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Digital Hero #34

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$2.50
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

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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