ANY HERO ONE SYSTEM! HERO SYSTEM SIXTH EDITION the Best Has Just Gotten Even Better! the HERO System

Total Page:16

File Type:pdf, Size:1020Kb

Load more

ANY HERO

ONE SYSTEM!

The best has just gotten even better! The HERO System 6th Edition brings new levels of flexibility and creativity to the acclaimed HERO System, allowing players to create any sort of character, power, gadget, spell, vehicle, monster, or weapon they can think of. Whatever you want to do, in any genre, setting, or time period, the HERO System 6th Edition rules let you do it!

The 6th Edition rules come in two Core Rulebooks, Character

Creation and Combat And Adventuring. Together these two

books feature: H The full HERO System rules, revised and updated for greater consistency, flexibility, creativity, and ease of use

H Options for nearly every element and aspect of the HERO
System so you can better create and define characters, campaigns, powers, and everything else to suit your style of play

H Hundreds of example powers, gadgets, abilities, weapons, and spells for all genres, plus a dozen example characters

H A detailed, comprehensive index So what are you waiting for? It’s time to Be a Hero!

HERO

GAMES

ISBN: 978-1-58366-120-8 DOJHERO1001 $39.99 US www.herogames.com

VOLUME ONE

CHARACTER CREATION

HERO SySTEm 6TH EDITION

VOlumE 1: CHARACTER CREATION

DeDication

Special Thanks: No project this big and complex arises in a vacuum. The main driving force behind the creation of every edition of the HERO System other than the first has been the fans — the gamers who play HERO games, who use HERO to create their characters and campaigns, and who endlessly discuss HERO’s fascinating permutations and possibilities. It is to them that we, as always, extend our thanks.
In particular we’d like to express our appreciation to the many fans who took time during the 2008-2009 period to participate in the discussion of potential rules changes on the 6th Edition Discussion forum on the Hero Games website. While RPGs aren’t designed by committee, there’s no doubt that receiving so much enthusiastic feedback from the HERO fans made the 6th Edition even better than it would have been. administrative and clerical tasks, makes our travel arrangements, takes care of all sorts of little behind-the-scenes problems, and generally isn’t thanked nearly as often as she should be. Thanks, Tina. Jason helps Tina, does some writing, does a thousand other things that need doing, and serves as company morale officer. In sum and in short: the three of them take care of all the aggravating, annoying little duties that have to be taken care of, freeing me to do the fun stuff — write and design games. I can’t even begin to express how grateful I am to them for letting me do my dream job.
Second, my special thanks to SETAC, the Sixth Edition Technical Advisory Committee, a group of dedicated fans who were kind enough to take time out of their busy lives to offer input and feedback on specific issues, review draft manuscripts, and otherwise help me shape “6E” into the best version of the HERO System yet: Gary Denney, Robert Dorf, Gordon Feiner, Chris Goodwin, Derek Hiemforth, Bill Keyes, James Jandebeur, John Lees, Denver Mason, Dave Mattingly, David E. McGuire, Hugh Neilson, Deric Page, and Geoff Speare. Special thanks also to Hapless Joe, who sacrificed so much for the cause, time and again.

To Andy, who was taken from us far too soon.

HERO SyStEm 6th eDition Writing anD Design

Steven S. Long

original HERO SyStEm Design

George MacDonald and Steve Peterson

HERO SyStEm 4th eDition Design

George MacDonald,
Steve Peterson, and Rob Bell

layout anD graphic Design

Fred Hicks

cover Design

Andy Mathews, Albert Deschesne, and Fred Hicks

Steve’s Special Thanks: Beyond the

general thanks which must of course be extended to HERO’s fans, there are few people who deserve special recognition.
First and foremost among them are my partners in crime these past few years: Darren Watts, Tina Walters, Jason Walters, and the still-secret Secret Masters. If not for them, DOJ wouldn’t exist and the HERO System would have ceased publication years ago. Darren mans the home office, pays the bills, talks to printers and distributors, fields the phone calls, and does all the other day-to-day chores that must be done to keep a game publishing business running. Tina manages our warehouse and Online Store, handles countless

interior artWork

Brett Barkley, Christopher Burdett, Storn Cook, Anthony Cournoyer,
Andrew Dobell, Brian & Brendon Fraim,
Melissa Gay, John Grigni,
Sam Kennedy, Ted Kim, Ian McEwan, Christian N. St. Pierre, Frank Torrealba, Jason Williford, and Patrick Zircher

Third, thanks to my local gaming group: John Losey, Dean Nicholson, and especially Brad Barrett, who’s been a great “sounding board” for all sorts of game design issues over the years. Thanks for thousands of hours of fantastic gaming fun, guys, and here’s to thousands more to come.

And fROm CRyptiC StudiOS

Aléjandro Garza, Joshua Guglielmo, Chris Legaspi, and Imario Susilo

You’re all Heroes!

HERO System™® is DOJ, Inc.’s trademark for its roleplaying system. HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
Champions, Dark Champions, and all associated characters © 1981-2009 Cryptic Studios, Inc. All rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc.
Fantasy Hero Copyright © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

Star Hero, Justice Inc., Danger International, and Western Hero Copyright © 2002 by DOJ, Inc.

d/b/a Hero Games. All rights reserved.
No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541. Printed in China. First printing August 2009. Produced and distributed by DOJ, Inc. d/b/a Hero Games. Stock Number: DOJHERO1001 ISBN Number: 978-1-58366-120-8

TABLE OF CONTENTS

VOLUME 1:
CHARACTER CREATION
VOLUME 2:
COMBAT AND ADVENTURING

  • INTRODuCTION
  • CHAPTER FIVE: POWERS
  • CHAPTER ONE: ENTERING COmBAT

BeFore coMBat ................................................ 6 COMBAT AND NONCOMBAT TIME....................... 6 SENSES IN THE HERO SYSTEM........................... 7 Perception Rolls.............................................. 7 Sense Groups................................................. 8 Perception Roll Modifiers............................... 11 Affecting And Using Senses........................... 13 entering coMBat........................................... 15 GAME SCALE................................................... 15 COMBAT TIME................................................. 16 Time Chart................................................... 18 BEGINNING COMBAT........................................ 18 Actions......................................................... 18 Who Goes First? ........................................... 19 Holding An Action ......................................... 20 Aborting An Action........................................ 21 The Actions Table......................................... 23 MOVEMENT..................................................... 24 Normal Movement ........................................ 28 Powered Movement...................................... 28 Vehicle Movement ........................................ 30 Mounted Movement...................................... 30 Aerial Mounted Combat................................. 32 Movement Skill Levels................................... 32 author’s introDuction.................................. 6 introDuction ................................................... 7 THE HERO SYSTEM PHILOSOPHY ....................... 8 Basic rules anD concepts .......................... 12
Dice And Dice Rolling.................................... 12 Scale And Movement.................................... 12

Character Points And Rounding ..................... 12

CHARACTER CREATION.................................... 13 COMBAT ......................................................... 14 WHAT ELSE YOU NEED TO PLAY ....................... 15 character sheet........................................... 16

converting characters to the 6th eDition 20

glossary ........................................................ 22 poWers.......................................................... 118 BUYING POWERS........................................... 118 Balancing Powers....................................... 120 SPECIAL EFFECTS.......................................... 120

Sensing Powers And Special Effects ............ 124

POWER DESCRIPTIONS.................................. 127 Duration..................................................... 127 Target........................................................ 129 Range........................................................ 129 Endurance Cost.......................................... 130 USING POWERS............................................. 131 POWER CATEGORIES ..................................... 134 ADJUSTMENT POWERS ................................. 135 ATTACK POWERS........................................... 144 AUTOMATON POWERS................................... 145 BODY-AFFECTING POWERS............................ 146 DEFENSE POWERS ........................................ 146 MENTAL POWERS.......................................... 148 MOVEMENT POWERS .................................... 155 SENSE-AFFECTING POWERS.......................... 159 SENSORY POWERS........................................ 160 SIZE POWERS................................................ 160 SPECIAL POWERS.......................................... 161 STANDARD POWERS...................................... 161 poWer Descriptions ................................... 165

CHAPTER ONE: CHARACTER CREATION BASICS

character creation Basics ........................ 28 CHARACTER POINTS........................................ 28 HEROIC VERSUS SUPERHEROIC....................... 29 WHAT NOT TO SPEND POINTS ON.................... 31 RESTRICTIONS ON SPENDING POINTS .............. 32 character conception ................................ 33 TYPES OF CHARACTERS .................................. 34 TEMPLATES..................................................... 36 CHECKLIST FOR CHARACTER CREATION........... 38

CHAPTER TWO: FIGHTING
CHAPTER TWO: CHARACTERISTICS

characteristics............................................ 40
Movement.................................................... 41 Characteristic Rolls....................................... 41 EXPLANATION OF CHARACTERISTICS ............... 41 OTHER CONSIDERATIONS ................................ 47 Reducing Characteristics............................... 47 Limited Characteristics.................................. 47 Characteristics Comparisons ......................... 49 CHARACTERISTIC MAXIMA............................... 50 Other Maxima............................................... 51
Fighting........................................................... 34
How Combat Works ...................................... 34 ATTACK ROLLS AND COMBAT VALUE................ 35 The Basic Attack Roll .................................... 35 Calculating OCV and DCV.............................. 36 Mental Combat............................................. 39 coMBat MoDiFiers......................................... 40 EXPLANATION OF COMBAT MODIFIERS............. 40

CHAPTER SIX: POWER ADVANTAGES

poWer MoDiFiers......................................... 312 poWer aDvantages...................................... 313 BUYING POWER ADVANTAGES........................ 313 Naked Power Advantages............................ 314 USING POWER ADVANTAGES.......................... 316 POWER ADVANTAGE DESCRIPTIONS............... 318

CHAPTER THREE:
COmBAT AND mARTIAl mANEuVERS

coMBat Maneuvers....................................... 54

stanDarD coMBat Maneuvers .................... 57

optional coMBat Maneuvers...................... 84 Martial Maneuvers...................................... 90

CHAPTER SEVEN: POWER lImITATIONS

poWer liMitations....................................... 364
The Effect Of Limitations ............................. 365

How Limitations Affect A Power’s Cost......... 365

Partially-Limited Powers.............................. 366 Which Limitation Do I Want?........................ 366 POWER LIMITATION DESCRIPTIONS................ 367

CHAPTER THREE: SKIllS

skills .............................................................. 54
Buying Skills................................................. 54 Skill Rolls ..................................................... 55 Skill Versus Skill Contests.............................. 57 Complementary Skills.................................... 57 Skill Modifiers............................................... 58 Everyman Skills ............................................ 60 Extraordinary Skills ....................................... 60 THE SKILL LIST................................................ 61 Skill Types.................................................... 62 SKILL DESCRIPTIONS....................................... 63 SKILL ENHANCERS .......................................... 96

CHAPTER FOuR: DAmAGE AND ITS EFFECTS

DeterMining DaMage .................................... 96
How Many Dice Do I Roll? ............................. 96 Damage Class.............................................. 96 Normal Damage Attacks................................ 98 Killing Damage Attacks ................................. 98 ADDING DAMAGE ............................................ 99 Methods Of Adding Damage.......................... 99

Adding Damage To Attacks

With Advantages..................................... 100 taking DaMage............................................. 103
Normal Damage Attacks.............................. 103 Killing Damage Attacks ............................... 103

Minimum Damage From Injuries.................. 103

Attack Modifiers ......................................... 104 EFFECTS OF DAMAGE.................................... 104 Stunning .................................................... 104 Knockout.................................................... 106 Injury ......................................................... 107 Death......................................................... 107

optional eFFects oF DaMage .................... 108

WOUNDING ................................................... 108 HIT LOCATION ............................................... 108 Placed Shots .............................................. 109 Impairing.................................................... 111 Disabling.................................................... 111 KNOCKDOWN................................................ 112 BLEEDING ..................................................... 113 KNOCKBACK ................................................. 114

CHAPTER EIGHT: POWER FRAmEWORKS

poWer FraMeWorks.................................... 398 GENERAL RULES ........................................... 398 MULTIPOWER................................................ 402 Buying A Multipower................................... 402 Using Multipowers ...................................... 408 VARIABLE POWER POOL ................................ 409

Buying A Variable Power Pool...................... 409

Buying Power Pool Slots.............................. 411

Distributing Power Pool Points..................... 411

CHAPTER FOuR: PERKS AND TAlENTS

perQuisites (perks)....................................... 98 talents ......................................................... 108

CHAPTER NINE: CHARACTER COmPlICATIONS

character coMplications......................... 414

Matching Complications Points.................... 414 Using Complications In The Campaign ......... 416 Changing Or Buying Off Complications......... 417

COMPLICATION DESCRIPTIONS...................... 418

CHAPTER TEN: EXAmPlE CHARACTERS

Randall Irons........................................... 436 Average Individuals.................................. 437 appenDiX........................................................ 441 LARGE AND SMALL CHARACTERS.................. 442 HEAVY CHARACTERS..................................... 446 TALENT CREATION......................................... 447 DOUBLING QUICK-REFERENCE TABLE............. 448 other DaMage eFFects............................... 118 CRITICAL HITS............................................... 118 MYSTERY DAMAGE........................................ 118 STUN DAMAGE IN HEROIC CAMPAIGNS .......... 119 HEALING AND RECOVERING DAMAGE............. 121

The Role And Place Of Healing .................... 121

Optional Healing Rules ................................ 122 Recovery.................................................... 122
VEHICLE COMBAT.......................................... 194 Vehicle Movement ...................................... 194 Hitting A Vehicle ......................................... 195

Vehicle And Passenger Attacks.................... 195

Weapons anD arMor................................... 198 WEAPONS..................................................... 198

General Rules For Building Weapons............ 198

Hand-To-Hand Weapons............................. 201

Muscle-Powered Ranged Weapons.............. 206

Firearms .................................................... 207 Explosives .................................................. 210 Poisons...................................................... 210 ARMOR......................................................... 210 Buying Armor ............................................. 210 Shields....................................................... 211

CHAPTER NINE: GAmEmASTERING

gaMeMastering........................................... 266 CREATING THE CAMPAIGN ............................. 267 Campaign Ground Rules.............................. 267

Choosing And Creating The Setting.............. 267

THE PLAYER CHARACTERS............................. 270

Participating In The Character Creation Process..................... 270 Controlling Character Power And Growth...... 272 Incorporating Complications Into The Story... 274

RUNNING THE CAMPAIGN............................... 275

Episodic Versus Serial Campaigns ............... 275

Storytelling................................................. 276 Use And Abuse Of The Rules....................... 277

Playing To The Player Characters................. 277 The Limits Of Genre Simulation.................... 278

gaMeMastering the hero systeM............ 280

THE 3D6 BELL CURVE.................................... 280 COMBAT BALANCE AND EFFECTIVENESS........ 282

Point And Effectiveness Ceilings .................. 282 Combat And Non-Combat Abilities............... 285

THE HERO SYSTEM’S DEFINITIONAL POINTS... 285 heroic action points.................................. 287 HEROIC ACTION POINTS BASICS..................... 287

Acquiring Heroic Action Points..................... 287

Using Heroic Action Points........................... 287

Spending Heroic Action Points..................... 289

ALTERING THE BASICS................................... 291 eXperience points....................................... 292
Spending Experience Points ........................ 292 Assigned Experience Points......................... 293

Experience In Superheroic Campaigns ......... 293

Final aDvice.................................................. 294

CHAPTER FIVE:
OTHER COmBAT RulES AND EFFECTS

other coMBat eFFects ............................... 124 OPTIONAL COMBAT RULES............................ 127 recovery....................................................... 129 enDurance.................................................... 131 OPTIONAL LONG TERM ENDURANCE LOSS..... 132 PUSHING....................................................... 133 presence attacks ....................................... 135

CHAPTER EIGHT:
THE HERO SySTEm GENRE By GENRE

coMic Book superheroes:

chaMpions................................................ 214

Campaign Guidelines And Standards ........... 214 Genre Conventions And Features................. 214

Character Archetypes.................................. 216 Subgenres.................................................. 218 Sample Characters ..................................... 220 Taurus.................................................... 220 Eagle-Eye................................................ 222 Hardpoint................................................ 224 Maelstrom............................................... 226 cyBerpunk: cyBer hero............................. 228

Campaign Guidelines And Standards ........... 228 Genre Conventions And Features................. 228

Character Archetypes.................................. 230 Sample Character....................................... 231 Slash ...................................................... 231
Fantasy: Fantasy hero .............................. 233

Campaign Guidelines And Standards ........... 233 Genre Conventions And Features................. 233

Character Archetypes.................................. 235 Subgenres.................................................. 236 Sample Characters ..................................... 237 Darien the Bold........................................ 237 Belakar................................................... 237
Martial arts: ninJa hero.......................... 240

Campaign Guidelines And Standards ........... 240 Genre Conventions And Features................. 240

Character Archetypes.................................. 240 Subgenres.................................................. 242 Sample Character....................................... 243 Yeung Li ................................................. 243

MoDern-Day action-aDventure:

Dark chaMpions...................................... 245

Campaign Guidelines And Standards ........... 245 Genre Conventions And Features................. 245

Character Archetypes.................................. 246 Subgenres.................................................. 247 Sample Characters ..................................... 248 The Verdict.............................................. 248 Alena Drake ............................................ 250 the pulp era: pulp hero............................ 252

Recommended publications
  • Fantasy Gamer #1

    Fantasy Gamer #1

    Publisher: Steve Jackson Premier Issue Editor: Aaron Allston Assistant Editor: Chris Frink AUGUST/SEPTEMBER 1983 Art Directors: Denis Loubet Pat Mueller Advertising Manager: Tonya Cross Contributing Editors: W.G. Armintrout COMPLETE GAME William A. Barton Ronald Pehr Slasher Flick * Donald Saxman Nick Schuessler The designer of Superhero: 2044 takes a stab at cinema slaughter. 15 Business Manager: Elton Fewell Circulation Manager: Shirley Miri Production Manager: Scott Haring ARTICLES Production: Liana Brumley Detroit Origins * Diverse Hands J. David George New releases and awards nominations for the Origins '83 show . 2 Elisabeth B. Zakes Alternate Uses for Experience * Henry Woodbury How to make your AD&D characters more versatile. 10 ART IN THIS ISSUE Useless Table Contest Results Cover: "Ogre My Dead Body" by Winners of one of our more popular fantasy contests 31 Denis Loubet. Line Art: Steve Crompton, 10. J. David George: 22, 23. Denis Loubet: REVIEWS 32. Paul McCall: 15, 16, 17, 18, 19, 25, 26, 27, 28. Bob Schochet — mailer Rolemaster * Ronald Pehr 6 cover. George Webber: 6, Questworld * Steve List 11 Photographs: Courtesy Chaosium: Earthwood * David Ladyman 13 11. Courtesy Grenadier: 40, Courtesy Capsule Reviews 35 Iron Crown Enterprises: 7, 8, 9. Cour- tesy Palladium Press: 2. Courtesy Tri- SUPPLEMENTS: Against the Cult of the Reptile God, Beyond the Crystal Caves, Tac: 2. Blizzard Pass, Daredevil Adventures Vol. 2 No. 1, Treasure of the Unicorn Gold, The Warrior-Lords of Darok. COMPUTER GAMES: Dungeon! PLAY-BY-MAIL: Arena Combat. MINIATURES: Call of Cthulhu Adventurers and Creatures, Fantasy Trademark Notice Lords, Steam Cannon, Traps and Treasures. Most game names are trademarks of the companies publishing those games.
  • Champions Complete

    Champions Complete

    Champions Complete Writing and Design Derek’s Special Thanks Derek Hiemforth To the gamers with whom I first discovered Champions and fell in love with the game: Doug Alger, Andy Broer, Indispensable Contributions Daniel Cole, Dan Connor, Dave Croyle, Guy Pilgrim, and Nelson Rodriguez. Without you guys, my college grades Champions 6th Edition: Aaron Allston and might have been better, but my life would have been much, Steven S. Long much worse. HERO System 6th Edition: Steven S. Long To Gary Denney, Robert Dorf, Chris Goodwin, James HERO System 4th Edition: George MacDonald, Jandebeur, Hugh Neilson, and John Taber, who generously offered insightful commentary and suggestions. Steve Peterson, and Rob Bell And, above all, to my beloved wife Lara, who loves her Original HERO System: George MacDonald and fuzzy hubby unconditionally despite his odd hobby, even Steve Peterson when writing leaves him sleepless or cranky. Layout and Graphic Design HERO System™®. is DOJ, Inc.’s trademark for its roleplaying Ruben Smith-Zempel system. HERO System Copyright © 1984, 1989, 2002, 2009, 2012 by DOJ, Development Inc. d/b/a Hero Games. All rights reserved. Champions, Dark Champions, and all associated characters Jason Walters © 1981-2009 by Cryptic Studios, Inc. All rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Cover Art Studios, Inc. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc. Sam R. Kennedy Fantasy Hero © 2003, 2010 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Interior Art Star Hero © 2003, 2011 by DOJ, Inc. d/b/a Hero Games. All rights Peter Bergting, Storn Cook, Keith Curtis, reserved.
  • Sample File Rolemaster, HARP and Spacemaster Are Copyright © 2006 Aurigas Aldebaron, LLC, Charlottesville, Virginia, USA

    Sample File Rolemaster, HARP and Spacemaster Are Copyright © 2006 Aurigas Aldebaron, LLC, Charlottesville, Virginia, USA

    Credits Author: Robert J Defendi Line Editor: Josh Peltier Additional Contributions: Scott Llewelyn Cover Art: B.C. Hailes Interior Art: B.C. Hailes Art Direction: Christopher Mitchell Pagemaking: Wallen Ashcroft Copy Editing: Christine Fortune Publisher: Robert J Defendi Editing, Development, & Production Staff: Robert J Defendi, Scott Llewelyn, Josh Peltier, Christine Fortune, Christopher Mitchell, Wallen Ashcroft Web Master: Robert J Defendi Play Testing: Amanda Peltier, Angela Daley, Bjorn Olsen, Brandon Leavitt, Brenda Llewelyn, Dan Willis, Gary Llewelyn, Jennie Mollerup, Josh Peltier, Kori Emerson, Mark Giffune, Mason Emerson, Mat Daley, Matthew Fitt, Robert J Defendi, Scott Llewelyn, Stephen Johnson. Special Support: Heike A. Kubasch, Bruce Neidlinger; Tim Dugger, and Steve Long. We’d also like to thank all the fans on the Iron Crown Forums who have shown so much support and enthusiasm, especially Allenrmaher, Buddha, Cormac Doyle, Grafton, Ictus, Ironmaul, Lichemaster, Lorenen, Maelstrom, Markc, Norin, Pendragon, Quasar, Smiling DM, Wolfram Riegler (our first cus- tomer), and Yammahoper. Sample file Rolemaster, HARP and Spacemaster are Copyright © 2006 Aurigas Aldebaron, LLC, Charlottesville, Virginia, USA. Rolemaster™, HARP™ and Spacemaster™ are trademark properties of Aurigas Aldebaron, LLC; no unauthorized use permitted. HERO System TM ® is DOJ, Inc.’s trademark for its roleplaying system. HERO System and Champions Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Fantasy Hero Copyright © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Dark Champions Copyright © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  • Traveller HERO

    Traveller HERO

    ; Traveller HERO The Traveller Universe: Traveller HERO brings the Traveller universe to the HERO role-playing game The universe of Traveller is one of the rules system. It includes the following: most fully realized game settings ever created. Adventures take place against the background Traveller HERO Book 1: Adventurers in Charted Space of a vast, star-spanning empire, with a history Traveller HERO Book 2: Adventure in Charted Space dating back over a thousand years. Locales Traveller HERO Book 3: Starship Construction In Charted Space can range from a crowded spaceport to a Traveller HERO Book 4: Starships in Charted Space lonely frontier outpost. Characters can be mer- Traveller HERO Book 5: Psionics in Charted Space chant princes, diplomats, soldiers, politicians, HERO Fifth Edition: System Reference criminals . or all of them at once. Political HERO Fifth Edition: System Basics intrigues, trading schemes, mind-wrenching al- HERO Fifth Edition: System Wikipedia ien enigmas, mercenary raids, wars . almost HERO Sixth Edition: Character Conversion Summary anything is possible. First published by Game Designers’ Golden Age Starships 1: Fast Courier Workshop in the summer of 1977, Traveller Golden Age Starships 2: Sword Worlds Patrol Cruiser was one of the first science fiction roleplaying Golden Age Starships 3: Archaic Small Craft, Launches and Gigs games (indeed, it was one of the first RPGs of Golden Age Starships 4: Ship’s Boats and Pinnaces any sort). Traveller rapidly became the stand- Golden Age Starships 5: Cutters and Shuttles ard against which other SF roleplaying games Golden Age Starships 6: LSP Modular Starship were judged, and influenced many other Sourcebook 1: Grand Fleet designs in many other genres.
  • Any Hero Less System!

    Any Hero Less System!

    ANY HERO LESS SYSTEM! The critically-acclaimed HERO System rules are now The Basic Rulebook includes: HERO SYSTEM BASIC RULEBOOK available in a condensed form: the Basic Rulebook! H A quick introduction to the HERO System rules, The Basic Rulebook contains all of the core with guidelines and suggestions for character HERO System rules, including character creation, creation combat and adventuring, and equipment — but H Character creation rules, including Characteristics, without all of the options and details found in the stan- Skills, Perks, Talents, Powers, Advantages, Limita- dard rulebook. The Basic Rulebook boils the HERO tions, Complications, and more System down to its essential elements so you can easily teach yourself the game, bring new players into H Combat, adventuring, and task resolution rules your campaign quickly, or refresh your memory on a that are easily learned but offer a wide range of crucial rule. And when you’re ready to move up to the tactics and abilities complete HERO System, learning it will be a snap be- H Five sample characters, plus hundreds of example cause the Basic Rulebook’s already taught you the abilities, spells, weapons, and vehicles. basics! Sample file H A comprehensive glossary and index so you can But the Basic Rulebook doesn’t sacrifice the easily find just the rule you’re looking for. flexibility, customizability, and freedom that are the hallmarks of the HERO System. With it you can create any sort of character, ability, weapon, spell, gadget, or vehicle you can think of. It lets you do just what you want to do: create great characters and games.
  • Dragon Magazine #217

    Dragon Magazine #217

    Issue #217 Vol. XIX, No. 12 May 1995 Publisher TSR, Inc. Associate Publisher Brian Thomsen SPECIAL ATTRACTIONS Editor-in-Chief Boons & Benefits Larry Granato Kim Mohan 10 Compensate your PCs with rewards far more Associate editor valuable than mere cash or jewels. Dale A. Donovan Behind Enemy Lines Phil Masters Fiction editor 18 The PCs are trapped in hostile territory with an Barbara G. Young entire army chasing them. Sounds like fun, doesnt it? Editorial assistant Two Heads are Better than One Joshua Siegel Wolfgang H. Baur 22 Michelle Vuckovich Split the game masters chores between two people. Art director Class Action Peter C. Zelinski Larry W. Smith 26 How about a party of only fighters, thieves, clerics, or mages? Production Renee Ciske Tracey Isler REVIEWS Subscriptions Janet L. Winters Eye of the Monitor Jay & Dee 65 Imitation is the sincerest form of flattery. U.S. advertising Cindy Rick The Role of Books John C. Bunnell 86 Delve into these faerie tales for all ages. U.K. correspondent and U.K. advertising Carolyn Wildman DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. funds for 12 issues DRAGON® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S.; $36 in U.S.
  • Chapter 1 ROLE-PLAYING

    Chapter 1 ROLE-PLAYING

    PLAYING MASTERY PLAYING I MASTERY GARY Co-Creator of the DUNGEONS & DRAGON Game A PERIGEE BOOK Perigee Books are published by The Putnam Publishing Group 200 Madison Avenue New York. NY 10016 DUNGEONS & DRAGONS and ADVANCED DUNGEONS AND DRAGONS are federally registered trademarks of TSR, Inc. Use of TSR’s trademarks and the contents of this book have not been authorized by TSR, Inc. Copyright 1987 by Gary Gygax All rights reserved. This book, or parts thereof, may not be reproduced in any form without permission. Published simultaneously in Canada by General Publishing Co., Limited, Toronto LIBRARY OF CONGRESS CATALOGING-IN-PUBLICATION DATA Gygax, Gary. Role playing mastery. 1. Fantasy games. 2. Role playing. I. Title. GV1469.2.G94 1987 794 87-2415 ISBN O-399-51293-4 Book design by The Sarabande Press Printed in the United States of America 1 2 3 4 5 678 910 This work is dedicated to the players of the DUNGEONS & DRAGONS@ and ADVANCED DUNGEONS & DRAGONS@ games, and all other role- playing game enthusiasts who have brought so much to this new form of gaming. Live long and prosper! Acknowledgments The names of most of the games referred to in this work are federally registered trademarks and are the property of ei- ther the game publisher or a third party who has granted to the game publisher the right to manufacture a game using the name. The references to game titles in this book, with or without trademark labels, do not constitute a challenge by the publisher or the author to the ownership of the title in question.
  • Atomik Magick

    Atomik Magick

    AATOMIK MMAGICK Written By: Mark Chase ([email protected]) All material within, Copyright 1998, all rights reserved Home Base Meta-Earth http://www.meta-earth.com Mekton Zetaä, Cyperpunk 2030ä, Championsä, and Fuzionä are all trademarks of R.Talsorian and Hero Games. All rights reserved In late 1998 or 1999, R.Talsorian will be coming out hat is Fuzion? with a Fuzion version of Cyberpunk and Mekton, WFuzion is a unified set of role-playing rules which I would highly recommend. combining the best of the Hero Systemä (Champions) and Interlockä (Cyberpunkâ, Mekton Zä). Not only can Fuzion be adapted to reating a Fuzion Character cover nearly every time, place, or setting, but it also To create a character for any Fuzion game, Cyou must have a Fuzion rulebook (see has the ability to utilize existing Heroä and Interlockä rules and materials; if it is marketed as above). Most any Fuzion rulebook should do. Fuzion Capable, it can be used as part of the Fuzion The first step is to develop your character's system. lifepath (see step one Fuzion character creation Hero Games and R.Talsorian Games, Inc., rules). I would recommend the lifepath chart shown jointly developed Fuzion. Many existing games in Bubblegum Crisis (or Cyberpunk or Mekton, systems use Fuzion, including Champions: The when they come out), or the on-line rules which you New Millennium, Usagi Yojimbo, Bubblegum can download off the web. There are other lifepath Crisis the RPG, VOTOMS, Mekton, and many more. systems, some made by fans, and these are Fuzion uses a unique Plug-In system that allows for acceptable at the GM's discretion.
  • The Ultimate Vehicle © 2003 by DOJ, Inc

    The Ultimate Vehicle © 2003 by DOJ, Inc

    THE ULITMATE VEHICLE • A guide to all things would have been much less complete without their contributions. that move in The Hero System Steve adds: We’d also like to offer our special thanks to the Authors: Bob Greenwade, Steven S. Long Digital Hero playtesters and testreaders who reviewed the TUV manuscript. Their help was invaluable in fine-tuning the rules, Editing & Development: Steven S. Long eliminating typos and math errors, and generally making the Layout and Graphic Design: Andy Mathews book as good as it could be. Special thanks also goes to the fans who participated in message board and mailing list discussions Cover: Nate Barnes of what TUV should contain — as I’ve said before, it’s great to Interior Artwork: Nate Barnes, Andrew Cremeans, have the help of enthusiastic fans! As always, though, the errors Storn Cook, Keith Curtis, Malcolm Harrison, Nick remain my fault. Last but not least, thanks to Jason Walters for assistance Ingereni, Brad Nault, Newton Ewell, Klaus Scherwin- with the motorcycles. ski, Greg Smith, Chris Stevens, Derek Stevens A WORD OR TWO OF APPRECIATION Dedication: Thanks to George MacDonald and Steve Peterson for creating the Hero System in the first place; to Steve Long for resurrecting it; to my wife, Colleen, and best friend, Karen McGuire, for all their support; to Dave Mattingly and the rest Sample file of the crew at the Haymaker! APAzine; to Jesus Christ, with- out whose intervention I’d be dead; and to Reneé Zellweger, who has never heard of me and would have no idea why I’d be thanking her but who really did have a significant, if unwitting, impact on my dedication to complete this book.
  • HERO Bestiary 1 HERO Bestiaryª

    HERO Bestiary 1 HERO Bestiaryª

    HERO Bestiary 1 HERO Bestiary™ CREDITS Author: Doug Tabb Contributing Authors: Darrin C. Zielinski, Brian Nystul, Mark Bennett Editors: George MacDonald, Steve Peterson, and Coleman Charlton Cover Illustration: Storn Cook Colorist: Frank Cirocco Interior Illustration: Storn Cook, Stephan Peregrine, Mitch Byrd, Paul Jaquays, Liz Danforth, Albert Deschesne, Dennis Loubet, Luther, Elissa Martin, Darrell Midgette, Giorgia Ponticelli, Roger Raupp, Paulo Romano, Shawn Sharp, Jason Waltrip. A bibliography for the Dover Publication art and copyright free art used in this product can be found on the last page. Project Specific Contributions: Pagemaking & Layout: Coleman Charlton; Cover Graphics: Terry K. Amthor; Art Direction: Jessica Ney; Editorial Contributions: Ray Greer, Monte Cook Proofreading: Lori Ralston Dedication: To Gary Gygax who gave me role-playing games; to George MacDonald and Steve Peterson who gave me the rules; to Rob Bell who gave me a chance; to Ray Greer who treated me like a real human being; and to Jim, my long time collaborator. ICE Staff — Sales Manager: Deane Begiebing; Editing & Development Manager: Coleman Charlton; President: Peter Fenlon; CEO: Bruce Neidlinger; Editing, Development, & Production Staff: Kevin Barrett, Monte Cook, Jessica Ney, Pete Fenlon, Terry Amthor; Sales, Customer Service & Operations Staff: Heike Kubasch, Chad McCully; Shipping Staff: John Breckenridge, Jasper Merendino, Sterling Williams. HERO Bestiary™ is Hero Games’ trademark for its superhero roleplaying game using the Hero system. Champions® and Champions, The Super Roleplaying Game™ are Hero Games trademarks for its superhero roleplaying game using the Hero System. Hero System™ is Hero Games’ trademark for its roleplaying system. HERO Bestiary Copyright © 1992 Hero Games. All rights reserved.
  • URBAN FANTASY HERO a Genre Book for the HERO System Author: Steven S

    URBAN FANTASY HERO a Genre Book for the HERO System Author: Steven S

    URBAN FANTASY HERO A Genre Book for the HERO System Author: Steven S. Long Additional Contributions:Sample Jason Walters, file Dean Shomshak Editing and Development: Darren Watts Layout and Graphic Design: Andy Mathews with Fred Hicks Cover Art: Ted Kim Cartography: John Lees Interior Art: Dan Christensen, Andrew Dobell, Brendon Fraim, Brian Fraim, Bradley McDevitt, Shawn Murray, Purwanggoro Satriohadi, Jason Williford SPECIAL THANKS: We’d like to thank the fans on the Hero Games message boards who so enthusiastically discussed this book and offered suggestions for what to include in it. You’re all Heroes! HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. Inc. d/b/a Hero Games. All rights reserved. HERO System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, Champions © 1981-2008 Cryptic Studios, Inc. All rights reserved. “Champions” is electronic or mechanical, including photocopying, recording, or computerization, or by a trademark of Cryptic Studios, Inc. “Champions” is used under license from Cryptic any information storage and retrieval system, without permission in writing from the Studios, Inc. Publisher: DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541. Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Printed in Canada. First printing December 2008 Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games. Pulp Hero © 2005 by DOJ, Inc.
  • Dragon Magazine #197

    Dragon Magazine #197

    Issue #197 Vol. XVIII, No. 4 FEATURES September 1993 10 The Ecology of the Giant Scorpion Ruth Cooke Publisher Think invisibility will save you? Think again. James M. Ward 15 Think Bigin Miniature! James M. Ward Editor If a miniature could come to life, Ral Partha would be Roger E. Moore the company to make it. Associate editor Two Years of ORIGINS Awards The editors Dale A. Donovan 18 Is your game one of the best? Two years worth of awards will let you know. Fiction editor Barbara G. Young Perils & Postage Mark R. Kehl 24How to play an AD&D® campaign when each player Editorial assistant Wolfgang H. Baur lives in a different city. Art director By Mail or by Modem? Craig Schaefer Larry W. Smith 30 An AD&D game works just as well by BBS as by USPS (and maybe better). Production staff Tracey Zamagne The Dragons Bestiary Ed Greenwood 34 Its not a petting zoo: four new monsters from the Subscriptions Janet L. Winters FORGOTTEN REALMS® setting. The Known World Grimoire Bruce A. Heard U.S. advertising Cindy Rick 41 The world of Mystara is changing, but how? Turn to page 41 to find out. U.K. correspondent and U.K. advertising Join the Electronic Warriors! James M. Ward Wendy Mottaz 67Whats in the works for computer gamers from the team of SSI and TSR. The MARVEL®-Phile Steven E. Schend 80 Its a dirty world in the streetsbut your heros there to clean it up. DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR, Inc., P.O.