0 Bewertungen0% fanden dieses Dokument nützlich (0 Abstimmungen)
56 Ansichten2 Seiten
If you've run or played in HERO System games for so long, you'll probably want to convert them over to the Sixth Edition. As a rough guideline, every 5 COM is equivalent to one level of Striking Appearance.
If you've run or played in HERO System games for so long, you'll probably want to convert them over to the Sixth Edition. As a rough guideline, every 5 COM is equivalent to one level of Striking Appearance.
Copyright:
Attribution Non-Commercial (BY-NC)
Verfügbare Formate
Als PDF, TXT herunterladen oder online auf Scribd lesen
If you've run or played in HERO System games for so long, you'll probably want to convert them over to the Sixth Edition. As a rough guideline, every 5 COM is equivalent to one level of Striking Appearance.
Copyright:
Attribution Non-Commercial (BY-NC)
Verfügbare Formate
Als PDF, TXT herunterladen oder online auf Scribd lesen
Many of you have run or played in HERO 5. Comeliness: Comeliness has been removed System games for so long that you’ve got dozens, as a Characteristic. If you want your character’s maybe even hundreds, of characters. You’ll appearance to have an effect in the game, you probably want to convert them over to the Sixth can buy the Striking Appearance Talent. As a Edition. Here’s some guidance on the easiest way rough guideline, every 5 COM is equivalent to to do that. one level of Striking Appearance. QUICK CONVERSION TIPS 6. Combat Skill Levels, Penalty Skill Levels, A full conversion of an existing character And Skill Levels: The cost structure of these may take a little while, since there are lots of new Skills has changed, so double-check your char- options and rules changes in the Sixth Edition acters’ Levels to see if they need to spend more that you’ll want to take advantage of, and that Character Points on them (or perhaps save a few means reading over them. In the meantime, points). here’s what you can do to get started: 7. Skill Changes: Besides the Skill Levels (see 1. No More Hexes: The HERO System no longer above), the following Skills have undergone rules measures things in “hexes” (or “inches”). Instead, or cost changes: Rapid Attack; Two-Weapon it just uses meters. This means changing the way Fighting. Weapon Familiarity: Off Hand no Movement Powers and some other elements are longer exists; use the Off-Hand Defense Talent noted on the character sheet (for example, Flight instead. You might also want to look at the new 20” becomes Flight 40m) and also has some rule about Proficiencies to see if that would suit effect on certain costs and calculations (such as your character. the Area Of Effect Advantage). 8. Perks And Talents Changes: The following 2. Name Changes: Besides Complications (see Perks and Talents are new, or have had their below), the names of some other HERO System cost changed to some degree: Follower; Vehicles elements have been changed to make them and Bases; Ambidexterity; Animal Friend- easier to understand or use. Examples include: ship; Deadly Blow; Environmental Movement; Energy Blast is now Blast; Ego Attack is now Lightning Reflexes; Off-Hand Defense; Striking Mental Blast; Package Deals are now referred to Appearance; Weaponmaster. as Templates; Ego Combat Value and ECV are 9. Removed Powers: The following Powers now Mental Combat Value and MCV; Seduction have been removed from the HERO System as is now called Charm; Succor is now Boost; in distinct Powers: Armor; Damage Resistance; the Limitations section, Only In Heroic Identity Find Weakness; Force Field; Force Wall; Gliding; is more generically named Only In Alternate Lack Of Weakness; Missile Deflection; Transfer. Identity and Visible is Perceivable; the Reputa- To replace Damage Resistance, see the Resistant tion Perk and Complication are now referred (+½) Advantage; to replace Armor and Force to as Positive Reputation and Negative Reputa- Field, see Resistant Protection; to replace Force tion, respectively; and the Concealment Combat Wall, see Barrier; to replace Missile Deflection, Modifier is now called Behind Cover. see Deflection and Reflection. 3. Character Creation: In the Sixth Edition, 10. Changed Powers: The following Powers characters are built on slightly more Character have had their cost structure or rules mechanics Points than their Fifth Edition counterparts, changed to some degree: Adjustment Powers and tend to have fewer Complications (formerly (in terms of buying them to affect multiple Disadvantages). The recommended Matching game elements simultaneously); Absorption; Complications amount for each type of character Aid; Change Environment; Density Increase; is kept relatively small so that players only select Drain; Endurance Reserve; some Enhanced Complications that really matter for defining and Senses; Growth; Hand-To-Hand Attack; Healing; playing the character, rather than ones they’ve Images; Life Support; Shape Shift; Shrinking; taken simply to get points for them. Stretching; Suppress; Transform. (Note: this list 4. Characteristics: The Characteristics in the does not include Powers that change due to the Sixth Edition have been significantly changed switch from hexes to meters.) Additionally, the from previous editions of the HERO System Automaton Powers have been moved from the to correct balance issues and related character Equipment chapter to the Powers chapter. creation problems. You’ll need to reconfigure the 11. New Powers: The following Powers are Characteristics block on your character sheet to new, or are significantly changed from the Fifth reflect how the Characteristics are now arranged, Edition: Barrier; Damage Negation; Deflection; which ones have been removed or added, and Reflection; Regeneration; Resistant Protection. so forth. You should also check the cost of each Characteristic, since many have changed. Volume 1: Character Creation n Introduction 21
12. Removed Advantages: The following Advan- GRANDFATHERING COST CHANGES
tages have been removed, or have been incor- The Sixth Edition changes the cost of some porated into other Advantages: Based On Ego HERO System elements, as well as removing Combat Value; Damage Shield; Explosion; No some elements and introducing a few new ones. Normal Defense; Time Delay. That may mean that the overall cost of a char- 13. Changed Advantages: The following acter, or of one of his key abilities, has gone up Advantages have had their cost structure or or down. The GM can use several approaches to rules mechanics changed to some degree: Area resolve the situation. He should make his deci- Of Effect; Armor Piercing; Double Knockback; sion based on what the player wants to do, what’s Duration Advantages; Hardened; Increased most appropriate for the character, what fits the Maximum Range; Indirect; Invisible Power character’s concept the best, and what’s best for Effects; MegaScale; Usable On Others. the campaign as a whole. In some cases, such as converting Move- 14. New Advantages: The following Advantages ment Powers to meters, the change is really only are new, or are significantly changed from the cosmetic. In that case, you just change the nota- Fifth Edition: Alternate Combat Value; Attack tion — what was once Flight 15” is now Flight Versus Alternate Defense; Damage Over Time; 30m. Impenetrable; Resistant; Time Limit. In other cases the cost of a Power has 15. Removed Limitations: The following Limita- increased but the effectiveness has stayed the tions have been removed, or have been incor- same. In short, a Fifth Edition character can’t porated into other Power Modifiers: Activation buy as much of the Power for the same points. Roll; Gradual Effect; Independent; Requires Several options are available. In many cases the A Skill Roll. (See the new Requires A Roll fairest one is for the GM to “grandfather” the Limitation.) character, giving him the additional Character Points he needs to keep the character at the same 16. Changed Limitations: The following level of power for free. Penalizing the character Limitations have had their cost structure or because of a change in the game system isn’t fair. rules mechanics changed to some degree: Costs However, in some situations, many GMs Endurance (to maintain); Perceivable (formerly would rather not “grandfather” characters this Visible). way for reasons of campaign balance or fairness 17. New Limitations: The following Limitations between characters. In that case, players will just are new, or are significantly changed from the have to reduce their characters’ level of power. At Fifth Edition: Requires A Roll; Unified Power. his option, the GM might give them some free Character Points to buy some other abilities or 18. Power Frameworks: Elemental Controls powers to make up for the loss, or eliminate a have been removed from the HERO System; the Complication or two. Or he may ask all players Unified Power Limitation in effect replaces them. to redesign their characters from scratch using Multipower slots are now referred to as Fixed (f) the Sixth Edition point totals and game elements. and Variable (v), rather than “ultra” and “multi.” Sometimes the Sixth Edition rules provide a The cost structure of Variable Power Pools has way to do something easily which was difficult changed slightly. under the Fifth Edition rules. The character should reconfigure his power according to the 19. Complications: What used to be called new rules. If the new power costs more, the Disadvantages are now called Complications. GM should consider “grandfathering” him, as This changes the names of several of them (for discussed above. example, “Psychological Limitation” is now In any case where a change in the HERO called Psychological Complication). There have System rules saves your character points, also been some cost and structural changes that congratulations! You have some additional you may need to take note of — for example, points you can spend (perhaps on new abilities Complications that involved rolls (like DNPC introduced in the Sixth Edition). Gamemasters and Hunted) now use a standard rule for shouldn’t deprive characters of saved points just frequency/commonality that doesn’t involve because a change in the rules makes something rolling dice. Most importantly, the typical cheaper. character doesn’t have as many Character Points’ worth of Complications as in previous editions. 20. No More DEF: Objects that used to have a single Defense (DEF) Characteristic now have PD and ED, just like characters. This also affects the way some Powers, such as Entangle and Tunneling, are expressed.
Michael M. Lombardo, Robert W. Eichinger - Preventing Derailmet - What To Do Before It's Too Late (Technical Report Series - No. 138g) - Center For Creative Leadership (1989)