Digital Hero #34
WHEN LAST WE LEFT OUR HEROES…
Keep up with the news from Hero Games. This issue – multiple manuscripts manifesting Metamorphs, Masterminds, and Madmen. PAGE 2
HEROGLYPHS
See how Steve Long himself answers rules questions. This issue – characters of distinction explore Distinctive Features. PAGE 4
YOU GOTTA HAVE CHARACTER
Kristina Wasa was the 17th-Century swashbuckling philosophizing cross-dressing queen of Sweden. PAGE 6
LEFTOVER HERO
Some of the shapeshifters from The Ultimate Metamorph shifted right between the pages of the book, and ended up here. PAGE 13
CHARACTER CORNER
MYTHIC HERO
The battle between Beowulf and Grendel has been told a thousand times, and is presented here twice. PAGE 41
THE REPAIRMAN
Crimefighting is a do-it-yourself project, and there’s one vigilante who can fix it himself, with Crime’s own guns. PAGE 49
POWER PLACE
MIND OVER MATTER
There are many ways for GMs to handle mental powers in the game, with each perhaps requiring its own treatment. PAGE 53
CROSSING OVER
Dimensional travel can be problematic for the GM who is unprepared, or a wealth of opportunity with a little planning. PAGE 57
DECONSTRUCTING DEX
Is DEX too much of a bargain? Splitting it into its component parts might make for a more finely-tuned gaming experience. PAGE 62
About Digital Hero #34
HERO HIGHWAY
WHEN LAST WE LEFT OUR HEROES…
Keep up with the news from Hero Games. This issue – multiple manuscripts manifesting Metamorphs, Masterminds, and Madmen. PAGE 2
HEROGLYPHS
See how Steve Long himself answers rules questions. This issue – characters of distinction explore Distinctive Features. PAGE 4
YOU GOTTA HAVE CHARACTER
Kristina Wasa was the 17th-Century swashbuckling philosophizing cross-dressing queen of Sweden. PAGE 6
LEFTOVER HERO
Some of the shapeshifters from The Ultimate Metamorph shifted right between the pages of the book, and ended up here. PAGE 13
CHARACTER CORNER
MYTHIC HERO
The battle between Beowulf and Grendel has been told a thousand times, and is presented here twice. PAGE 41
THE REPAIRMAN
Crimefighting is a do-it-yourself project, and there’s one vigilante who can fix it himself, with Crime’s own guns. PAGE 49
POWER PLACE
MIND OVER MATTER
There are many ways for GMs to handle mental powers in the game, with each perhaps requiring its own treatment. PAGE 53
CROSSING OVER
Dimensional travel can be problematic for the GM who is unprepared, or a wealth of opportunity with a little planning. PAGE 57
DECONSTRUCTING DEX
Is DEX too much of a bargain? Splitting it into its component parts might make for a more finely-tuned gaming experience. PAGE 62
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