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Found 7 results

  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 should be the 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 also be added to the Weaken power (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. 153 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.
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