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  1. Background: Kindly old Doctor Coffin owns the Mortimer chain of funeral homes in Hollywood. But he is secretly Del Manning, Hollywood actor and the man of 500 faces who has faked his own death so that he can now act freely to solve crimes. His first few adventures follow a familiar pattern - someone is killed in Hollywood, Doctor Coffin makes himself up as the victim and terrifies the guilty into confessing. In later stories he travels to New York to battle such criminals as The Monster of Manhattan and The Chicken King. Personality: When he lived as Del Manning, he avoided the Hollywood social scene, preferring the company of ‘living dead people,’ people whom society had cast aside; the hunchback Shorty, Madame Jane with the figure and voice of an angel but who wears a mask due to the failed work of a plastic surgeon, etc… Tod Browning’s Freaks had come out in 1932 and the author probably wanted to capture some of the film’s shock value in his stories. This supporting cast is mostly dropped after the first few stories and the concept isn’t developed further. Abilities: Doctor Coffin is an extremely talented actor and makeup artist, as well as an accomplished mimic and is skilled in throwing his voice. For his Tiger Claw abilitiy: “...before Kay was half-way to his draw, Doctor Coffin shot out his left - quick and hooked like a tiger’s claw - and pinched a cord in Kay’s neck. A curious grip - one that could not be shaken off, causing a sort of paralysis… pulled him up by that grip on his neck… Kay was snaked through the room to a back door.” Basically Doc has someone in a grab, and uses his casual strength to maneuver the bad guy through a saloon, so that’s the effect I was going for. Appearance: As Doctor Coffin he resembles a middle aged man, in old fashioned black clothes with a gray beard and mustache, resembling a country minister. In later stories the bad guys being to refer to him as Skullface, because “there was something about his shadowed eyes and lean, strong jaws to suggest the face of a skull.” Presumably he isn’t in his Doctor Coffin guise, but beyond the above his appearance is not described. Limitations: “Why do you think I’ve been playing freak parts ever since I came onto the scene? Did you ever see my photograph so you’d recognize me? I’m the most photographed man in the world. Yet no one, except a few of you old-timers, know what I look like.” Sounds like no need to hide his identity. On the other hand, he makes a big deal of faking his own death. On the other, other hand, he routinely implies to his contacts as well as those he is helping that Del Manning isn’t really dead. The whole thing is just poorly thought through, even for the pulps. I decided to give Doctor Coffin a social complication as most of the narrative seems to support that. Enemies: Doctor Coffin has no recurring villains, they’re all one and done. Aside from crooked studio executives and rather generic mobsters he faced: The Monster of Manhattan - a brilliant scientist who suffers brain damage and becomes criminally insane. He plans to blow up Radio City Music Hall with a hand-held atom bomb of his own design unless the world’s pre-eminient scientist agrees to have his brain placed in the monster’s head, in order that the monster will have a working brain. The Chicken King - a racketeer that wants to take over the poultry industry. I mean, his nom du crime isn’t going to scare anyone, but he has a solid achievable goal. Bibliography: The Doctor Coffin stories ran in Thrilling Detective magazine, from 1932 to 1933, and were written by former screenwriter Perley Poore Sheehan. Eight of these stories are collected here: Doctor Coffin: The Living Dead Man (Thrilling Detective Stories) And one that is not collected in the above book is here: Thrilling Detective v07 n02 [1933-08] (page 81) Content warning: these stories contain some racist depictions and slurs. doc_coffin.pdf
  2. Okay, been away from the super hero Genre for a long time. I'm most familiar with 5th, and but I very much want to set up a game for my kids in the 6e universe. So, I'm going to make up some characters for them quick like, so they can start playing and then they can change modify or completely redo anything they like. But I'm at a total loss for the kinds of limits that would be reasonable for a silver age 300 point super team. Are there any "accepted" formulas for max damage levels / combat levels etc that people use? Also, what rules are good for villian levels? for instance if I have a 3 man super team at 300 points, what point/power levels would a single villian with nominal henchmen use? I know a lot of this will come with experience, but looking for a jumping off point where the heroes are not going to be easily defeated by the BBEG. Thanks in advance.
  3. Version 1.0.1


    A simple export template for the Hero System 6th Edition Designed to be a clean and minimalistic (relatively) template that prints reasonably well Follows the DRY principle (Don't Repeat Yourself) whenever possible I tried to make the template easy to read and well labelled Heavily influenced by Legendsmiths excellent RTF export templates
  4. Version 2.6.0


    A 6e multipage HTML export format for Hero Designer In addition to using it as is, a user can also enable the "Notes 5" tab using HD's Campaign Preferences feature, allowing a given character using such a Campaign Preferences ruleset to opt into altered and / or enhanced output when exported using this template. The more prominent options available are: Combat Page: Hit Locations Hit Location notes Range Modifier notes Suppress any of the standard maneuvers that have common Martial equivalents For instance, on a character with Martial Throw, it can be convenient to omit standard Throw from the Combat Maneuver chart The format is "var flagShow<Standard Maneuver Name>=false;" Bio / Background page: Suppress the entire page from the output (useful for minions, and generic write ups) Other: Change colors (main, alt, link) Change fonts inject custom logic to interject whatever valid javascript logic you want function applyExportSettingsOverride(){ /* whatever js code you want here */ } Various header and subheader text replacements (which I should make the time to document, but currently are discoverable by reading the function applyExportSettings() in the template document)
  5. I'm joining a 6th ed Champions game and I'm at a loss how to build a particular Enhanced Sense. The character is a technology controller, and I'd like for them to be able to use any existing camera, mic or other sensor (motion detector, etc.) nearby and on. Just experience what it sees, not control it to pan or turn on or anything. As a normal sense, not in a hacking skill sort of way. Starting with a Detect of Large Class of things for 10, probably with a few extra classes of things (sound, etc.). Or am I going to need to buy the power several times, once each for Signt, Hearing, and possibly Radio? How do I handle things like nightvision cameras - do I need to buy a bunch of enhanced perception with a limitation "just to match hardware"? Same for telescope and microscopic? Now, I can't control where they are pointing, but I can get arcs that wouldn't otherwise be in my line of vision or line of sight. Is the Increase Arc of Perception? Do I need Penetrative if a camera I can see is looking down a hall that I can't see? What type of limitation would you give in a modern / near future world for "only existing sensors"? What other advantages or limitations would you suggest? Thanks a lot!
  6. Is there an official writeup of Vanguard in any 6e books? If so, which one?
  7. 6e Simple Export Template View File A simple export template for the Hero System 6th Edition Designed to be a clean and minimalistic (relatively) template that prints reasonable well Follows the DRY principle (Don't Repeat Yourself) whenever possible I tried to make the template easy to read and well labelled Heavily influenced by Legendsmiths excellent RTF export templates Submitter sentry0 Submitted 03/29/2018 Category Export Formats Output Format HTML (Browser) Rules Version HERO System 6th Edition
  8. Version 1.0.0


    My home-made GM screen for 6e. This is designed to be used with a landscape oriented customizable GM screen (the kind that has pockets for inserts).
  9. Version 1.0.0


    A player-handout I originally created for 5E and updated for my 6E champions game. It contains commonly-referenced tables and charts along with explanations of how to do basic things like rolling to hit, rolling damage, complementary rolls and so forth.
  10. Version 1.1


    This is an Excel spreadsheet that generates Hero Designer prefabs using Custom Skills and Custom Powers. It works best for creating lists of items such as equipment. It does not add (or extract) advantages or limitations though these can be added in Hero Designer. It can separate groups of data into Lists. Once appropriate data has been entered, paste the resulting output in to an empty HDP file. For Equipment: Captures Name, Description, Price, and Weight. For Skills: Captures Name, Description, Skill cost, End Cost, Skill roll. Options for custom skill or skills using the Power Skill For Powers: Captures Name, Description, Real Cost, End Cost Description Example: Given the following block of text if entered in the Description area of the spreadsheet: <i>Creates a small bubble of acid that is hurled at the target</i><p>Ranged Killing Attack 1 point (vs. PD), Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (15 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) This is applied to the Display area of a HD power resulting in: (Note italics and separation of first and second line. Creates a small bubble of acid that is hurled at the target Ranged Killing Attack 1 point (vs. PD), Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (15 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) Instructions are included for use and sample data to get a better idea of how this works. This was designed in the Open Office spreadsheet and converted to XLS. I have not been able to verify its full functionality in Excel. If there are issues or questions, please let me know.
  11. Version 1


    This is for campaigns where the point cost of the spell to the character is not the "correct" real cost. Example: The actual real cost of a spell is 30 real point (100 active cost). If, in the campaign, all spells cost 3 characters points then when the character buys this new spell then the spell from this prefab is added to the regular character sheet to reflect/track the expenditure of 3 character points. A second character sheet/HD file is used to track the actual spell and mechanical information (power, limitations, advantages, etc) plus END cost. Designed for 5e and 6e, This is a list of the spells names from the Hero System Grimoire I. They have been converted to 3 point Custom Powers and POWER skills for campaigns that treat spells as either individual skills or charge a fixed cost for each spell. These default to treat all spells skills as INT based and all CUSTOM POWER spells as 3 point spells. Instructions are included that hopefully make it easy to change the skill base characteristics and point costs in mass. You will still need the Hero Designer Grimoire I HD pack and/or Grimoire I book for the mechanics/descriptions of the spells.
  12. Hi! So, my S/O is thinking of running a game in her Dystopian Space Opera setting, which features - among other things - soldiers using seriously crazy combat stims that allow for an incredibly high level of performance, and then leave them out of commission for a couple days. She has expressed some interest (possibly at my prodding) in using Hero for this, which is great. Problem: I'm not even sure where to start with these combat stims.
  13. The recent Champions forum thread HELP! Is this power/maneuver combo OP (over powered) started me thinking about a similar setup I had created for John Wick for 6e. Specifically, I started thinking about the END costs in a Heroic level game where STR costs 1 END per 5 points of STR used. So a weapon that has a STR Minimum of 10 means at least 2 END per attack made with it. Now, if the question was involving swinging an HTH weapon like a sword or a staff that seems to make sense. Add in the rules for Multiple Attack (the 6e version of Sweep) and a character making multiple attacks per Phase can very quickly spend more END than their RECovery in less than a TURN. But what about when using Ranged weapons like guns where the STR Minimum doesn't do anything that actually affects damage but is primarily about 'controlling the weapon when fired'? AFAIK, the use of Multiple Attack with a gun still means paying END for all attack attempts. So given a typical 9mm handgun with a 9-10 STR minimum means 2 END per shot fired. And what about Autofire as a Naked Advantage only with guns? Does that still require the 2 END per shot fired? Anyway, to address those concerns I added the following two upgrades to the John Wick build linked to above: 4 Shooting Stances: Reduced Endurance (0 END; Naked Advantage; +1/2) for up to 17 Active Points of STR (8 Active Points); Limited Power - Only for firearm STR Minimums (-1) [Notes: STR normally costs 1 END per 5 STR used in Heroic games. Examples include: C.A.R. System (Center Axis Relock), Weaver Stance and Isosceles Stance.] - END=0 I also upgraded Reduced Endurance to 0 END on the following. 17 Quick Fire: Autofire (3 shots; Naked Advantage; +1/4) for up to 60 Active Points of Any Semi-Automatic Weapon of Opportunity, Reduced Endurance (0 END; +1) (30 Active Points); OIF (Any Semi-Automatic Weapon of Opportunity; -1/2), Concentration (1/2 DCV; -1/4) [Notes: Autofire imposes an additional +5 STR Minimum to any weapon used. This can be offset by using the Brace Maneuver.] - END=0 Do these seem like overkill? Comments welcome. HM
  14. I am working on providing some additional options to the great content already provided by KillerShrike around playing Hero in the D&D setting. As with any conversion there will be some differences, but I hope to keep the spirit of the setting and ease the way for folks wanting to use it. I am looking for some additional eyes to take a look at what I have so far and provide feedback. I am open to feedback around how the setting is being converted, points of specific spells or templates, ideas for how to improve, etc. I have the great majority of the cantrips plus a start on 1st level spells and over half of the background templates completed at this point. if you would like to take a look, the content is available at http://www.killershrike.com/FantasyHERO/Contributions/eepjr24/. You can respond to this post or send me a message on the boards here, I generally check them daily. Thank you in advance for any help! - Ernie
  15. In Martial Arts 6E, several of the Martial Art Abilities, include in their game information section, (e.g. Throwing Master p.128),references to common Limitations, such as: "1f 1) Blunt Objects: Blast 6d6; common Limitations (-1 1⁄4)" What are common Limitations? Have I missed a rule or something?
  16. Wow...this is dusty. *Blows* *cough* Ok so yeah, about a decade ago, I started a project in which I would attempt to create a hero or villain a day and post them. It was one of my better viewed character threads. So now, I feel since, I've been converting my heroes and villains to 6e over the last few years that I want to dust this off and see if I can't be a bit more organized. And we just had a new year, so what better time? So, my plan is to have one character or piece of background for Else Earth a Day for 2014. I'm posting 3 today because I'm behind
  17. Version HD6


    New World Order Academy Up until 2012-10-22 the game world had no more real proof or experience with "real" supernatural or super powers than our own, Real World (possibly less depending on who you believe). The initial super powered (or supernatural) entities were from dimensional breaches into the game world, but after those breaches were (largely) closed in thwarted invasion 140 days later on 2014-3-11, it came to the attention of Homeland Defense that there seemed to be..."local contamination", that is to say, people native to the game world began to develop super powers as well. The phenomena is very rare, and seems to only happen in teenagers, typically younger teens, and these "native" powers are in general weaker and more erratic than the extra-dimensional ones, but after a few "incidents" it became the official mandate to identify and "contain" these people in a special place of their own. 6e 200 w 50 Complications PC's are all "mutants" age 12-16; most girls 12-13 and boys 13-14 Starting characteristics of "8"; any characteristics over "12" must be bought as powers. All equipment (foci) must be bought as powers All Talents over 3 cp's must be bought as powers. All Martial Arts after the first 3 cp's must be bought as powers. All Skills after the first 3 cp's must be bought as powers. All languages are INT-based Skills. All perks over the first 3 cp's must be approved by the GM, and may be required to be bought as powers. All powers are x2 cost unless they are 8- Activation Roll. Max Offense AP 45 (after doubling) Max Defense AP 60 (after doubling) Max Martial Arts 45 (after doubling) More light hearted than NWO: No psych lims stronger than "Strong"; no Berserks; Enraged only on 8-; etc. Preferred Limitations: Activation, Increased END Cost, & Side Effects Preferred Complications: Accidental Change New World Order Academy Campaign Complications 0 1) Distinctive Features: Minor/juvenile (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 0 2) Distinctive Features: Mutant (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 0 3) Social Limitation: Minor/juvenile (Frequently; Minor) 0 4) Watched: Watched by school/authorities/parents 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
  18. On pages 80-81 of Champions Complete are the following sentences which totally seem to contradict each other. Please help me determine the cost of Multiform for a 350-point villain robot that can transform into an SUV (which I'm not counting as a regular Vehicle in game terms, but a character vehicle): "The player must choose one of the character's forms (depending on character concept) to be the true form, and the other forms are alternate forms. Only the true form pays the cost for Multiform, and the true form need not be the most expensive form." So, in math terms, Cost(True form) >= Cost(Alternate form) or Cost(Alternate form) <= Cost(True form) "Alternate forms must be regular characters (not Vehicles, Bases, Computers, Automatons, or the like), and are built on the same Total CP (including Matching Complications) as the true form (or fewer CP, if desired)." In math terms, Cost(True form) >= Cost(Alternate form), but NOT Cost(Alternate form) <= Cost(True form). For my Transformer, it seems like the first sentence will let me choose the robot or the vehicle as the true form, but the second sentence seems to say that only the robot can be the true form.
  19. On page 25 of the 6E Champions Complete manual, there is a paragraph under "Extraordinary Skills" which reads as follows: "Buy a general-topic Background Skill based on a Characteristic, and increase the roll by +10 (purchased specifically for the Skill; not via Skill Levels). Then allow that Skill to function as a Characteristic-based roll for every subject in that field. For example, an INT 25 character with “SS: All Science 24-” would have a 14- roll with any field of Science." This paragraph makes little sense to me. Here are the questions I would like answered: 1) If the sample Background Skill was bought with 10 CP's, it is unclear how the +10 comes about. If you buy a Background Skill, the base is 2 CP and every additional +1 is another CP, so that would make a maximum +8 to the die. Where does +10 come from? 2) The example appears to make it worse for the character to roll when science is involved, going from a high 24- to a low 14-. How could that be advantageous since it's a Success Roll?
  20. I am new to the Hero system and the Champions universe. I have the new Champions Complete book and am struggling with matching character concepts to rules. Please help me help a player to create his character. This player wants a robot character that looks and acts human. This robot can sprout rockets out the back of his thighs and wings out his back in order to fly. This robot can also sprout laser guns from his forceps. He can fly and shoot at the same time or choose to only use one. He must drink motor oil three times a day to keep his robotic parts lubed. He is wanted by the secret federal organization that created him so that they can remove his A.I. and produce more of him. In game terms, I am sensing he needs Flight, but is there a Power Modifier to represent that he needs to sprout those wings and thrusters before flying? I think I can model the laser guns, but does the required sprouting considered a Transform or maybe a partial Multiform? He obviously can't Transform others, and I see no Power Modifier to limit the Transform to himself, but it's not a full Multiform either. Once those are decided, do I group them in Unified Power and/or Multipower, since he is a robot with this ability to change into a flying, fighting machine? Does the Transform get Linked to Blast and Flight somehow? Any help you can give this noobie would be great.
  21. Hello! Having been engaged by loads of good folk with the question, "Why play Hero 6e?", I have decided to give running a game a go. It seemed most logical to try and build elements for the existing Fantasy-genre game that my group is already playing, albeit with our own OSR-derived system. I've moved the posting here because it seemed better to separate the "help the newbie build stuff" thread from the previous topic. If you want to join in, I'd be grateful because... well, it's all new and I get the feeling that I need a lot of advice. --- My First Drax (Dwarf) Continuing the saga of Aelfrik, my first stab at a Dwarf hero, I've modified the character as advised. To help folk visualise what I am after, here are bits from the background my gaming group has constructed so far: For a more full understanding of what I'm trying to convert, I've also pulled an extract from our setting guide for the existing d100-based game. If you focus on the Race and Role Traits / Advancements, you can get a feel for what I'm trying to emulate. It's very classical fantasy in feel... Mountain Dwarf Barbarian (UbiRPG extract).pdf So far... I've lowered the DCV (and OMCV) and equipped him with Battleaxe, Bronze Panoply, and Bronze Shield. I've altered his Complications to emulate the Dwarfish lust for Shiny Things. I've also removed the inappropriate "Small" template. That leaves quite a few points to play with. What I'd like to look at is how to emulate the Mountain Dwarf racial traits "Hard as Granite", and "Defensive Expertise (Giants & Ogres)". I'd also like to emulate the Mountain Barbarian's "Intimidate" trait. Advice welcome. Here's the updated sheet... with many points still to spend: Aelfrik.pdf In the meantime, I'm going to work on an Uruk Warrior...
  22. Bizaare duplicate of post... sorry.
  23. Version 6e Package Deal


    Valdorian Age Sorcerer 6e -- EDIT HERO System Sixth Edition Genre: Fantasy Hero Based on 6e Valdorian Age template with Sorcerer elements added (Skill, End Battery, MP, Favor, Background, etc.) Meant for 6e campaigns based on the 5e product, "Valdorian Age" for Fantasy Hero.
  24. Version 6e HDT


    6e Valdorian Age -- EDIT HERO System Sixth Edition Genre: Fantasy Hero Base 8 Characteristics w NCM 18 and Valdorian Age languages and Skill NCM 13 and Combat Stunts skill for different weapons. Meant for 6e campaigns based on the 5e product, "Valdorian Age" for Fantasy Hero.
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