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Found 12 results

  1. So here are my questions. 1. Do you need to use a tactical map and minis/tokens? 2. Is there a cheat sheet for Champions for both referees and players? 3. Do you have any tips for running Champions?
  2. My first idea for a character View File This my first character Idea I made his name is Travis Trent or Titanium Titan and he is basically a strong durable boy that is pretty shy, but has a heart of gold and will not stand down when a bad guy is causing terrible deeds. I would see him get scare when someone be littles him or get angry at him but if it was a opponent in battle he would have an entire mood change of being very serious. If I had to say who Travis closer acts like think of Ippo from Hajime No Ippo: The Fighting! Submitter Juan Sanchez Submitted 05/11/2021 Category Characters Rules Version HERO System 6th Edition  
  3. Hi guys, first time poster and first time reading the books. One friend of mine has this game, Hero 6th Core Book I & II, but, since he doesn't like to GM, it was sitting on his desk for a time. As he knows that I do like to GM, and like to learn new rules, he borrowed me the books for a week for me to see if our party would like to play with it. Since I only got the book yesterday, I did not had the time to give more than a precursory read on it, but one thing caught my attention: what are the attributes for? I mean things like Body, Presence, Strenght... I noted that their "rolls" are at 9+(attribute/5), and they do not increase or decrease skill rolls; also, they do not directly modify things like "hit points", chance to hit or be hit in combat, and the like. I come from a Gurps background, so maybe I'm seeing it the wrong way, but it seems to me that there is no reason to have an attribute that is not a multiple of 5, and, even then, they are not that helpful statistically, barring for fitting a character concept. As I said before, I can't see no benefit for a warrior to have Strength 17 instead of 15, and that you can be very agile and yet it do not help on your chance to avoid attacks. What am I missing here? Thanks, and sorry for any errors on my writing, english is not my primary language (and can be a source of my confusion regarding the rules...)
  4. So, I'm curious on a couple points. Firstly, the Character Ability Guidelines Table (6E1, p.35) is a really handy thing that frankly, I wish was in Champions Complete. But I was curious on a couple points: How closely does that fit with people's experiences of play? Do you use those guidelines in your own games? If not, what do you do, and why? How does the feel of the game change at different levels? I've read the stuff on the distinction between Heroic and Superheroic, but I'm curious what changes, if any, there are between a game where everybody starts at SPD 5, and one where they start at SPD 2. Following up on that, I was curious: do people adjust point totals, or give things for free? If I say that the campaign minimum is OCV/DCV 7, and SPD 5, that's 70 points right out of the gate. My questions are thus: If everybody has it, do you just change the starting value, so in the above example characters base at 7 CV instead of 3? Do you give extra CP to start? Is this assumed to be part of the starting point value? Just curious.
  5. I know I'm starting a massive pile of new threads, but I couldn't really find something that fit what I was looking for, and the community has been super rad in enabling my obsession here Anyway! What I'm kind of missing out is something like The Class Guides from Pathfinder, which might seem a touch misleading at first. Those guides are purportedly about how to build effective, powergamy characters, and in a sense, they are. What I've actually found, however, is that they're really love letters to certain build types. So what I'd like to know, is what kinds of things have people found crazy fun? Do you love playing Super Bricks? Why? Is it piles of damage dice, the ability to juggle pickup trucks, or something else? Those who like playing fantasy psionics - what is it that makes that so awesome? Basically, I'm trying to get people to wax eloquent about things that they've found really satisfying in HERO.
  6. Hi! So, I've been increasingly interested in a game that plays fast, but has very detailed and granular characters; it's something of a Maltese Falcon/Holy Grail situation for me. I played in a Hero 5th game back in the mid-aughts, in which I had basically no idea how my character worked, but playing Teenage Gypsy Hulk was more fun than it had any right to be, so I went out and got a copy of Hero 5th. After a couple years of trying to get into it, I eventually sold it. It just seemed... dense to me. But I've been looking for something in this range for some time now, and over the holidays I picked up Champions Complete, and after a bit of time, have gotten really excited about it. Over this past week, I picked up Hero Designer, and a .pdf of Fantasy Complete, and have lurked about this forum. So! Is there a question here? Why yes! There are, in fact, several (even discounting that last one ) Firstly, while I know the system seems very streamlined to those with a lot of experience, it still tends to look like a series of equations when I get a character sheet. What are some ways to get players (and a GM) the essential information, while obfuscating the peripheral details? (Disclaimer: I know that it can upset some people, but I'm not super big on doing a lot of calculations in gameplay. It's not that I can't do math - I'm very comfortable with multivariate statistics at the post-graduate level, thank you very much - but doing too many calculations at the gaming table tends to snap me out of the flow of the game. Not everybody works like this, I know! But I seem to. As such, I tend to favor simple, clean readouts for gameplay - it's just less jarring to me. Sorry if this seems like overkill, but in reading some of the other newbie threads, there seems to be a lot of vitriol aimed at the thought that someone might not enjoy table calculation. I just wanted to get out ahead of all that fire and hatred.) Secondly, is there a recommended way to introduce the system? I know some people have floated the idea of heroic, 150 points or so... is that about right? What are the advantages in doing so? Thirdly, is there a good GM shorthand for modeling NPC's? Admittedly, the time that it takes to build a character is a selling point for me as a player, and kind of frightens me as a GM. Anyway, thanks! And Hi!
  7. Ok so everyone i live with has convinced me to run a Hero system 6th edition campaign. Its based off x-men and a few other things i like all rolled into one. My biggest issue is i really am bad at math, rolling dice, an have NO freaking clue what i should be reading, or doing from the book perspective. Can someone simplify things out for this first time GM? I need a dummies book on this but i dont think those exist... i really want to get this going Dec 3rd an have been writing dialogue and ideas and havin gthem create their characters for over a month now. Ive got the 5th ed resource kit, and a bunch of other 6th ed books but... theres SO much in there i know i dont actually need an its overwhelming to the point of im close to backing out less someone can help me. please email me @ Anailaigh@gmail.com or post here... Thanks, Daenerys EDIT: No one? over 35 views an no assist? =\ im drowning here guys... EDIT 2: i dont need ideas on scenarios, i need actual GM how to. Math stuff, dice rolls.. im going in completely blind x.x Edit 3: Thank you Ghost-Angel (im still on post restriction for being new...) this helps, my issue is everyone else knows how to play it.. and if i asked them itd ruin the game for them. :3 everything im using except the resource kit is 6e Edit 4: lol Hyper i appreciate it, i have a pretty good x-men/pandoras box+ scenario planned just needed to not be lost in all the GM stuff. links helped Edit 5: Christopher - thank you :3 Edit 6: bigdamnhero - im running a heros system, not champions system o.O last i checked they werent one in the same. But some of your points have been taken into consideration ty Edit 7: Blues - ty but i already have that Edit 8: Steve - thank you =3 Edit 9: big damn hero =3 yea i wasnt aware of that thank you
  8. Version 2


    This is a simple sheet inspired by one from Savage Worlds, offering some ideas on what to do in combat given Hero's vast options. It has very simplified information, leaving the bookwork up to the GM, and includes a quick and dirty combat maneuver chart on page 2. The Combat Survival Guide is designed to be printed front and back on a page and handed out to players so they can check it between phases and see what they might find helpful.
  9. My sons are interested in doing a short Star Hero adventure during their summer break with me as their GM. I'm looking for something in the way of a good setting and adventure for their first foray into HERO. They've played a little D&D, so they get the idea of RPGs, but they're 10 and 12, so I'll be doing their character builds and whatnot (even with HD, it's probably a little much for the 10-year old, at least). I've GM'd D&D and Champions in the past. I'm not adverse to buying PDF content off the HERO games site, but there's not enough to get a feel for the contents. My 12 year-old is familiar with some of the tropes of sci-fi, while both are familiar with the tropes of fantasy and superheroes. Any reviews of the Star HERO content at HERO Games or pointers to some pre-written adventures suitable for beginning heroes?
  10. 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...
  11. Bizaare duplicate of post... sorry.
  12. Hi all; long time lurker, first time poster. I remember fooling around with an old as hell version of the game back in like 2003? I guess things have really advanced in the world of HERO System since then; I wasn't even aware the game was still around! was introduced to the HERO system by a helpful person on another forum because of a very specific game idea I had. It's based on the Persona series of video games. Gameplay in Persona is a mix of standard dungeon crawls with turn-based combat, and visual novel or dating-sim style segments no wait come back. What I really wanted was a system that would model characters whose heroic/supernatural capabilities come from another being, and that being's effectiveness is improved by good roleplaying the character improving their bonds with others. The advice I was given was to make the PCs Standard Heroes, with an additional point budget that can be used only to build Duplicates (with the "different from character" mod). So you get situations where a character is picking a lock or something, and his Persona is fending off incoming foes. That sounds great but I don't have enough experience with the system to really know what I'm doing. I guess what I'm asking is; is there a tutorial or quick-start guide of some kind for the purposes of enlightening people coming off of D&D to the wonders of How to Play and Enjoy HERO System, 6th Edition?
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