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Learn Hero Here.

Posted by KevlynFor group 0
Kevlyn
GM, 7 posts
Sun 27 Feb 2011
at 04:39
  • msg #1

Learn Hero Here

New to the system, or interested in learning about it.  Ask questions about the system here!
Kevlyn
GM, 24 posts
Tue 1 Mar 2011
at 03:28
  • msg #2

Re: Learn Hero Here

Okay, there are a few changes between the older systems and 6th.  The biggest one is most likely figured characteristics.  Those are gone now, all characteristics must be purchased.  To offset this, characters start with slightly more points than in previous editions.  400 total instead of 350.

For those of us who loved them, Elemental Controls are no more.  Been replaced by a limitation, Unified Power.  The armor power has been rolled into Resistant Protection, along with several other powers being combined with other similar powers.

Disadvantages are now Complications, that's the next one.  Just a minor name change for some reason, but when building characters it does now tend to throw people off.  Now you will see phrases such as 400+75 Matching Complications.  Whereas in previous editions the notation was 200+150 Disads.  So, in the new version you get <TOTAL CHARACTER POINT VALUE>+<COMPLICATIONS ALLOWED> Matching Complications.  So, the +75 simply means that your 400pt total includes 75 points of complications.   You are not required to take all 75, but your point total must be reduced to reflect that you have elected not to use all 75 points.

Hope that helps!
nuric
player, 10 posts
A little bit of knowledge
is a very dangerous thing
Tue 1 Mar 2011
at 03:52
  • msg #3

Re: Learn Hero Here

Ah...so it's 325 points, and up to 75 points in Complications?
Kevlyn
GM, 25 posts
Tue 1 Mar 2011
at 04:14
  • msg #4

Re: Learn Hero Here

Yes, but the notation is 400+75 Matching Complications.
nuric
player, 11 posts
A little bit of knowledge
is a very dangerous thing
Tue 1 Mar 2011
at 04:43
  • msg #5

Re: Learn Hero Here

*grins*   Ah, just to make it more complicated.  Got it.

what powers are different?
Kevlyn
GM, 26 posts
Tue 1 Mar 2011
at 04:53
  • msg #6

Re: Learn Hero Here

Oh boy.  Well, one thing I'm reading about now is the lack of Find Weakness in 6e.  :)
nuric
player, 12 posts
A little bit of knowledge
is a very dangerous thing
Tue 1 Mar 2011
at 04:58
  • msg #7

Re: Learn Hero Here

*laughs*  I never used it much.  My characters were always more direct.

Perhaps I should make a simple flying brick for your game?
Kevlyn
GM, 27 posts
Tue 1 Mar 2011
at 05:42
  • msg #8

Re: Learn Hero Here

Flying brick would be good.
nuric
player, 13 posts
A little bit of knowledge
is a very dangerous thing
Wed 2 Mar 2011
at 07:35
  • msg #9

Re: Learn Hero Here

Wow....figured stats in 6th Ed are REALLY expensive.
Unless I'm doing that wrong.

I tried to make a brick, and had nearly 400 points just with stats.   It that right?
ShadeShine
player, 2 posts
Fri 4 Mar 2011
at 13:52
  • msg #10

Re: Learn Hero Here

I guess I should ask the basics first.

What do you roll to attack, what number are you rolling against, and what do you roll when you hit?

How is damage registered?

This system's pretty top heavy, so...little scary for a newcomer.
SGAngel
player, 5 posts
Fri 4 Mar 2011
at 18:46
  • msg #11

Re: Learn Hero Here

To make an attack, you roll 3d6... this where it gets "interesting"

You roll against your opponents DCV.  However its not a straight conversion.

To find out which DCV you hit, you need to take your OCV+11-(3d6 roll)

So on a Dice roll of 11 you hit your OCV, on a roll of 9 you hit OCV+2.

Damage comes in two forms Stun and Body

Body Damage depends on whether it is Normal or Killing damage, also whether you are using location tables.

When Normal Damage is rolled, 1's count as 0 body, 2-5 count as 1 body and 6's count as 2 body.

Killing damage, is just whats on the dice.  With either a plus or minus 1 depending on the Damage Class.

Stun is the total value of the dice, when doing normal damage or the same as killing when doing that.

If hit locations are being used there can be damage multipliers in effect.

TBH I had to actually look some of that up, as I forget how difficult it is to explain to someone.  I tend to do it all in my head quite quickly now.
ShadeShine
player, 3 posts
Fri 4 Mar 2011
at 20:22
  • msg #12

Re: Learn Hero Here

Thanks, cause this system is a bit of working up compared to how it was in older systems I used.
SGAngel
player, 6 posts
Fri 4 Mar 2011
at 20:48
  • msg #13

Re: Learn Hero Here

nuric:
Wow....figured stats in 6th Ed are REALLY expensive.
Unless I'm doing that wrong.

I tried to make a brick, and had nearly 400 points just with stats.   It that right?


If you could post what you spent it on, and what power level you are trying to build to?
nuric
player, 14 posts
A little bit of knowledge
is a very dangerous thing
Fri 4 Mar 2011
at 21:50
  • msg #14

Re: Learn Hero Here

In reply to SGAngel (msg #13):

Actually, I was figuring it wrong.  I looked at the character sheet in Kevlyn's Champion for one of the characters, and realized my mistake.   I have a character submitted.   Not sure if it will work, of course.

Here's what I have so far:

<pre>
Character Name:Cavalier
                  Cost:
 STR:35           25
 DEX:18           24
 CON:23           26
BODY:13            6
 INT:18            8
 EGO:11            2
 PRE:20           10
 COM:14            2

  PD:15           15
  ED:10           10
 SPD: 4           40
 REC:12           24
 END:46           23
STUN:50           50

sub total:       265


SKILLS:
3  Breakfall 13-
5  Forensic Medicine 12-
3  Knowledge: Medieval History 13-
3  Knowledge: Blacksmithing   13-
9  Paramedic  16-
3  Knowledge: Medicine 13-
3  Professional Skill Armorer 13-
==
29

PERQUISITES:
5  Well Off Income

TALENTS:
3  Combat Sense  13-


POWERS:  (all with "Unified Power (Telekinesis)" -1/4
1. 20STR telekinesis, fine mani.    32 points
2. 10 PD, 10 ED FF, 0 end           24 points
3. 15" flight (only with FF -1/2)   17 points
4. +5d6 HtH (only w/FF)              9 points
5. +5PD, +5ED resistant
(only w/FF, 15or less)               7 points
6. 10pts Flash Def (only w/FF)       6 points
7. Extra Limb (TK appendage, w/FF)   3 points
                                    ===
                                     98points


265
 37
 98
===
400

DISADVANTAGES:
Enraged when Innocents are hurt. Uncommon Circumstances.
11 or less, recover on 14 or less.      5 points
Distinctive Features (Force Field looks like glowing blue medieval armor)
Easily concealable, Noticed and Recognized.  5 points
Code of Chivalry, Common Situation, Strong Commitment
(Will always try for a fair fight, always helps women)   15 points
Overconfidence, Very Common, Moderate commitment   15 points
Hatred of Bullies. Common, Strong reaction.   5 points.
Secret Identity                     15 points
1 1/2 X Stun from Sonics  (uncommon)    5 points
Watched by ??? 8 or less         10 points
SGAngel
player, 7 posts
Fri 4 Mar 2011
at 22:05
  • msg #15

Re: Learn Hero Here

Ok, so looking at what you have here and my belief that you have created a sixth edition character in line with Kevlyns game.

Your maths are wrong.

There is no Comeliness in 6e.
a point of Dex is 2pts
Body and Ego are point for point
PD and ED start at 2 and thus you spend 13 and 8 respectively
Speed has a base of 2, so you only need to spend 20
Rec starts at 4 and is at a point for point basis after that
END starts at 20 and costs 1 character point for 5 points of END
STUN starts at 20 and costs 1 character point for 2 points of Stun

Your characteristics should then only cost 145.

However you are forgetting OCV, DCV, OMCV and DMCV, which all have a base of 3.  OCV and DCV cost 5 character points per point.  OMCV and DMCV cost 3 character points per point
nuric
player, 15 posts
A little bit of knowledge
is a very dangerous thing
Fri 4 Mar 2011
at 22:43
  • msg #16

Re: Learn Hero Here

Whoops!  I gave you the wrong copy.  I'd actually fixed the stats, believe it or not, by seeing one of the character sheets from the 6th ed game.
I was still waiting on if Com still existed.

What are OMCV and DMCV?


Here's the version I'd fixed before.



Character Name:  Cavalier
                  Cost:
 STR:35           25
 DEX:18           16
 CON:23           13
BODY:13            3
 INT:18            8
 EGO:14            4
 PRE:30           20

  PD:15           13
  ED:10            8
 SPD: 4           20
 REC:20           16
 END:40            4
STUN:50           15

sub total:       165


SKILLS:
3  Breakfall 13-
7  Forensic Medicine 13-
3  Knowledge: Medieval History 13-
3  Knowledge: Blacksmithing   13-
11 Paramedic  17-
3  Knowledge: Medicine 13-
3  Professional Skill Armorer 13-
3  Acting 15-
3  Bureaucratics 15-
3  Conversaton 15-
3  High Society 15-
3  Oratory  15-
3  Persuasion 15-
3  Seduction 15-
3  Streetwise 15-
3  Trading 15-
3  Deduction 13-
==
31

15  +3 OCV
15  +3 DVC
10  +3 OCV (only with TK sword)
10  +3 DCV (only with TK sword)

PERQUISITES:
5  Well Off Income
5  Contact: hospital lab technician 14-

TALENTS:


POWERS:  (all with "Unified Power (Telekinesis)" -1/4
1. 20STR telekinesis, fine mani.    32 points
2. 10 PD, 10 ED FF, 0 end           24 points
3. 15" flight (only with FF -1/2)   17 points
4. +5d6 HtH (only w/FF) (tk sword)   9 points
5. +5PD, +5ED resistant
(only w/FF, 15or less)  (tk shield)  7 points
6. 10pts Flash Def (only w/FF)       6 points
7. Extra Limb (TK appendage, w/FF)   3 points
8. Life Support: Doesn't Breath
(only lasts five minutes)            7 points
9. Live Support:Vac, Radiation,
Intense Temps. (costs End)           7 points
                                    ===
                                    112points


165
123
112
===
400


DISADVANTAGES:
Enraged when Innocents are hurt. Uncommon Circumstances.
11 or less, recover on 14 or less.      5 points
Distinctive Features (Force Field looks like glowing blue medieval armor)
Easily concealable, Noticed and Recognized.  5 points
Code of Chivalry, Common Situation, Strong Commitment
(Will always try for a fair fight, always helps women)   15 points
Overconfidence, Very Common, Moderate commitment   15 points
Hatred of Bullies. Common, Strong reaction.   5 points.
Secret Identity                     15 points
1 1/2 X Stun from Sonics  (uncommon)    5 points
Watched by ??? 8 or less         10 points
ShadeShine
player, 4 posts
Sat 5 Mar 2011
at 03:16
  • msg #17

Re: Learn Hero Here

Is there a total defense/full dodge action in this game?   How much of an action does it consume?

What effect does it have?
Kevlyn
GM, 28 posts
Sat 5 Mar 2011
at 03:22
  • msg #18

Re: Learn Hero Here

OMCV offensive mental combat value
DMCV defensive

Aborting to defense uses the next phase. Its value depends on what type of defenses the player has. Aborting to activate a force field is different from doing a martial dodge.
SGAngel
player, 8 posts
Sat 5 Mar 2011
at 12:30
  • msg #19

Re: Learn Hero Here

There are block and dodge maneuvers, each does a seperate thing.  Kevlyn is kind of right, depending on what you have done the previous phase.

Block, you roll your combat roll and try to hit/beat the attackers OCV at which point you block the attack.  If you are facing multiple attacks, you need to block each one, but with a culumative -2 per block attempt.  You do not have to block, after the first attempt.

Dodge, you increase your DCV by +3.  You are considered Dodging until your next action.

Be aware these are the standard values and can change with Martial Arts or Combat Skill levels.

Now both Block and Dodge, are as Kevlyn explaing are "abort" actions, which means that to use them you need to use your next phases actions.  Thus you will miss a phase.  You can only abort your next phase, so if you have aborted to a block you cannot abort to a dodge until the phase in which you would have acted has gone.

However if you use a half action in a phase at that was not an attack action, then you can hold a half action until your next phase.  Both Block and Dodge are half actions.

Example 1:  Rayne is attacked has speed 3 and dex 18.  He is against Dash, who has speed 4 and dex 19.  In phase 12, Dash moves 12m to close with Rayne, and Rayne does the same.  In phase 3, Dash attempts to hit Rayne, who decides to dodge(aborting his phase 4).  In phase 4, Rayne cannot do anything as he aborted his action.  So combat moves to phase 6, where Dash tries again to hit Rayne.  At this point Rayne changes to block(aborting his phase 8), which succeeds.  Phase 8 comes and Rayne cannot act.  So phase 9, Dash attacks again, this time Rayne elects to block again (aborting his phase 12).  On phase 12 Dash goes first having a higher Dex.  Dash attacks Rayne, however Rayness only availible action is to continue blocking as he has already aborted his 12 to a block.

Now as most combat starts with all characters acting on phase 12, it could have gone differently.  If Rayne had only moved 6m in the first phase 12, then he could have held the remaining half action to dodge an attack prior to his phase 4 action.
nuric
player, 16 posts
A little bit of knowledge
is a very dangerous thing
Sat 5 Mar 2011
at 21:22
  • msg #20

Re: Learn Hero Here

How does the  new character sheet look?

(sorry to be a bother, of course)
SGAngel
player, 9 posts
Sat 5 Mar 2011
at 21:31
  • msg #21

Re: Learn Hero Here

nuric
player, 17 posts
A little bit of knowledge
is a very dangerous thing
Sat 5 Mar 2011
at 21:39
  • msg #22

Re: Learn Hero Here

Sorry, I meant the character itself, not the sheet.  My apologies.
Kevlyn
GM, 39 posts
Wed 16 Mar 2011
at 21:13
  • msg #23

Re: Learn Hero Here

I got asked how does Missile Deflection work in 6e.  Well, for starters, Missile Deflection is now rolled into the Deflection power, which is a Standard/Defense Power.  The range is 10m x Base points and it cost 20 points for the power.  The power expands a character's ability to block ranged attacks.  It follows the rules outlined in 6E2 59.   It functions against the OCV the attacker uses to make the attack roll, including modifiers for range, skill levels, etc.

So, to deflect missiles (defined as a propelled rocket that is launched) you might try the following:

Deflection (20 Active Points); Only Works Against Common attack (Missiles; -1/2) Real Cost: 13

But as with all things HERO, there are a variety of ways to achieve the same result.  Check with the GM to clarify the commonality of Missile attacks.
cptcthulhu
player, 2 posts
Thu 17 Mar 2011
at 21:38
  • msg #24

Re: Learn Hero Here

Any advantages that can be put on that power?
Kevlyn
GM, 42 posts
Mon 21 Mar 2011
at 01:19
  • msg #25

Re: Learn Hero Here

The only special mentions are AoE:  Cannot use to deflect attacks passing through the defined area w/o GM ok.  AoE on Deflection does not allow the Deflection of AoE/Explosion attacks.

Uncontrolled:  Can only buy this for Deflection if a) GM says ok, and b) a reasonably command obvious way to get around and/or turn off the Deflection is defined.

Charges:  The rules for Uncontrolled also apply to Continuing Charges.
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