would be appreciated 'cause it seems a little silly for my MA to buy TP with 'position shift' just to mimic an 'instant stand' ability.
Last reply by Derek Hiemforth,
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