HERO System Discussion
13,255 topics in this forum
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Hey, folx, thought I'd post a query here to see if I can save myself some design time. Perchance does anyone out there have the Aura Vision chart from page 65 of The Ultimate Mentalist typed into their computer? I'd like to include a similar power in the "Mental & Psionic Powers" section of The UNTIL Superpowers Database, and I can re-key it all in if I have to (it wasn't in my original manuscript for the book), but if someone's already done the work I'd like to save myself the time and effort. Feel free to e-mail it to me at SteveL@herogames.com if you've got it and are willing to share.
Last reply by Steve Long, -
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I've been thinking of dissociating figured characteristics from primary ones. Here is the chart I've thought up: All primary stats but BODY and COM are changed to +1 for 1 point. PD & ED start at 2, SPD at 2, REC at 4, END and STUN at 20, with normal progression costs. OCV = 3 + (1 per 4points), DCV = 3 +(1/4), OECV = 3 + (1/3), DECV = 3+(1/2). What are the systems other people use? And doesn't STR get too expensive without the 110% of coupled characteristics?
Last reply by Tech, -
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I have read, reread and reread the new skills for Autofire over and over now. In my opinion, the new skill descriptions are confusing! Could someone shed some light on the four autofire skills for me? I have a sniper hero that could probably use them.
Last reply by Monolith, -
Autofire and Muliple-Power Qs
by Guest C_Zeree- 9 replies
- 577 views
Sorry for the new question, but I have no XP playing the game. Only looked at stats thus far. Ok how does Autofire work with martial maneuvers? Do you have to build a power to get a martial maneuver, which looks like it would cost a lot more, and then add the autofire adder? Or could you just put the adder on the maneuver? Basically I am looking for a quick triple strike from an epee. I was thinking just put the adder on the Slash maneuver from Fencing. This seems like its cheating... However, if I built a power to simulate it, should I just include the epee damage as well in the HKA? Or is it "more correct" to build the HKA maneuver se…
Last reply by SCUBA Hero, -
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Does anyone remember that the Digital Hero archives used to go back further than 5/11/1999? One of the old articles no longer available discussed alternate rules for Falling Damage that made falls significantly more dangerous than in the official rules. I can’t remember the details, but I believe it involved adding an NND (with Does Body) to the normal damage caused by a fall, with the defense being not having internal organs subject to the shock of impact. So, for one example, characters wearing armor would not be more protected from falling damage than those without. Anybody happen to have that article handy who could supply more details? Other house rules ac…
Last reply by JamesG, -
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This one is just breaking my brain trying to write it up in HERO terms. It's from an online PDF game called Console that I stumbled across. The game as a whole reads like a semi-serious attempt to do a tabletop version of Final Fantasy. Anyway, I stumbled across this power for the Time Mage class: "Duplicate - You can force a particular event to happen again. For instance, if the Fighter just hit a nearly untouchable foe, you could use your action to cause that to happen a second time. You can't use this ability more than once in a row." :confused: :confused: Can it be done?
Last reply by Kefrem, -
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I'm having trouble getting my head round the change to Duplication in FRED. As written, the cost of the power is now based not on its effect, but on the total points of the character who has it. There are really two problems with this. Let's say, for convenience, you've got a 200-point character (100+100) who can make a single duplicate of himself. That means he's spent 40 points on Dup. So far, so good... but the duplicate is also a 200-point character, so either he's got Duplication as well (and it doesn't take a genius to spot where that takes you), or he's got 40 character points to spend on stuff that the original character doesn't have. That's the bi…
Last reply by TheEmerged, -
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If I had a character with Discrimanatory on touch, would I be able to read the type off paper by touching the words themselves?
Last reply by Qelan, -
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I hope this is the correct forum to post a "how to" question... I'm trying to reproduce the gun from the movie "Looker's" (I think the movie was made around 1980). As best as I can tell, the gun fires a pulse of light that causes victims to go into a "mental bliss" state. They're effectively asleep except for the fact that they remain frozen in place while under the effect. The effect wears off after a fairly short time. It can also be dispelled if the victim is strongly jostled (or punched). If treated gently, the victim can be picked up and carried without dispelling the effect though. The gun also has limitations similar to a visual flash attack. …
Last reply by FOUNDATION, -
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I am making an EC framework for a character and I want to have a force field. I know you have to buy the power with the advantage costs-0 end, but I am wondering if you get the -1/2 lim costs end or is that automatic and not a limitation (seems logical that you don't get a bonus for it, but just checking) Also how does it work to buy the power with the lim costs end to activate?
Last reply by Steve Long, -
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Here's one for you science guys. My apologies if this has been discussed before. Concept is a teleporting character. This PC can teleport anywhere, to any point on the earth. For the purposes of this question, how he knows where to teleport to is unimportant. The question? How much Teleportation will he need to buy, so as to ensure that he is able to get to any point on the globe from any other point? Same question, new wrinkle. From any point on the earth, how much Teleportation would he need to buy to reach any point on the moon, no matter the cycle of the month or time of year (if those make a difference), and vice versa?
Last reply by Talon, -
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Frankly, I find it a little absurd for the text to read "Characters should never buy a Killing Attack simply because they want to obtain high STUN Multiplier rolls." and half an inch lower, it gives the new value for a +1 to the Stun modifier as +1/4 So, to level the playing field - I offer this: +1/4 advantage (only for EB) +1 stun/DC Such a structure would allow EB to maintain near-parity to KA for the purpose of generating STUN, ostensibly what normal attacks are supposed to do better than killing attacks, but in reality, they don't.* where the bonus stun/DC helps out most is when you're stacking it with other advantages such as autofire or are…
Last reply by Chaosliege, -
How would you 1 2 3
by JmOz- 64 replies
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One of the greatest strengths of the Hero system is that you can build powers in a multiple number of ways to get the same effect, so I am wondering what methods others have used for things that Steve and Crew have given official methods for.
Last reply by BasilDrag, -
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Does the character have to specify a single power for power defense the defense is against (say drains) or does it protect against all powers listed in the book? Thanks, Chris
Last reply by TheEmerged, -
I've been having a...discussion with someone on the B5W mailing list. This is the latest message he sent out. It just boggled my mind. ---- I've observed the same thing in Champions games. Everybody buys regen, speed 5+, and Dex 23+. Just because a system is skill point based is no guarantee that the sameness is or can be avoided. Quite frankly we agree to disagree. >> I find this to be quite funny but since you don't >> take the Hero System seriously, then you wouldn't understand why. Heh, where did you get this? Hero has a fantastic framework, you just can't let the players buy anything other than perks, skills, and stats with normal …
Last reply by Old Man, -
STR Min
by Guest Confusinator- 10 replies
- 360 views
So I'm perusing through the weapon charts in FRED, preparing to run a game in a couple of weeks, and my eyes happen to stray across the STR min for a M-1 Garand. 15! The equivalent of picking up a piano, according to the STR chart. Now, I will be the first to say that our boys were lean n mean, but I don't think anyone would suspect Audey Murphy of moonlighting as a one man piano mover. And when you compare the STR min from rifle and assault rifle to shotgun, you really see a disparity. I would venture that it takes a bit more strength to wield a 12 gauge than it does a 30-06.
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Well since nobody else has done one and I know many are waiting to hear opinions of TUV I thought I'd toss out mine. It's great, it is about as opposite of GURPS vehicles as you can get, it is based around finding the effects you want the vehicle to have and then helps write them up in HERO terms. As a plus for those who really wanted a GURPS vehicles for HERO I see no reason you couldn't build a vehicle with a crunchy system like GURPS vehicles or BTRC's VDS and then convert it to HERO. The book is divided into 9 chapters Chapter one deals with rules that apply to all vehicles, the effect of various characteristics including PRE and COM, built in skills, t…
Last reply by Talon, -
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- 231 views
http://www.monstrous.com/
Last reply by keithcurtis, -
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Ok, on the old boards I was trying to find a way to make piercing (old power from Champs 3, each level reduced 1 point of defense) RKA 1DC = 5 pts Limitations only vs DEF Body -3/4 (using no stun for comparison which is also -3/4) Standard effect +0 (this keeps each level to 1 pip instead of rolling) Total cost 2.8 round up to 3, so 3 pts per level which is the same cost as Piercing vs resistant defense in C3. Any unforseen problems with this attempt?
Last reply by Toadmaster, -
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how would one(roughly) duplicate greenlanterns powers/power ring?
Last reply by dataweaver, -
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I've recently picked up a copy of The Ultimate Vehicle, and was less than impressed by the way that it handled several aspects of vehicle movement - namely, gravity-powered and towed ground vehicles, the effect of wind on aircraft, and the so-called "realistic" rules for space movement. In all three cases, it seemed to me that the writer was trying to shoehorn realistic movement concepts into the existing (and inherently unrealistic) movement rules. This has substantial possibilities for Murphy's Rules, as well as unneccessarily cluttering up the ruleset with additional patches. What I'd like to see would be an alternate set of movement rules that's geared toward…
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Just a note to remind everybody after a brief hiatus the regular Monday Chat resumes tonight, 6 pm PST in the main Chat Room. Hope to see you there! dw
Last reply by Chaosliege, -
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I wanna know if Hero can handle realistic settings? something like a WW II game, where players can die with one shot... nothing HEROIC... just plain simple realism!! I´m asking this cause I read that HERO cant handle that situation, and as I´m thinking of buying HERO to be my Core system I wish to know!! I also wanna know if I can make a big battle, like, 2 machine guns, a tank, 6 soldiers againt the PC´s....and make it a coherent fight and not take too much time. Hope you understand my english, I´m a brazilian...) Thank´s
Last reply by Chaosliege, -
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If you could only buy one of these two books, which would you buy? If you could get Champions signed by Aaron Allston, would that change your answer? I need to know soon so post quick!
Last reply by Alibear, -
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I'm writing up a character who can generate a 'plasma spear', a 6½' long pole of plasma held by a 'gravity bubble' except for one end, which of course is ablaze. As the name suggests, he can use it as a melee weapon or can throw it. Of course, since the 'spear' can be thrown, the PC can also have it disarmed or taken away from him, and until he can either recover the 'spear' or destroy it, he can't create another one. I've decided to create 2 new modifiers, 'Can be thrown', an advantage, and 'Must manifest', a limitation, but I'm not sure what the values of either should be. With 'Can be thrown', the 'spear' can be used either as a HTH weapon or as a ranged weapon, …
Last reply by Oruncrest,
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