HERO System Discussion
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So, I am checking to see what people think about the change from 5th Edition to 6th Edition. Do you prefer having figured characteristics that will increase based on the primary characteristics, or do you prefer all characteristics to be purchased separately.
Last reply by Gauntlet, -
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Hello everyone, As i spend more time playing with the HERO system i find it increasingly difficult to adapt or try to play with another system. I own like 100 system core rulebooks trying all these years to find the holy grail that will bring the right mix of freedom of creation and flexibility on the crunchiness level required for each party but nothing surpasses HERO. In my current state if i open a new core rulebook its a matter of time until i get to a dead end regarding character option or GM'S options(and being mostly a GM for the last 18 years that's really a problem) also what makes HERO system really exceptional is its support, very few system have an…
Last reply by Duke Bushido, -
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Or at least close to it. How would you, HEROdom Assembled, put this spell (Move Terrain) together? You can define an area, and everything in it is shrunken down and tucked into a little pocket dimension. Anyone who can physically (DCV) OR mentally (DMCV) dodge the effect can try to do so; if successful, they are unaffected. Once the area is shrunken down, it can be moved to a new spot and opened back up. Suitable for moving stuff more than people -- dodging it is really easy, and it takes a little bit for the effect to fully happen, so you get multiple tries. It's called Move Terrain and not Imprison people for a reason, after all. So f…
Last reply by BigJackBrass, -
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I am introducing a new group to hero and showed them the table on page 20 for scale. It never occurred to me that there is no numerical values relative to the scale adjectives on the table. Obviously the new player noticed instantly and asked me "So what in average" and I told him from 5-8, What is notable. I said from 9 to 13. But I have no clue where those numbers came from in my head. Anyone know if those ranges are given values in a printed book? If so what page, Dan is very much a "show me" type person.
Last reply by Christopher R Taylor, -
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I am running a Weird West campaign and there are holy casters in it. My player who is playing one wants a spell for his spell pool that he can cast that will consecrate a dead body so it can not be used in any necromantic rituals to create undead with it. The only reasonable way I could think to do this is us a transform to change the body from a dead body to a "Inert Body" that would make it unsuitable as a spell component for necromantic spells. Can anyone think of a better way to do this I might be missing?
Last reply by Pattern Ghost, -
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All: I'm trying to figure out which is the most effective, yet lowest cost implementation to create a Hypersleep Chamber as that in the Prometheus/Alien Franchise. I'm thinking using a Major Transform to take a person and change them into a Suspended Animation State in a compound power then to use life support to keep them from starving, getting old, etc. However, I'm stuck on AFTER putting them into this state, I don't see a greatly reduced healing--i.e., up to X amount of Years. Also, when to bring them back w/in like 1 turn or more back to normal status. Here is a link on the fan page that describes the Hypersleep Chambe…
Last reply by Pattern Ghost, -
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So reading rules as written Multiform cannot be used to turn into a vehicle, automaton or other character type. However when a general rule does not work advantages can be used to price in the rite option. I want to make a character who in his natural state is a 12' tall robot. He then turns into a sport compact car (like Transformers). What is a good/reasonable value for being allowed to change character type with Multiform? Considering I would want to be consistant. For example if I want a Wizard who can turn into a Clay Golem, I would use the same modifier value. What do you all think is reasonable? I know it has to have been considered because transf…
Last reply by Christopher R Taylor, -
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I am looking for a resource of characters that I can drop into a game that takes place in 1919. I do not mind if it is a paid product or not. But I have been coming up dry and was thinking it would be nice to have some new NPCs to drop in the backdrop for the players. I feel like it could add some depth to the game. Do any of you know of any product like this? I have Larger Than Life and it has some, but I would like to be able to find more. EDIT: The setting is very high supernatural. So the NPCs do not need to be realistic, just flavorful.
Last reply by Ndreare, -
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I'm not sure if in any of my games I have seen a Champions Character die. Of course, I mean in a standard champions game, not a Dark Hero one. Unconscious of course, but never truly dead. Anyone else have recollections of having a true Champions Superhero die?
Last reply by Rails, -
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In 2016, I was lead writer for Aaron Allston’s Strike Force. It is one of the highlights of my game writer career. I had hoped to be able to continue work in Aaron's world by developing something I wanted to call "Strike Force Organizations." And now, I can. Note: This product will be dedicated to Aaron (of course), but also Darren Watts, as when I first discussed this, he wanted to develop the section on the Circle.
Last reply by Susano, -
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I recently bit the bullet and updated from 5th to 6th edition and have found the changes to 6th to be really refreshing and good. In particular, I have really liked how DEX has been decoupled from OCV/DCV...I knew that was a thing but actually sitting down and building a character that didn't have superhuman levels of DEX because their concept didn't call for it was gratifying. The one thing that irks me in 6th is that the rule of x is so vague. I really liked the old tables that existed in 5th edition (page 15 of the core book) that listed the point costs and character abilities guidelines better than the rule of x IMO. However, I think the rule of x has s…
Last reply by unclevlad, -
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I've been playing around with HERO Designer, and have finally spotted the Quantity option for powers that lets you apply the 5-point doubling rule from 6E2 p181. That rule says that it's only available for equipment though, and explicitly rules out innate powers or abilities, which has me wondering: what exactly defines equipment bought as a power? Does it mean the power has to be bought as some sort of Focus, or is it a matter of SFX? If the character concept justified it then would the game break down terribly if you allowed 5-point doubling for any power, or would you want there to be some checks and balances in place?
Last reply by Ninja-Bear, -
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So I have a player that wants to download his consciousness into a computer so he can be formless. I originally thought desolidification but it doesn’t quite fit since he’s still apart of the physical world when he jumps into a body. Any other ways to build this?
Last reply by Darkhope, -
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I'm not sure how to express this one but let's go anyway. I want a power build that allows me to extend or contract an object along one (or more) dimensions. So, make a rope longer, shrink a ladder, yadda yadda. For extending I could see Stretching UAA, but not for contracting. I could go the Transform route, but I like that to be more of a last choice. USPD is irritatingly void on answers, at least to my searches. Does anyone have any ideas? TIA
Last reply by Christopher R Taylor, -
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Hi, I'm brand new to the Hero system and I really like it! I've been making characters in hero designer and slowly wrapping my head around the rules with Champions complete. I have a campaign idea that I want to run but I need help mechanically realizing the higher concept stuff. The premise is that people gain powers via a new drug that temporarily gives powers based on genetics (hence why the same drug can give different powers to different people). Each time they use the drug they gain powers but at the cost of slowly eroding their humanity. I realized that I want the characters to almost be like lovecraft protagonists and the powers they gain are the equivalent…
Last reply by MrAgdesh, -
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If I understand it, you cannot per the rules Disarm an OIF. However in combat you can target an OIF to break it. Am I right?
Last reply by MrAgdesh, -
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Skipping the ever-popular "if you're the GM, you can do anything you want!" answer, I have a question regarding mirrors. I'm not going to get into the idea of many parabolic mirrors making a heat beam ("Go-go-gadget Archimedes!)... at least, not yet. But how would you build the usual effects a mirror would have? Would Reflection, Only Light Effects be enough, and just handwave other minor effects with a Power skill roll?
Last reply by unclevlad, -
- 7 replies
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I've come up with a special effect, where a character is able to generate acceleration for themselves, like Superman's flight, but the max acceleration they can create falls a bit short of 1 gee. No way they can get aloft, but I figure, based on Terminal Velocity calculations, that a pair of roller skates would let them sail along with running of 84 meters, if their speed is 7. This is no problem, I give them speed 7 and 72 meters of running with a focus. The problem is that if they were falling, they could cut the acceleration they were under due to gravity to a tiny fraction of a gee. My calculations indicate this would give them a Terminal Velocity of 20 meters per…
Last reply by Hugh Neilson, -
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We've all seen the vast number of Custom Limitations on Power constructs that have appeared in HERO System published books since, well, forever. And undoubtedly many of us here have come up with our own Lims over the years. Tailoring Powers to function in particular ways or under specific circumstances is a well-established feature of the system. I'm wondering if anyone here has invented their own Custom Advantages for Powers that they'd care to share? Obviously the official system already gives us a huge variety of them, but perhaps you identified some deficiency in the rules you felt could be filled by a new Advantage? If so, other people might benefit from …
Last reply by Christopher R Taylor, -
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6E1 p.147 says that Area Of Effect should not be applied to Defence Powers, except in some situations based on special effects and other considerations. Would Absorption bought with Defensive Absorption and Area Of Effect be a suitable exception to the prohibition on AOE Defensive Powers, or should these Advantages not be combined?
Last reply by Cloppy Clip, -
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I was looking through some older Champions books and came across the Mastermind option in Champions II (p. 21-22). Anyone ever try and bring this forward into newer editions? I often wonder why it wasn't included going forward. Was it just too game breaking? Anyone know?
Last reply by Tech, -
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In the questions section, someone asked if they could buy extra Speed just to abort with, but they wanted to be able to just have a free floating phase they could call on once a turn without losing any of their ordinary actions. Simon properly stated you can't do it that way. But I wanted to discuss ways you could make it work. Obviously if you go from 4 to 5 speed you gain one more phase, but you cannot just burn that phase whenever, you still are trapped in the way speed breaks down across a turn. You have 4 phases to act on (3, 6, 9, 12) with 4 speed. 5 Speed adds one (3, 5, 8, 10, 12) but you have to act on the phases allowed. Now I have bui…
Last reply by Hugh Neilson, -
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I'm a fairly new to the HERO system (using 6E) and my friends and I are playing a game with combat heavily martial arts focused. I would like to create a character based around the Five Animal style of Shaolin Kung Fu, and I think it would be interesting to have the character cycle through the five different stances (Leopard, Snake, Tiger, Crane, and Dragon) Each stance providing different small stat increases associated with the animal and their element. I'd like it only one stance could be used at a time and if some sort of transitional strike could be used to allow you to change stances and keep your opponent on their toes. I have a few ideas as to how I could accompl…
Last reply by m.mavnn, -
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- 289 views
I'm curious if anybody has any particular favorite articles from the Adventurer's Club series of magazines. Anything still especially relevant or insightful to gaming today? Anything especially useful that somehow didn't find its way replicated in later editions of the core rules or official supplements? When I got into HERO in the early 90s I knew that AC was a thing, but I was a poor kid without the means to collect them. I'm curious about any gems I may have missed out on.
Last reply by Tech, -
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- 44 replies
- 825 views
I'm working on some stuff for a game and was thinking about Templates a bit. Particularly the Complication end of things. According to the books (6E1 p. 36): I've always seen these as "In Addition" to Complications taken by a player. And from what I've seen over at Homebrewing a HERO System 2e, I'm not the only one in the past. Does anyone run it this way in 6th edition? Has anyone had success with it in 6th edition?
Last reply by Duke Bushido,
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