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Found 7 results

  1. Does anyone know if there is book, article, etc. for 6th Edition (or that I could adapt) that covers advanced hacking/programming such as for a Cyberpunk, Modern, or Near Future setting? If not, any suggestions on how to develop a system that would represent cyber 'Combat'? I'm thinking both Cryptography and Analyze: Network Security as complementary skills, but I am also thinking of perhaps a sort of mini-game element that might add to scenarios where the hacker is running in real time parallel to the 'action heroes' like in the movies. I am not opposed to adapting fr
  2. Hello chaps, I was walking the dogs the other day and I had this idea. That happens a lot. Here it is. Too long, probably, but this is more about getting it off my chest than anything else 😊 I’ve never been entirely satisfied with the skill system in Hero. Story of my life. The basic idea: So one of the real stand out mechanics of Hero is the damage roll, specifically how a single roll yields a Stun and a Body total. We can use that as an alternative skill resolution method. When you buy a skill you get CHAR/5 d6 in that skill. Skill levels add 1d6 per s
  3. There have been discussions over the years of the roll low mechanic for combat. Many, and I have been one of them, have espoused the view that we would be far better off starting over and rolling high because that tends to make more sense to more people: high = good. Not only that, but the target number would be a 10, which is a much friendlier number than an 11. Now whilst I have seen the argument made for combat, it does not seem to apply to skill rolls: people seem perfectly happy with them because the high = good is already built in – you just look at the skill roll you need
  4. Currently a version 5 player but looking to upgrade to version 6 but wanted to know the differences.
  5. I find repeated references to Close Quarters Battle in my reading, in some it is referred to in the same breath as unarmed self defence, bayonet drill or other techniques. DC has the option of applying a penalty to DEX for purposes of determining who shoots first, based on weapon length. The background reading on Commando Training (Fairbairn, Sykes etc.) describes methods of shooting on the move, unarmed combat, etc. Options I can think of for defining CQB: The DC optional Rule a KS and/or PS a variant of a particular martial art (Commando Training, Marine Corps Martial Arts Program, or
  6. 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
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