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Topic: Hero System


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  GuildWars.com: Support: Game Contents: How Heroes Work   (Site not responding. Last check: 2007-10-16)
Heroes typically join your party as part of a quest.
After you've recruited a Hero for your storyline (usually as a reward for a quest), you have the option of adding that Hero to your party whenever you're in a town or outpost.
Your Hero's AI determines when skills are used, but you can interrupt that routine by clicking on a skill on the Hero's small skill bar.
www.guildwars.com /support/gamecontents/nightfall/heros1.php   (1943 words)

  
  Info and facts on 'Hero System'   (Site not responding. Last check: 2007-10-16)
It was one of the first systems to forego the use of polyhedral dice (additional info and facts about polyhedral dice).
The Hero System's biggest innovation was its use of a point-based system for character creation with a tool-kit approach to creating abilities.
Hero Games (additional info and facts about Hero Games), at the time of this writing (additional info and facts about time of this writing), have released a Revision of its Fifth Edition of the Hero System.
www.absoluteastronomy.com /encyclopedia/h/he/hero_system.htm   (818 words)

  
 Hero System - Wikipedia, the free encyclopedia
Unlike the d20 System, experience awards are in the form of character points, which have the same value as those used in character creation and can be applied directly to the character's abilities upon receipt.
One of the criticisms leveled at the Hero System almost since its inception is the relatively large amount of math involved in its use, particularly during character creation.
The Hero System Rulebook, Sidekick, and many of the genre books are in the process of being converted and released in PDF format.
en.wikipedia.org /wiki/Hero_System   (1584 words)

  
 Super System Switching: Converting Hero to GURPS
A Hero System STR of 6 to 12 is the same in GURPS.
GURPS HT = 8 + (Hero System CON/S).
A Hero character with a COM of 14 to 16 is Attractive.
www.sjgames.com /gurps/Roleplayer/Roleplayer21/HeroToGURPS.html   (4584 words)

  
 Grey Hero (Greyhawk Fantasy Hero System)
Grey Hero is roleplaying in the World of GREYhawk fantasy setting using the HERO System Rules.
The rules system should allow an accurate simulation of the source material for the setting as well as allowing the GM to expand in any way that he sees fit without being hampered by limiting rules -- HERO is just such as a rules system.
The advantage to using an established rules system over the GMs is similar in that the GM doesn't have to come up with all of the rules himself; he can use what has already been worked out and share with other fans.
www.hierax.com /hero/fantasy/grey   (835 words)

  
 Top 10 Myths about the Hero System
There are a number of myths which crop up about the HERO system, usually from people who played or just looked at Champions briefly and extrapolated wildly from there.
The HERO system mechanics for fireballs and other effects are just as varied as the basic mechanics in other systems (i.e.
Some earlier HERO system games were more streamlined, such as Danger, International and Justice Inc. However, the current 5th edition rules (released in 2002) is definitely written with a very technical, lawyerly slant.
www.darkshire.net /~jhkim/rpg/herosystem/myths.html   (755 words)

  
 RPGnet: Review of Hero System Sidekick
Sidekick, the "Quick start for the HERO system" is a 128 page, "simplified" system designed to provide a low-cost and low-complexity entry point for new users to the HERO system.
This "whole system" design proves to be Sidekick’s specific Achilles heel.   Even at the 128-page mark, for example, Sidekick suffers in comparison to the 96 pages Tri-Stat DX as far as just general robustness goes.
It is said that crunchy systems with rigidly defined rules - such as D&D - tend to put power in the hands of the player at the expense of the GM.
www.rpg.net /reviews/archive/10/10594.phtml   (1425 words)

  
 HERO System
It was originally written as a combination information source to those unfamiliar with the system and non-confrontational rebuttal to detractors of the system.
Following is a breakdown of the contents of the humongous new HERO System 5th Edition Revised.
Pages 428 and 429 explain a concept unique to the HERO System to the best of my knowledge, the Presense Attack, which is a free mechanic usable by all characters to frighten, impress, or rally others (and similar).
www.killershrike.com /GeneralHERO/HERO5ER.htm   (1255 words)

  
 Robot Warriors to 4th Edition Hero System
Activation rolls for general systems should be based off of the Hero System power limitation, as opposed to the one in RW, but the RW table still applies for hardware.
Martial Arts is a 20 point general system, which allows the character to use any martial arts skills he may have while driving/piloting his robot.
Presence attacks are per standard Hero System rules -- robots have a base Presence equal to 10x their Size Class.
home.nc.rr.com /archer7/rw2hero.html   (1562 words)

  
 Hero System Intro
Hero Games' Introduction to the Hero System introduces various concepts, and is probably a good thing to read.
The Hero system is designed to be a universal role playing system; it's possible to build and do nearly anything with its rules.
The basic system is relatively simple but involves a fair amount of numbers.
www.contrib.andrew.cmu.edu /~arwong/rpg/psipunk/herosystem.html   (1027 words)

  
 High Fantasy HERO   (Site not responding. Last check: 2007-10-16)
Contained herein are many package deals, magic systems, and material to assist a GM in the pursuance of such a goal.
This website provides an internally consistent body of material for playing High Fantasy using the HERO System intended as a ready-made body of work for GM's, saving themselves the hassle of defining the rules paradigm in effect for their campaigns, creating a lot of basic Package Deals, detailing Magic Systems, and the like.
HERO System 5th Rules Edition and Fantasy HERO for HERO System 5th Edition are trademarks of DOJ, Inc., used by permission.
www.killershrike.com /FantasyHERO/FantasyHERO.htm   (643 words)

  
 HERO System
The System was one of the first games to have a really extensive treatment of the subject as memory serves, and it is integrated directly into the game mechanics rather than tacked on as an after thought.
In the SFX driven HERO System, an individual character might have an ability purchased as a Skill that conceptually indicates an inborn ability or Power, such as a super-dexterous character with an insanely high Breakfall and Acrobatics Skills defined as expressions of their superhuman abilities rather than a trained ability.
The most significant is that in a structured game like the HERO System it really is safer to build a Power construct outside of a game and check it strenuously, doing it on the fly because a character just flipped their VPP around in the middle of play can be problematic and time consuming.
www.killershrike.com /GeneralHERO/HEROAnatomy.htm   (8118 words)

  
 Robot WarriorsTM to HERO System® Fifth Edition   (Site not responding. Last check: 2007-10-16)
These are updates to the Robot Warriors rules to use when using Robot Warriors robot construction and combat rules with the 5th edition of the HERO System.
Activation rolls for general systems should be based off of the HERO System Power Limitation, as opposed to the one in Robot Warriors, but the Robot Warriors table still applies for hardware.
Escape Pod is a System that works a little differently than most (effectively, it is a System with mass, though its mass doesn't count against the main robot's Mass Units).
home.comcast.net /~archer7/rw2hero.html   (6095 words)

  
 Star Hero Fandom   (Site not responding. Last check: 2007-10-16)
HERO Games is one of the best RPG systems out there, and I've been a fan for 20+ years.
HERO System Fifth Edition and Star Hero are trademarks of DOJ, Inc., used by permission.
The HERO System and all associated games, game products, terms, and images are copyright © 2005 by DOJ, Inc. This webpage includes copyrighted material, which is used by permission of DOJ, Inc. All rights reserved.
www.starherofandom.com /h_trekhero/index.php   (450 words)

  
 Open Directory - Games: Roleplaying: Genres: Universal: Hero System   (Site not responding. Last check: 2007-10-16)
Hero System FTP Archives - The Hero System archive at ftp.cs.pdx.edu used to be the main Internet Hero repository before the Web, rivalling Red October.
HERO System Stuff - Information on several campaigns (Fantasy, Space Opera, Pulp) as well as some useful charts and graphics for tabletop miniatures.
It is a collaborative effort of many of Hero System's best authors, and is a proving ground for many story ideas, characters, mechanics, general rules, or whatever the contributors want to write about.
dmoz.org /Games/Roleplaying/Genres/Universal/Hero_System   (642 words)

  
 Talon Comics & Games - Hero Games
Designed for use with any Hero System game, the Bestiary introduces over 180 real-life and fantastic animals, beasts, and monstrosities to unleash into your campaign, featuring extensive rules for creating and adapating them into any genre or setting, and a system of generic templates to conjure them on.
Sidekick boils the HERO System down to its essential elements so you can easily teach yourself the game, bring new players into your campaign quickly, or refresh your memory on a crucial rule.
The third genre book for the HERO System 5th Edition focuses on martial arts characters and campaigning of all sorts — from traditional chop-socky adventures, to pulse-pounding wire-fu and wuxia action, to the wild fighting and bizarre powers of anime and video-game martial arts!
www.taloncomics.com /herogames.html   (544 words)

  
 Hero System, Fifth Edition Review -- October 23, 2003 :: d20 Magazine Rack :: Are You Game Enough?
Players who are familiar with this system will note changes in some rule but the backbone core of the system has not changed greatly in the 20 years and 5 editions since it was created.
Hero System, Fifth Edition made a quiet re-entry into the game wars and is enjoying a friendly rivalry with Silver Age Sentinels.
Hero System, Fifth Edition is a welcome edition to my game library, the author seem to have held onto the magic of the earlier editions while upgrading and streamlining the game for newer players.
www.d20zines.com /html/modules.php?op=modload&name=News&file=article&sid=702&mode=thread&order=0&thold=0   (2174 words)

  
 The Hero System and Champions
The Hero System is one of those games that I have played forever, it seems.
I feel that it is more internally consistent than, say, GURPS or other generic systems, and the basic mechanics that are used in the game are kept to a minimum.
Running a Hero System game in a fantasy setting was a goal of mine for quite some time until I finally did it and discovered how hard it was to toss together spur-of-the-moment NPCs.
www.io.com /~tenzil/rpgs/champions-hero.html   (770 words)

  
 Gold Rush Games -> Hero & M&m Conversions To Action!   (Site not responding. Last check: 2007-10-16)
What I did to derive the Action! System scores for attributes was to multiply the HERO System characteristic x.4.
So a HERO System STR of 60 = d20 Str of 50; A HERO System DEX of 24 = d20 Dex of 22; a HERO System PRE of 13 = d20 Cha of 12.
The HERO System and all associated games, game products, terms, and images are copyrighted material, which is used by permission of DOJ, Inc. All rights reserved.
www.goldrushgames.com /forums/index.php?act=ST&f=50&t=272&s=260493d688d04fd05abb268fb7aac3c9   (340 words)

  
 The Hero System - Some Reflections
Hero is confusing in this regard, in that their terminology is different from anything else I've seen.
In the Hero rules, a special effect is what anybody else would call a power, while a power represents something you can do with that special effect.
In Hero terms, he had Flight, Energy Blast, Telekinesis, and Telescopic Hearing powers based on a special effect of controlling the winds.
www.visi.com /~thornley/david/rpg/herowhy.html   (711 words)

  
 HERO System Movement and Throwing
This is an attempt to create an alternative system for movement and throwing in HERO System that tries to more closely (or at least more consistently) follow the laws of of physics, without becoming overly complex.
Most similar systems have used the assumption that +1 damage class (DC) is the equivalent of double the energy.
This is a result of the logarithmic nature of HERO damage, by which characters only take 12d6 damage from having 1 liter of nitroglycerin explode in their hands (p.
hjem.get2net.dk /Klaudius/HEROm.htm   (3088 words)

  
 My Space 1889 game
The first is used in my game, since it roughly matches the description in the game book: a "1" is pretty poor, a "6" is as good as you are likely to see, and "3" is about average.
In the second "heroic" conversion, the lowest value is "average" and the upper end is higher.
In the Space: 1889 system, Observation is the perception skill and defaults to Int-1; disregard the default.
ourworld.compuserve.com /homepages/Tom_Carman/S1889/mygame.htm   (1168 words)

  
 The Stuff Heroes are Made Of
Included in the new articles, a complete magic system inspired by Ars Magica; advice on converting characters from comics (and other sources) to Hero System; and a bunch of creatures from Record of Lodoss War, suitable for use with Fantasy Hero or other Hero System games.
The new Fantasy Hero Book Collection on CD is on it's way back from the replicators/printers.
Hero System, Champions, Fantasy Hero, Star Hero, Justice Inc., Horror Hero, and a few other names that I missed are trademarks of Hero Games, Inc. Any reference to Hero, the Hero System, or any of the Hero System products should not be construed as a challenge to the trademark status.
www.sysabend.org /champions   (523 words)

  
 Fitz's Roleplaying Stuff
My system of choice is the Hero System, a very flexible (though somewhat complex) roleplaying system which will allow you to build just about any sort of character for any genre.
The only real fault I find with the HERO System is that its generic nature makes it somewhat flavourless, which can be a real problem when playing in an Epic Fantasy, magic-rich milieu.
And of course, I suppose I'd better let you know where to find Hero Games, which is back in action under new management after a long and distressing hiatus, during which the company was virtually killed by a succession of terrible owners.
fitz.jsr.com /roleplay/roleplay.html   (1055 words)

  
 Space/Hero 1889
Space 1889 is a heroic campaign and player must have normal character maxima disadvantage without taking point for it.
The firts four attributes are converted directly to their Hero equivalent by adding 14 to the Space 1889 attribute value.
SPACE 1889 HERO SYSTEM Fistcuff Status 1 and 2, 6 pts/level in dirty infighting.
www.geocities.com /TimesSquare/Realm/6532/victor.html   (605 words)

  
 The Black Project   (Site not responding. Last check: 2007-10-16)
HERO System has also been a great inspiration for me. In fact, I can divide my roleplaying life into two parts - before I knew HERO System, and after.
Each character in this project is based on a different song in the album, showcasing HERO System's versatility and depth.
HERO System, Fantasy HERO, Star HERO, Cyber HERO, Champions and Dark Champions and all associated names are Copyright © and Trademark ™ of HERO Games.
www.ogmiosproject.org /chars/Black/The_Black_Project.htm   (190 words)

  
 RPGnet Forums - View Single Post - HERO System: why aren't more people playing it?
In addition to all of the published Magic Systems and the "Spells" that go with them, I myself have designed many Magic Systems for my own use and find making new "Spells" or effects for them is as easy as can be.
The only real lack, if you consider it such (I consider it a draw), is that the HERO System doesnt do Absolute effects.
Pages 428 and 429 explain a concept unique to the HERO System TTBOMK, the Presense Attack, which is a free mechanic usable by all characters to frighten, impress, or rally others (and similar).
forum.rpg.net /showpost.php?p=3465587&postcount=262   (1773 words)

  
 GuildWars.com: GamePlay: How Heroes Work   (Site not responding. Last check: 2007-10-16)
How much you use Hero Control panels is entirely up to you.
When you call a target (that is, hold down "Crtl" and double-click on it), all of your aggressive Heroes attack it.
More than one player with a character in a party can control a copy of a Hero.
www.guildwars.com /gameplay/gwnfeatures/heros1.php   (1927 words)

  
 Hero System Material   (Site not responding. Last check: 2007-10-16)
The Hero System is a game system put out by Hero Games and can found in games such as Champions, Danger International, Justice Incorporated, Robot Warriors, Star Hero, and Fantasy Hero.
First appearing on the market around 1980, the Hero System is innovative in its approach to character generation.
Although I tried several times to adopt Fuzion in place of the Hero System, it never worked to my satisfaction, so if you're into Fuzion you'll have to translate things on your own.
orion.zztong.com /~zztong/games/hero   (276 words)

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