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  1. Hey fellow gamers, ive got something to run past you all. I apologize if this has been asked/explained before, but my google-fu seems to be running weak today, and i simply cant seem to find the appropriate places in the rule books. I also am using this site on mobile, so i apologize if im in the wrong place for posting this, or if i have some spelling errors. My group has had a revitalized feeling for Avatar: The Last Airbender and wish to play a campaign. Trying to bring the world to life in a Heroic setting, i want to bring a sense of realism and balance. My only real road block at the moment is water. The waterbenders of the Avatar world can manipulate water through the use of their chi. But this is far more of a manipulation of existing water rather than just "water powers" Which brings me to my issues. Water Blast (Energy Blast), Move Water (Telekinesis), and the like are all easy enough. But what about things like Transform? to change water into ice? or vice-versa? how much BODY does water have? the weight of water for things like Telekinesis can be figured out through volume and math. But many abilities require certain amounts of water. and while we can create limitations, (can only use 1d6 of Water Blast per liter of available water) or some such, i think knowing a somewhat appropriate amount of body for water would help with transform, or it being evaporated away by a Firebender's blast. There are plenty of examples on the body of rock and stone, and the thickness of walls, for Earthbenders. But no listings anywhere that i can find for good examples of water or ice. Would just using the BODY Object Table based on the amount of water in question? is this the simplest route? or is there something more appropriate for water or ice? I could have missed something very obvious, or thinking about this all wrong. id love to hear any other suggestions on how to go about this.
  2. How Champions Now is Different From Other Champions Rulesets (With some errata and rules clarifications) Here's a collection of information that I've confirmed with the author about the rules as of July 4, 2020. I may add or edit this as new issues arise. Most of this is about dispelling assumptions of us who are familiar with other Hero rule sets. A few things are actually missing or unclear in the text. The best way to read and understand the Champions Now text is to take the text literally without outside connections. Pretend you have never read a roleplaying game before and have no assumptions to bring into the text. Do not connect what you know from other games to the text and do not try to fill in parts you don't understand with the way another game does things. Player Characters Starting with 200 points is the recommended default. The Ratio compares what the point total of the character would be without applying limitations to the total with limitations. Any point reductions due to the framework itself are left intact. Situations Side Effects must be directed against the character who has them on his sheet. Skills Acrobatics requires no roll, except to reduce Knockback effects. Powers Concealment does not cost endurance to maintain (errata). Drain. Drain has no range and requires a grab maneuver to apply. When bought as a transfer, you cannot take the Costs Endurance limitation (errata). Entangle gives 1 def and 1d6 core body per 10 points assigned. (errata). Flight can also be defined as gliding, super-leap, super-running, super-swimming, or swinging. These redefinitions do not require advantages or limitations and do not change the points required. They do change the dynamics of how the movement can be used in play. Flight must be acquired in 10 point increments; you cannot allocated 2 points to get +1 hex. Force Wall does not cost endurance to maintain, but does cost endurance to fill in any holes blasted in the wall. This power gives 1 resistant defense and 1 hex side for every 5 points; this means that a 50 point force wall has up to 10 hex sides, each with 10 rDef. The user might, for example, specify it as fewer than 10 hex sides, but still with 10 rDef for each side. Images costs endurance each phase (errata). Instant Change. 10 points gives either 1) a change between only two preset alternate forms or 2) changing to multiple forms. Per page 210, using the Instant Change to deceive needs a Disguise skill roll. Life Support. All combinations of life support must have one specific exception where it doesn't work. Negation. Paying Endurance each round prevents the target power from recovering. The target must pay endurance for the full power just to use it at the reduced level. Regeneration recovers Strength, Presence, Body, Dexterity, Intelligence, Ego, Speed, and power at the rate of d6 units per recovery. Destroyed traits are regenerated based on the Core total of the regeneration power in units. For Strength and Presence, one unit is a d6. For Body, Dexterity, Intelligence, Ego, and Speed one unit is 1. For a power, one unit is 5 base points. Running Power does not exist. You can not buy additional running. You can buy flight as super-running, but you must buy the power from the ground up; it does not add to ordinary running. In addition, you can push Strength to gain extra running for one action (see pushing below). Stretching may add its inches to base running distance, depending on the special effect. Teleport's base 20 points includes one free memorized location. Also, ignore the mention of “noncombat move” as it is an editorial oversight and should have been removed. Increased teleport distance must be acquired in 5 point increments; you cannot allocated 1 point to get +1 hex. Weaken has no range and requires a grab maneuver to apply. Weaken may take the Lethal advantage. (Errata.). Endurance Costs Endurance cost is 1 per 5 base points of the power. Advantages do not increase endurance cost. Any power that you pay endurance to start or maintain turns off when you are stunned or knocked out. Power Design Rounding. When calculating final power points, retain fractions until after any Limitations are applied. Then round to the nearest whole number and round 0.5 down. Combined Attack. Two powers may not be delivered in the same attack roll unless they are defined as combined. Combined Power. You may define any two (or more) powers as combined. Once combined they must always be used together and activated in equal proportion. Powers within a single slot of a Multiform or Elemental Control are always combined. [Unconfirmed: I believe that Multiform slots can be considered combined with each other when they are active. In contrast, I suspect Elemental Control slots should always be considered separate. As a guide, I believe that powers outside of a framework can't be combined with powers inside a framework.] Modifiers Be sure to read the advantage or limitation description closely. Many modifiers give a specific list of which powers it may be used with. Powers not on the list are not allowed. Advantages Expanded Scope Advantage (p. 96) A power bought at one scale only works at that scale. To have flight, teleport, or awareness at different scales, buy separate powers (power frameworks can help here). Lethal can applied to any attack which ordinarily does no Body damage, giving it the additional capacity to do Body damage. The Body damage equals the core roll on the dice. The new/additional damage is stopped by the defense which ordinarily applies to this power, whatever it might be. (Errata). Piercing may be applied to any attack that does Body damage. The Body damage bypasses non-resistant Defense. Severe may be applied to any attack. When applied to an attack that does not ordinarily do Knockout damage, the attack now does Knockout damage equal to the total pips on the dice rolled and is reduced by Defense. When applied to an attack that does do Knockout damage, the damage now bypasses ordinary Defense and you define a new defense: Choose defense: Resistant Defense reduces, one power from the text negates, or one special effect negates. (Errata). Reactive with Usable vs. Others means that you can direct the reaction against a target other than the one that triggered the reaction. Limitations No Range, as the text says, can't be applied to an attack power. For that see Aura or Strike advantages. When it refers to "Illusions" read "Images." Frameworks Each framework has nuances that reward careful attention. Here is a summary of the important difference (but not all the rules). Variable Power Pool (p.92 and p. 103) Control may only be modified by these three options: Advantage: 0-Phase Reconfiguration (1), Limitation: Configuration can only change in special circumstances (½), Limitation: All powers inside the pool must take a specified limitation or set of limitations (¼)(this limitation remains ¼ even if the required limitations are larger.) Pool point total is never modified. Elemental Control (p. 93 and p. 104) Control can only be reduced by limitations that apply to all slots. Powers in slots must cost endurance. Characteristics other than Strength are not allowed inside an Elemental Control. To calculate the cost of a slot, subtract the pool from the active points of the slot, then divide by any limitations. Slots Real point value equals (their Active points less Control Active points) / (1 + limitations from the control + limitations on the power). Slots may contain more than one power, but these powers must always be used together, activated in proportion. Multiform (p. 93 and p. 106) Multiform requires actual changes in the form of how the power is delivered and described. It is not for selecting different variations on a power, such as you might want for Judge Dredd's multigun or variations on Teleport. Elemental Control does the work that most multipowers in the Hero System do. Pool total is reduced only by limitations that apply to all slots. To calculate the cost of a slot, divide it's active points by 5, retain fractions, then divide by limitations, and round off. Only by limitations that apply to all other slots may be applied. Any further limitations provide no reduction and function only as special effects. Slots may contain more than one power and these powers can be used independently. Activating a slot requires you commit the full Active points of the slot from your pool, even if you are not using the full power of the slot. Changing the configuration of active slots requires a half phase action. Fighting Half and Full Actions: think of half actions only as components of a full action. If you only do a half action on your phase and declare your phase done, it's done. Attacks are Half Actions unless otherwise noted. Combined Attack. Firing two or more powers at a single target using one attack roll s fine, provided the Special Effects make sense. See also Combined Powers above. Defenses are applied separately however. Martial Block: does not require you hold, prepare, or abort an action. You simply declare “I'm blocking” and apply +2 to your defense and you are considered blocking subsequent attacks until you take your next action. The block, of course, can only affect attacks with the appropriate special effect, usually a hand to hand attack. The half action status is primarily for judging whether the character has enough attention and appropriate positioning within the logic of the preceding "panel." A full move is the most common situation where the character can't perform a martial block because he's focused on moving. Many other full actions, however, do allow a subsequent block action-- e.g run half move to opponent, punch opponent, end phase. On their phase opponent hits back. I block. This would be classic martial arts interplay. Move-Through and Move-By are considered the same maneuver for the purposes of buying levels and power modifiers. Together Ron refers to them as "Move Attack." Mind Bar locks down an attacking power only if the attacker's roll fails. Mindscape is maintained by attacking each phase. It stops when the attacks cease. Noncombat Movement doesn't exist. Recovery. When you take a voluntary recovery the effect is the same as if you were stunned--your defense drops to 6, you can only do free actions, you can't pay endurance to maintain any powers, and any powers that require endurance turn off (errata). Recovering Points. Each recovery restores Endurance and Knockout by your Recovery score, and also 1 unit lost from any characteristics or powers. For Strength and Presence, one unit is a d6. For Body, Dexterity, Intelligence, Ego, and Speed one unit is 1. For a power, one unit is 5 base points. Damage done by a power with the Destructive advantage does not recover normally. Pushing to add effect: pay 1d6 Endurance per 1d6 effect or Strength added. Pushing for Advantage: pay 1d6 Endurance to "expand" a die of Strength or 5 Active Points of a power with a 1/2 Advantage. The only advantages allowed are Area Effect One hex, Area Effect: Explosion, Piercing, High Impact, or Severe. You can expand some or all of the units in your Strength or power. You can also push your Strength or Power beyond it's purchased maximum as above and then expand each of the pushed units. In total, this costs 2d6 Endurance per extra unit with the advantage. Push for extra running: you can push Strength to gain extra running. To gain extra running, pay 1d6 Endurance per 1d6 of Strength you want to activate. In effect this "expands" a die of existing Strength to give +1 running. If you've expanded all your existing Strength and need even more running, then push for more Strength then activate each extra dice as described under Pushing for Advantage. In addition to the extra running, you can use all that temporary Strength if it fits into your action (errata). Breaking Things. Defense values listed for inanimate objects and vehicles is technically resistant, i.e., it stops Piercing as well as ordinary damage. However, this can and should be ignored or reduced depending on the specific material and the specific special effect of the damage one. The Destructive advantage may also have additional effects on inanimate objects. Comics vary a lot in their dramatic enforcement and relaxation of physics, so you'll have to arrive at your own notions of what a fire-blast does to a wooden door, in terms of its Defense, or anything else damaged by anything else.
  3. I'm sorry if this is a very basic question, but I am trying to build an archer-type hero and having trouble wrapping my head around how martial maneuvers work with weapons, particularly ranged weapons. Lets say I have the Offensive Ranged Disarm maneuver with the weapon element "Bows." But is my bow just whatever power I have identified with that Focus? I built my archer with a multipower, following the example of Arrowhead, but am I really allowed to apply martial maneuvers to any of my specialty arrows, or does it have to be an unmodified blast? Or are stats given somewhere for "a bow" that I need to follow to have access to the maneuvers? Again, sorry if this question is just wrong-headed, I feel like I missed something fundamental in reading the martial arts section of the book. It seems like applying maneuvers to these powers is really strong for the points cost so I feel like I have to be missing some passage that explains how it wouldn't work like that.
  4. Howdy! I'm currently building Sentinels for my Marvel 1980s game, see this thread: https://www.herogames.com/forums/topic/99366-marvel-sentinels-for-champions-the-mutant-hunting-robot-kind/ This of course includes a number a Gat Jet attacks to neutralize and capture pesky mutants, modelled on the NND attacks presented in the 6th Edition Character Creation (6E1) and the Champions powers book However, there seems to be something off in how the NND Advantage is valued or applied, or I’m missing or misunderstanding how the Advantage is applied. 6E1, page 196: "Stun Gas Grenades: Drain STUN 3d6, NND (defense is Life Support [No Need To Breathe]; +0), Area Of Effect (9m Radius; +¾) (52 Active Points); OA F (-1), 4 Charges (-1). Total cost: 17 points." Here the "No need to breathe" (at all?) NND is a +0 Advantage. 6E1, page 326: "Knockout Gas Grenades: Blast 6d6, Area Of Effect (12m Radius; +¾), NND (defense is Life Support [Self-Contained Breathing] or holding one’s breath; +1) (82 Active Points); OA F (-1), 4 Charges (-1). Total cost: 27 points." Here the same basic condition applies, but arguably to a somewhat lesser degree, since it could be interpreted as that the Stun grenades ignore "Holding one's breath", but the Knockout Gas doesn't Champions Powers, page 18: “Suffocation I Blast 4d6, No Normal Defense (defense is Life Support [Self-Contained Breathing]; +1), Constant (+½). Total cost: 50 points.” This power is basically the same as the Stun grenades when it comes to the NND part, but it's rated as a +1 Advantage. Is this just an error, an inconsistency or am I missing something? Which advantage seems most applicable or reasonable to you guys?
  5. So a few friends and myself decided that we wanted to start a superhero rpg and I am to be the GM. I came across Champions Complete and felt that this would be a good game to play, and then I started reading. I'm having a lot of trouble understanding and grasping the game, I don't know where to begin with the questions. Character Creation - I understand that a person is given an x amount of CP, and everything is bought using them, but beyond that I'm lost. Building Attacks - There is no limitation to the kinds of attacks you can make, but the vastness of it confuses me. For example, if I was creating a character like The Flash how would I make a "Lightning Toss" attack? Combat - So based on the character's speed (Base is 2), that's how often they go in a turn and a turn consists of 12 segments. Is there a limit to what you can do during your phase? For example, in DnD you can make 1 move action and 1 attack action along with a bonus action and a free action, but not two moves along with an attack action and a bonus and free action. Is it similar here? Any and all help is much appreciated. I'm sure my questions have been asked before and they'll be asked again so apologies! If having a reference for a hero helps, a player wants to be a speedster similar to The Flash. In you explanation if you could use a speedster that would be extremely helpful (the starting CP for my characters is 300 and 60 for complications).
  6. I'm looking to create (or steal) some rules to make vehicular mayhem more entertaining than just opposed Combat Driving rolls. Some points I'm considering: Separate movement from SPD for vehicles, let vehicles move every segment and handle driver ability separate. Revisit acceleration, braking and turn modes, allowing for 30/60/90 degree turns or even finer. Consider a number-of-wheel based modifier so motorcyles handle better than semis. Examine martial maneuvers as an option, including things like spinout braking, cross-lane turns, PIT maneuvers, and half of the Fast and Furious movies. Create a new look at smooth vs rough terrain and suspension to handle it - why you drive a dune buggy and not a sedan in broken desert. Make a race/pursuit jockeying system so it isn't always the fastest one wins. Look at adapting these ideas for dogfighting, space combat, and foot pursuit / parkour.
  7. Hello Heroites, I got a good question for the collective wisdom here. I'm helping my brother adapt Air Spells from Fantasy Hero 4th. The lightning Spell has Side Effect. No question there on how it acts. In the spell description though, it states that if the caster doesn't have any metal on him, then the bolt goes randomly to another which is wearing metal. So no issue here. the point of contention is, does the poor fellow that gets struck (non-caster) gets his defense against the bolt? (I say he does) or he doesn't cause he being hit by a Side Effect. I put Recipient in the Title because in the Side Effect table, Recipient is listed as being also affected by the bolt but in the Table itself, recipient seems to be clarified as only someone who was supposed to gain a beneficial power (say Healing). My brother thinks that any unfortunate soul that gets hit by the random bolt is the recipient. So clarification would be nice. (Especially if i'm right : ) TIA
  8. I’ve been admiring Hero System from a distance for some time now. Over the course of a few years, I’ve started and stopped reading the rulebooks, occasionally intending on “Buckling down to RTFM cover-to-cover this time, then I’ll know it!.” Each time I stopped because I couldn’t maintain interest, gleaning only the most elementary understanding of the rules of the game. I recently tried kickstarting a game with my friends by reading both a 2 and 3 page version of the rules and then just finding premade characters on the internet to do a mock-combat with. The idea was this: after being forced to look up things we were seeing on the character sheets enough times, we’d have a high enough resolution gestalt of the game to start digging around and making our own characters (and playing quickly and smoothly). We were using these premade character sheets: http://surbrook.devermore.net/adaptationsvideogame/hl2/combine_overwatch.html http://surbrook.devermore.net/adaptationsvideogame/hl2/antlion_soldier.html http://surbrook.devermore.net/adaptationsvideogame/hl2/weapons.html We acknowledge the possibility that these character sheets are the overwrought brainchildren of a theory-wanking grognard, and might feature extravagantly avant garde applications of the rules that are satisfying only to the “clever” guy who thought of them. It’s a scenario we hadn’t much opportunity to avoid, so we opted to treat them as fine examples of character sheets. Nonetheless, there are certain concepts that are used on these character sheets that we can’t find anything about by CTRL-Fing through each of the core rulebooks. The shotgun’s damage is “reduced by range”, which is a string that we just literally couldn’t find in the rulebooks, and the pulse rifle utilizes “autofire” which we couldn’t find a core definition for (everything we found was an explanation of how “autofire” works for specific Powers and how it affects the strength requirements of melee weapons, it wasn’t listed at all underneath “Firearms”). Most of the terms we searched could be found in either books' glossary, but those definitions were often too abbreviated and none of them directed us to a page that would give us the full scoop. In addition to this, when we tried to use our best judgement about how these rules should be applied, we couldn't find a way to produce a result that seemed sensible. What I mean is, we couldn't figure out how these Antlions were supposed to penetrate the seemingly very strong body armor of the Combine Overwatch. This is just an example of the problems we have been facing. So what we want to know is: What are we doing wrong? Is this whole “trial by fire” technique just a bad technique? Is there a video or series of videos that we could watch that would connect the dots for us? Should we actually just read the books cover to cover before attempting to play? We can’t seem to find many straight answers to the questions we have just by digging through the rulebook, and so we’re kind of stuck.
  9. Is there any sort of Adder or Advantage that one can add to a power to cause an knockdown / knock prone in combat? The player's request is that it could force a DEX check to stay standing, or work automatically. But is there some power add-on (or maybe a Power, like Change Environment?) that can cause that kind of pressure and difficulty to stay standing?
  10. Hi, I'm unclear about the rules for Psychokinesis. The way I'm understanding it, Psychokinesis (or Telekinesis + BOECV) is basically Telekinesis but with: 1. Uses ECV to target 2. Works on Light of Sight 3. Limited Indirect 4. Is Visible and sensed by Mental Awareness Does the other limitations of BOECV also apply? AKA: 1. Does no BODY 2. Cannot affect objects with no EGO such as inanimate objects and robots Does this mean that a character with basic Psychokinesis can't do the classic spoon bending trick? Would a character with Psychokinesis be able to lift rubble that's collapsed on someone or unbend metal bars that are holding someone captive?
  11. Hello, How would you be able to block, deflect, or reflect area of effect attacks? Are AoE's unable to be stopped by those maneuvers/powers? Let me know as this came up in my last game.
  12. OK this discussion has happened a few times on this site and to my great regret I do not recall the first person who brought up the idea, but I credit them completely, if anonymously. The idea is to take killing attack out of the realm of using a different die roll and turning it into a specialized normal attack. So, instead of rolling d6+1 for a 4 damage class killing attack, you roll 4d6. The stun and body are applied as normal to defenses, but the dice used are the same. So you roll it as if its a normal attack, but if they have no resistant defenses the body goes through completely, but the stun is defended as normal (taking at least one stun per body that you suffer). The reasoning behind this has several advantages: 1) It simplifies Hero combat by using only one basic damage resolution technique 2) It eliminates the often baffling "Damage class" notation 3) It gives killing attacks a better curve and more dice to roll which is always more satisfying. Rolling 2d6 for an attack just gives you lousy randomization and feels weak. 4) It removes the stun multiplier/stun lotto entirely Now that's all to its advantage and I think its a lot. So much so that I am planning on implementing it for my Players/DM books for Jolrhos Fantasy Hero. However, that said, there are a couple of little things that need to be cleared up and I'm hoping to lean on better minds here than my own to work this out. I've crunched and run long lists of stats (you can find some of the results elsewhere on this board, somewhere) and they work pretty well. The main problems as I see them (other than rewriting monsters, weapons, and spells) are these: A: Technically, a killing attack has an edge on normal attacks. Because the killing requires resistant defenses to block killing body damage, that makes it better than the basic normal attack. This woudn't be a problem except the cost for a damage class of KA is the same as a damage class of Normal damage right now. That would seem to make them just port right across: 10 damage classes is 10 damage classes, that 3d6+1 attack now is 10d6 killing. But that makes 10 d6 of killing have a quasi AVAD effect on the body, which is more powerful for the same cost and dice as normal. How do we fix this without monkeying with cost and dice, complicating matters again? B: Knockback is typically lower on a killing attack than a normal attack (you roll 3d6 and subtract that from the body instead of 2). But with this system the body damage isn't any higher or more pronounced, so should that be adjusted? There's nothing innate about a killing attack that should lower its knockback, logically -- that would depend heavily on the special effect. C: Increased Stun Multiple is a bit of a puzzler, should it be dropped as a mechanic entirely? Personally I like it as a system for differentiating types of attacks: this one just hurts more. Maybe this could be worked into the way the cost is balanced (maybe killing attacks do less stun than normal attacks, making up for their body AVAD, and you buy this to make it normal?) D: Hit Location Tables need adjusting, and perhaps multipliers aren't the way to go any longer for body and stun adjustments by location? E: Adding strength to killing attacks, should that be default or require an advantage? If the damage is the same as normal, then being able to stack strength on top seems like a bit of a bonus, but then you can do that with normal attacks too. Anyway if possible I'd love to see this puzzled out here with the Hero brains we have available. If we can make this work I think it would be a big breakthrough in Hero Gaming.
  13. I’m curious how fellow Heoites feel about allow the neck to considered a limb for stretching purposes. I know for martialmaneuvers it is considered a limb. I’m thinking the use would be for a classic elastic guy to poke his head around corners or a few meters away (limited of course by stretching bought.)
  14. So I'm envisaging a scenario in which a hero has to hold up something heavy; a bridge, building, cave roof. Now normally a character has to pay END for each phase in which they use their STR. But the rules also allow for a character to lower their SPD. Thus the character can lower their SPD to 1 and only pay END costs once per turn to hold up the object. This strikes me as silly. Surely the bridge, et.al. is applying pressure downward every segment. Shouldn't the hero have to apply their STR every segment to resist the weight? I realise that the hero will probably run out of END, and then STUN, and then pass out very quickly. But it just strikes me as the best dramatic option. How do other folks handle this?
  15. 258 downloads

    One of the great perks of being a Hero System gamer and member of this forum community, is that we're able to ask rules questions of the guy who wrote the rules, Steven S. Long, and get a prompt reply. In the past Hero Games has compiled these very exhaustive rules questions into a FAQ, viewable on the website as a webpage, and later as a downloadable PDF. Several years ago Hero Games management redesigned the website, and according to Jason Walters, decided at that time not to include the FAQ. But since I still frequently see Hero fans asking rules questions on these forums, there's obviously still a demand for info like this. So I decided to upload my own copies of the rules FAQ. Jason has approved of this. Here you'll find three separate PDFs, each with rules questions relevant to one edition of the Hero System: the original Fifth Edition (updated until 2004); Fifth Edition, Revised (updated 2005); and also a more abbreviated FAQ for Sixth Edition (as of 2010). I hope you find these helpful.
  16. I have an idea I want to pursue in the coming months as I have time (and others should contribute as they think of battles as well) in which I break down a classic TV or movie fight scene in Hero terms. The first one I want to do is the final confrontation in Unforgiven where Sheriff "Little" Bill Daggett dies. Some of them are so long or complicated they're really tough to pull off in a description for a game, but there are a lot of great ones. Like the lobby scene in The Matrix or final battle between Bolo Yeung and Jean Claude Van Damme in Bloodsport. What are some other film scenes that would be fun or interesting to do?
  17. A player in a game I'm running noticed the Possession power in the Hero Designer, but none of us can actually find the source material. Is there a way to find where this one came from? I don't see it in any index, can't find it on a forum or internet search... just, nothing so far. So, I guess it's a simple one, but every time I think I've got all the major rules, there's another thing hidden in there. ...like something about taking Computer Programming causing a character to be in direct competition with the writer of the Hero System... *cough* *cough*
  18. One of the most common devices in computer games for character advancement is the skill tree; a system by which you are able to buy skills, talents, powers, etc one at a time, unlocking later "layers" or "branches" in the tree. For example, a fire mage can buy fire blast, then later because he has unlocked fire blast, he can later buy fireball. While some people despise this system, it is very common and is useful for certain concepts in games. In Hero its a bit unclear how to do this. 2nd edition Fantasy Hero (or, Fantasy Hero in 4th edition Hero) used a system for spells and ninja hero abilities which required x points in the previous tier to buy the next tier's abilities (so you could buy fire ball only after spending 10 points in novice fire spells, for example). But it was pointed out that this was a limitation that didn't limit: once the power was purchased, it was in use and not limited in any way. The problem with this is that a limitation that doesn't limit you is worth no points, and violates a basic Hero concept. Another option is to put restrictions on purchases that do nothing to price, so you simply impose a rule that a character cannot buy Take That You Fiend until they buy at least 10 points worth of novice blasts. The problem with this is that its a penalty with no corresponding reduction in cost, which also violates a basic Hero concept. So, any ideas?
  19. If one character throws another into an immobile object such as a wall, how do you adjudicate how much damage is done?
  20. How do you decide between Abort to Dodge and Abort to Dive for Cover against an attack? Can you decide which to do after you see what kind of attack you're facing, or do you need to decide which Maneuver to use at the time you declare your Abort?
  21. been asked to run a champions game, using the 5th rules so I picked up the sidekick of the revised edition and The powers duplication and summon are missing.. is there an errata for this?
  22. For a while now I've been toying with the idea of how to run limitations in my campaigns. I haven't messed with it much because usually I just end up having what happens reasonably in the story take place rather than trying to impose specific events but it seems like it could be at least a useful rule of thumb. Basically the idea is to use the limitation modifier as a rule of thumb for when it takes place. So if someone has an OAF (-1) then it hinders the character at least once a game session (it is awkward, gets taken away, broken, etc). The limitation total would guide this; so a -1/4 limitation would be once per four sessions, a -2 twice a session, etc. Has anyone tried something like this, and does it end up being too contrived or awkward or does it work well?
  23. Just have a fairly simple question. Have an Egoist in my game and he bought some Mental Defense Usable by others [32 people simultaneously. He likes to protect a large group]. Question is should we use the ego of the Egoist who bought the power or the Ego of the various people getting the extra Ego Defenses when working out the EGO/5 +X for the amount of Mental Defense? I would assume if they already had Mental Defense they would not get it twice either way. But for those who didn't have any Mental Defense what do you suggest we do?
  24. Why shouldn't ever Fantasy warrior buy up their STR by 3 so that they can wield the 2hed version of their preferred weapon, while still having a shield? Is this the only "book" rule for stopping every fighter from going full "Hollywood" and using huge weapons in one hand? 6E2 199 states: A Long Sword does 1d6+1 HKA with 12 STR Min. The Great Sword is 2d6, with a bonus +1 OCV, with a 17 STR Min. Since most warriors want to have high strength, why not go straight for 20 STR, then get maneuvers and bonus DCs to max out your damage at 4d6 HKA one handed?
  25. Being an 'old-timer' who's played Champions since 1st edition 1981, the campaign has changed considerably. I've been privileged to be part of such a great group of gamers, who are also my closest friends. We came up with a version of Hardened Defenses before there was such a thing, I'm proud to say. From the 1st edition of "The Island of Dr. Destroyer" to the Adventurers Club magazines, a lot has been added since sitting down on day 1 of Champions 1st edition and trying to figure out the rules from a mere 56 page book. Along the way, we've looked at many things we liked and added a few houserules. Sometimes, the houserules came about just to be simple for everyone, not to make it the best logical way. Hey, when you've seen the rules change ending up eventually with 6th edition, you just stick with some of them. Our house rules work for us, and that's good enough for us. Before mentioning some of them, I'll retell the silliest thing that happened while learning the 1st edition of Champions: My brother and I read the book through (so we thought) and decided to try to each create a character. With the 100 point base, we found our characters costing horrible more than Crusader or Starburst but weren't sure why. My brother backtracked on the points for each stat and eventually found out there were 10 pts free in Str, Dex, Con, Body, Int, Ego, etc. so he did a little checking in the rules. Gasp! You get base points to start! (Moral of the story: read what's in front of you.) On to the House Rules: Perfect 3: When you roll a 3 on your to-hit dice, you have some options: add +1 Stun/per die, up to your maximum damage. If you want, you may also do 1.5x Body rolled up to max. (i.e. a 10d6 punch would add 10 Stun to the Stun total, so a roll of 35 Stun would be increased to 45 Stun.) Do zero BODY. This is particularly useful if you're not wanting to hurt someone. Do your normal damage and allows maximum knockback automatically. Do normal damage and go first on your next Phase automatically. Rolling an 18: When you roll an 18 on your to-hit dice, you have some options: Your DCV is halved during that Phase PD and ED are halved during your next Phase for the first attack that hits Your attack at half OCV during your next phase Roll for/pick a random character friend and roll the attack on them, at their DCV -1 Luck: Luck gives additional options besides the way Luck is usually handled. During the beginning of the game, anyone with Luck gets 1 pt. for each die of Luck that they possess, i.e. 2d6 Luck gives 2 pts. You lose these pts as you use them. Points reset at the beginning of any episode. For each point you gain from Luck, you may pick from one of the following options: Use 1 pt to add +1 OCV to one attack roll Use 1 pt to add +1 DCV for one attack roll on you Use 1 pt to reroll one low die of damage Add a bonus to any skill or characteristic roll = to the number of points used. Announce how many pts you intend to use before the roll. Using 3 pts gives +3 to your roll. Useful to bring that skill of 11 or less up to 14 or less. Comeliness: We use Comeliness, still. Someone help me on this but someone a long time ago suggested using Comeliness broken down into categories - we adopted that. The categories were: Approachability, Body, Face, Hair, Voice, Attitude, Magnetism, Style, Highlight. Base Points at Character Creation: Variable from 100 - 200 pts. We primarily stick with 4th and 5th edition rules, with a small amt of 6th edition. When a character is created, work on the statistics, powers and skills. Pick the disadvantages that the player feels the character should have. The rest is the base. As we have multiple GM's, we come to a group consensus of the base, with much leniency. Knockback: Even if an attack normally does knockback, the player can choose to do 'no knockback'. This is particularly used when two very strong opponents fight each other so they're not spending half the combat running back to each other due to the distance knocked back. Rules used apply to villains as well as heroes.
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