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| HERO system game | |
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| Tweet Topic Started: 28 Apr 2008, 09:28 (761 Views) | |
| Awesomus Prime | 28 Apr 2008, 09:28 Post #1 |
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Council of Darkness
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Hey all, I'm thinking about starting a game using the HERO system rules (from the Champions thread) at my place on Fridays. I'd like to start next Friday (the 9th) at around 830. Play will be in a superpowered universe, character concepts are completely open (anything you want) and the game will take place in a modern urban setting. Who's interested? Who wants a PDF of the book to start looking over? Who wants a time/date change? Who wants me to buzz off? |
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| Ankhanu | 28 Apr 2008, 09:48 Post #2 |
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Dark Lord
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The timing works out quite well actually... There's a CB Camera Club meeting on the 9th that will end at about 8:30. I can go from the library to your place pretty quick. |
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In Real Life ™, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy. Donate to Ankhanu Press | |
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| Awesomus Prime | 28 Apr 2008, 10:38 Post #3 |
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Council of Darkness
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http://www.megaupload.com/?d=28MKPDG7 592 page rulebook |
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| JonJon | 29 Apr 2008, 14:47 Post #4 |
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Master
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D&D has been on Friday in the past, but due to schedule issues it's been Thursday the last two weeks. I'll have to make sure there's not going to be a conflict. |
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| Awesomus Prime | 29 Apr 2008, 19:40 Post #5 |
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Council of Darkness
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Lemme know. Won't be a big deal to have a weekday game for us post ~June 20, but until then a midweek game will mean a slightly earlier end time. |
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| Awesomus Prime | 5 May 2008, 06:22 Post #6 |
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Council of Darkness
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So as promised some more info on the HERO system! Let's start off with a little character creation idea help! Character Archetypes. Some suggested character archetypes for a superheroic game are: The Brick Also known as the tanker, tank-mage, etc. This character focuses his character points on strength and defense. Many points spent into STR, CON, probably as well into PD, ED, END, BODY, and STUN. The character may choose to buy some of these stats as powers, which would add to his base stats under certain situations. For example, magic strength gauntlets, or extra strength when lifting and throwing. The character's other superpowerrs may include knockback resistance, damage resistance, armor, density increase or growth, stretching etc. I don't think anyone in this group needs help coming up with a character so much as stats/powers so that's where I'll focus. The Energy Projector Focuses on powers more than stats, flight, energy blast, and perhaps spme kind of protection like force field are chiefest among his powers. The Gadgeteer Can really be the jack of all trades, but can also utilize power frameworks to be able to shift his powers from day to day. Started this post on Saturday, but haven't finished it yet so I'll post and then edit later so I can turn off my computer. |
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| JonJon | 5 May 2008, 10:27 Post #7 |
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Master
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I noticed that in the handbook it says there's a Heroic Maximum of 20 for all the characteristics. Is that valid for our game as well? |
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| JonJon | 5 May 2008, 10:28 Post #8 |
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Master
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Nevermind...I just read the double cost thing. Which is, for those of you playing at home is to raise a characteristic above the heroic maximum cost double the points. (page 16 of the sidekick.) |
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| Awesomus Prime | 5 May 2008, 17:27 Post #9 |
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Council of Darkness
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Those rules do not apply to games with superhuman or otherwise paranormal PCs (with the exception of fantasy games) In short our game will not have a normal characteristic maxima, though if for the sake of balance it seems necessary (I've never seen how people other than me build characters in this system) I may set a limit at 30 (so points over 30 would be double cost). |
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| Ankhanu | 5 May 2008, 17:36 Post #10 |
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Dark Lord
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I was thinking of going with a matter phasing hero, a la ShadowKat, but Jon pointed out that that was a restricted power. Alternatively, I'm thinking about a water elemental type morphing character... kind of like Sandman, but wetter. |
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In Real Life ™, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy. Donate to Ankhanu Press | |
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| Awesomus Prime | 5 May 2008, 17:43 Post #11 |
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Council of Darkness
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Archetypes continued: The Martial Artist uses the majority of his points in skills and talents, focusing obviously on the martial arts skills and combat skills. This character may also focus a large number of his points into the (rightfully) expensive SPD characteristic; alowing him to act more often than most. If he takes any powers, they would surely be equipment and perhaps travel abilities like increased running and jumping. Or energy blasts if yer gonna go that way... Mentalists focus alot on EGO and utilize alot of the mental powers like TK, Telepathy, Mind Control, Illusion etc. The Jean Grey, Prof X type. Metamorph My favourite type, though not likely any NPCs with these powers. These guys focus on self-transformation abilities like shapeshift, multiform, duplication, growth, density increase, etc. The Mystic more of a power explanation than an actual build. The mystic can, like the gadgeteer, have any aray of powers and basically say a wizard did it. Patriot Captain something. Probably more modest in the scope of what he can do, and less superhuman. That way you like him more when he wears the flag. Powered Armor BTW Iron Man = cool movie. Speedster Can be lots of fun, basically find ways to manipulate the rules to do more things than most people. Maybe you don't do them better, but you sure as hell do them more often. Weapon"master" Also known as lame. Hawkeye and Green Arrow come to mind. But hey, if this is yer thing... more game info later, perhaps something on Power Frameworks. Friday is still cool for everyone right? If anyone is talking to Christian remind/ask him if he's still into it. |
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| Awesomus Prime | 6 May 2008, 08:17 Post #12 |
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Council of Darkness
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Let's talk about power frameworks. Power frameworks are a way of buying more powers, cheaper. They come in three varieties and as they are worded in the book can be confusing. 1) Elemental Control - This represents the fact that a character, like the human torch for example, can have a single super-power (fire control) that manifests itself in several ways (flight, energy blasts, entangle, flash, etc) Instead of buying a half dozen powers at great expense, or perhaps sacrificing some powers you wanted for your character's concept, the EC becomes a great option. As a way of reflecting that these powers come from the same source they all draw from a common pool of character points. This pool is equal to 1/2 the cost of the cheapest power in the pool, likewise each power in the pool has it's cost reduced by the same amount. These reserve points represent the characteristics that each power in the pool share. Example: fire control EC: Fire Control 15 pts 1)Flight 30" 15pts 3 END 2)Fire Blast 6d6 15pts 3 END 3)Nova Flare 12d6 45pts 6 END The character may use any or all of the powers in his EC simultaneously with the exception of attack powers. Since attack powers require an attack roll and making one ends your phase, you cannot use two attack powers in the same EC simultaneously. The 15 points spent in the EC as a pool, therefore, are used by multiple powers at once. total pool cost is 90 points. Drawback is that a power or ability which drains or otherwise negatively effects one power in an EC effects all powers in the EC. If I target your Fire Blast in the example and draw points from it with a drain, you could fall out of the sky. 2)Multipowers - Are ways of buying powers cheaper than ECs but with more restrictions. These powers more accurately represent a multifunction piece of equipment than control over a single element. The pool cost of this power is equal to the cost of the most expensive power. The individual slots or powers in the pool however only cost one tenth of their active cost. For example a multipower with an 80 point power in it costs 80 points, but the actual power only costs 8. In a multipower the reserve points are considered more like a battery, and if a power is using the points in the reserve no other power can. In this way a character can only use one power in a multipower at a time. There is an exception, a player can buy some of the powers in the multipower as flexible slots. They cost twices as much as fixed slots but can use any amount of the points in the multipower reserve. Example multipower: Swordgun SwordGun: 60 pt multipower reserve 1)Sword: Hand Killing Attack 4d6 6pts 6 END 2)Gun: Energy Blast 4d6 2pts 2 END 3)Sonic Emission (flexi) Flash hearing 4d6 12pts 6 END In this multipower the user can use the sword, the gun or the sonic emission at full blast separately, he can use the sword on it's own, or he can use the sonic blast and gun simultaneously. When he uses the gun there are 40 points left that can be funneled into the sonic emission. This does mean however that the sonic emission is used at reduced effect. Total pool cost here is 80 points. Drains used on multipowers function only on the slot their used on, unless the reserve has an obvious focus. In the case of the gun someone could drain the whole lot, but if the powers derived from a magic amulet the drainer would have to know the source of the power to drain them all simultaneously. 3)Variable Power Pools - Complicated, I'll explain them later. |
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| Ankhanu | 20 May 2008, 11:58 Post #13 |
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Dark Lord
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So far I'm quite enjoying the system. It's pretty easy to play, though the initial foray into figuring it out was a little rocky. |
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In Real Life ™, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy. Donate to Ankhanu Press | |
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| Ankhanu | 29 May 2008, 08:53 Post #14 |
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Dark Lord
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Somehow, I missed the existence of the Summary thread for three days :P Geez. I edited the post and added my name and fixed a couple typos while I was at it :) |
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In Real Life ™, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy. Donate to Ankhanu Press | |
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| Awesomus Prime | 29 May 2008, 18:45 Post #15 |
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Council of Darkness
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Woot! |
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| Ankhanu | 30 May 2008, 14:03 Post #16 |
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Dark Lord
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Is it possible to play here tonight? We won't have a babysitter, and leaving Elania home alone would be negligent. |
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In Real Life ™, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy. Donate to Ankhanu Press | |
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| Awesomus Prime | 30 May 2008, 14:41 Post #17 |
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Council of Darkness
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Very likely, Laura was considering using the apartment tonight as her plans last Friday fell through last minute. I was possibly going to be asking to move the game tonight as is. |
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| Ankhanu | 30 May 2008, 14:51 Post #18 |
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Dark Lord
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Ok, cool. |
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In Real Life ™, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy. Donate to Ankhanu Press | |
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| Ankhanu | 6 Jun 2008, 07:47 Post #19 |
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Dark Lord
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We're again without a babysitter. Is here ok again? |
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In Real Life ™, people who aim to maximize their potential for lethality are called "dangerous psychotics" and are typically avoided by everyone who isn't forced to endure their company until someone has the opportunity to put them away or else put them down. No one likes that guy. Don't play that guy. Donate to Ankhanu Press | |
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| Awesomus Prime | 6 Jun 2008, 20:28 Post #20 |
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Council of Darkness
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Apparently not. |
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