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    Patreon Update

    By A.C, in HERO System News,

    The HERO Patreon has another update! You can become a HERO games Patron for only $5 a month, and get access to this weeks post along with the past year of Patreon exclusive material, link below!

    Forgotten Organizations – Sanctuary, the first in a series of products bring old organizations for past Champion products kicking and screaming into 6th edition. This installment is Sanctuary, a place where super-powered individuals can go to mingle with others like themselves and let their hair down. There are two to choose from a Retreat in the woods or an island Resort in the ocean.
    Here you can hear a lecture from Dr. Destroyer or challenge Muerte to a game of chess. Play a volleyball game against the Ultimates or shuffleboard against members of The Champions. Anything is possible here, including hearing rumors of possible plots against governments or even possible heists.
    A 110 PDF and includes Hero Designer files & printable cardboard miniatures.


    Jason S.Walters
    "I’m working away on editing the remainder of Gaslight: Heroic Investigations In Victorian London, while Carlos has begun layout of the book. Specifically, I’m currently editing Chapter Fourteen: Environmental Threats and Gaslight Villains, which covers topics like Victorian diseases, the nature and motives of villainy, roleplaying them, and their various types. Christopher Hackler has done some interesting work in this chapter, examining the fictional trope of the Victorian era baddies from every conceivable angle. I’m enjoying working on it."
    Learn more by supporting Hero Games work on Patreon!

    Jason S.Walters
    At 270 pages, The Jolrhos Codex is a huge compilation of Christopher Taylor's Fantasy Hero ideas and work spanning several decades of gaming and writing. The first part is an introduction, containing an examination of the Hero rules in a fantasy campaign, detailing thoughts and methods of creating spells using the Hero Toolkit. When combined with the detailed Spell System outlined in the Player Guide GMs and players have everything they need to have magic in their fantasy campaign. The bulk of the Codex is spells, naturally. There are three sections: Magic, Bard Songs, and Priestly Rituals, each section listed in alphabetical order. Lastly are the appendices, with a small bestiary of creatures and structures referred to only in this book, a magical thesaurus, thoughts on building magic, and more. Includes physical book, 272 page PDF, plus extensive HDC files.
    Hero Games Store
    Indie Press Revolution
    Barnes & Noble

    Jason S.Walters
    There is something symbolic about doors. Open, they often represent a welcoming attitude or nature, an idea best expressed with the phase: “open door policy.” Closed, doors present a barrier—to sight, to sound, to entry, to communication. An open door shows you are willing to talk to others, while a closed door shows you have shut yourself off from the world.
    Door Discoveries is designed to give Game Masters a reference for designing and creating doors, gates, locks, and other barriers. Unlike many of the other Discoveries products, this isn’t a collection of random encounters, but a tool, to be used to develop new — and expand on existing — encounters.

    Jason S.Walters
    Treasure. The mere word sparks visions of piles of gold coins, chests full of Spanish pieces of eight, ropes of pearls, bejeweled rings, cut gemstones, and more. It is often the driving force behind many stories and adventures. The dragon from Beowulf went on a rampage due to the theft of a single gold cup from its massive hoard. The dwarves in J.R.R. Tolkien’s The Hobbit seek to recover their lost kingdom — and its untold wealth. The entire point behind Robert Lewis Stevenson’s Treasure Island is to be the first to find a lost pirate treasure. And the Dungeons & Dragons module White Plume Mountain is centered on an attempt to try and recover three stolen magic items. Asyou can see, treasure — or the mere rumor of treasure — can spark a single adventure or even an entire campaign.
    Treasure Discoveries is designed to present Game Masters with a wealth (no pun intended) of information when it comes to creating treasure caches and troves. The who, what, where, and why of treasure troves will be discussed. As well as ways to store treasure (and what all those terms mean). You will also find descriptions of precious metals, gems, minerals, and numerous crafted objects. The rumored properties of gemstones (taken from myth and folklore) will be noted — useful fuel for any fantasy game. In short, Treasure Discoveries will allow you to create detailed custom treasure troves suitable for almost any fantasy setting (as well as other genres, if you so wish). And please, feel free to adjust, alter, and expand upon each treasure trove as you see fit, tailoring each one to your specific campaign world. It is your game after all. Make the most of it.

    Presenting a combination of utility, imaginative content, and deep research typical of many Surbrook Press products, Michael Surbrook delves deeply into books, presenting a toolkit for GMs who want to elevate their games. In this case, Library Discoveries is an extraordinary source of useful information about using books in your campaign. It includes: 
    A look at what a book is, how they are made, what goes between their covers. Writing surfaces other than paper. An entire section dedicated to the concept of writing systems—their development and nature. A list of notable books from fact and fiction. A series of tables allowing a Game Master to randomly generate any number of books and documents that might be found in a treasure trove, wizard's sanctum, nobleman's collection, or any library great or small.  

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