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4.2.      Hero: Truth, Justice, & Men in Red Spandex

Being a comic book hero is hard work and GE Hero tries to make it as easy as possible for crime-fighters to hit the dirty streets as quickly as possible.  Before characters do, players need to know how the super-power rule works.

 

Super Power Rule            Dam/Vol/Dur            Reaction Adjustment

 

 Vulnerabilities                    Super Powers           

 

Hero Character Sheet

 

 

 

4.2.1.  Super-Power Rule

The chance for successfully using a super-power in GE is based on one of two possible actions:  One, the character is using the power in a direct challenge against another character’s abilities or, two, a predetermined Success Level (SL).

 

Most attack-oriented super-powers require a very straight-forward success role in which an appropriate attribute bonus is used versus a base attack (SL) of 12.  Other powers provide a bonus to success test (for instance, ultravision is used as a perception bonus in darkness).

 

For attacking, the hero receives an additional bonus of the power’s minimum level plus the attribute bonus towards succeeding.

 

See an example

 

All powers are considered to “work” though character may fail an attempt using a power.  Powers that involve shape changing or matter manipulation “work” though a character may fail all uses of that power.  For instance, a character with shape change wishes to turn into a bat.  They do.  However, when that character attempts to fly or use echolocation or any other ability possessed by a bat, the attempt will require a success role against a target number based on the desired outcome.  To fly, it may be the level of power versus body for instance.

 

4.2.2.   Dam/Vol/Dur

           Each super-power in GE possesses a level such as 1D6, 2D3, etc.  This level indicates the amount of damage inflicted or stopped, the volume of substance created or affected, or the duration of the effect.  All super-powers possess at least one of these three characteristics: Damage, volume, or duration (abbreviated as D/V/D or Dam/Vol/Dur).  In most cases, the super-power specifies which category its level depicts. 

 

·        Damage:  Unless specified, each level is an indication of physical damage with inertia as applicable.

·        Volume:  Unless specified, each level indicates a single 3’ x 6’ space.

·        Duration:  Unless specified, each level indicates a single combat round.

   

See an example

4.2.3.    Creating a Character

GE Hero requires the addition of one attribute: Reaction Adjustment.  The goal of every hero is to stop crime and fight evil.  However, being popular runs a close second. 

 

Reaction Adjustment gives a starting attribute bonus for a character based on their origin (human through alien) and appearance (attractive through monstrous).

When dealing with the press, police, or an unruly or frightened mob, Reaction Adjustment provides the interaction.  Table 4.1 provides a quick reference.

   

See an example

Table 4.4. Reaction Adjustment.

 

Origin

Appearance

Random

**

2-3

4

5-7

8

9

10-12

 

**

**

Human

Cyborg

Altered

Robot

Alien

Mutant

 

2

Attractive

+10

+7

+5

+3

+1

0

 

3-4

Exotic

+7

+5

+3

+1

0

-1

 

5-7

Normal

+5

+3

+1

0

-1

-3

 

8-9

Altered

+3

+1

0

-1

-3

-5

 

10-11

Disturbing

+1

0

-1

-3

-5

-7

 

12

Monstrous

0

-1

-3

-5

-7

-10

 

The good news for those character’s who the public abhors is that they are more powerful than the pretty boy heroes whose bodies litter the landscape.  Table 4.2. gives the D/V/D levels based on reaction adjustments.

 

Table 4.5. Calculating Damage/ Volume/ Duration

 

Reaction Adjustment

D/V/D

+10

+7

+5

+3

+1

0

-1

-3

-5

-7

-10

1D2

2-4

2-3

2

2

2

2

--

--

--

--

--

1D3

5-7

4-6

3-5

3-4

3-4

3-4

2

2

--

--

--

1D6

8-11

7-11

6-11

5-11

5-10

5-6

3-6

3-4

2-5

2-5

--

2D3

12

12

12

12

11

7-9

7

5

6

6

2

1D6

+1D3

--

--

--

--

12

10-11

8-9

6-8

7-8

7

3-4

2D6

--

--

--

--

--

12

10-11

9

9

8

5-7

4D3

--

--

--

--

--

--

12

10-11

10

9

8-9

2D6

+1D3

--

--

--

--

--

--

--

12

11

10

10

5D3

--

--

--

--

--

--

--

--

12

11

11

3D6

--

--

--

--

--

--

--

--

--

12

12

 

 

 

4.2.4.    Vulnerabilities

It never fails, you’re tougher-n-nails and about to take down the bad guy with a solid optic blast when some nosy reporter gets in the way.  You take some lumps, they take some pictures, and the evil super-villain takes some money.  All in a hero’s day.

 

The following table can be used if you don’t have the free Hero Character Generator by 3muse. Characters can have up to three powers, the first one is free.  The next super-power and for each thereafter requires a roll on the Vulnerabilities table.  For each additional roll, players should add +2 to the total roll for vulnerability type and re-roll duplicates unless a player has a new twist for the vulnerability.

 

See an example

 

To roll vulnerability type, roll 1D6 for type and 1D6 again for specific vulnerability.  For the vulnerabilities D/V/D, roll 2D6.

 

 

Table 4.6. Vulnerabilities a.k.a Getting Screwed

Vulnerability Type

Damage Volume Duration

Random Roll 1D6 (1D6)

##

1D2

1D3

1D6

2D3

2D6

5D3

3D6

 

Personal Life Complications:  Personal needs always interfere each game

Nosy Report that you must save

1 (1-2)

2

3-4

5-6

7

8-9

10-11

12

Need money

1 (3-4)

2

3-4

5-6

7

8-9

10-11

12

Girl/Boy Friend makes a great hostage

1 (5-6)

2

3-4

5-6

7

8-9

10-11

12

 

Issues with your Body:  Level indicates an increase in Success Levels during appropriate tests

Conjoined Twin

2 (1-2)

2

3-4

5-6

7

8-9

10-11

12

Dwarf

2 (3)

2

3-4

5-6

7

8-9

10-11

12

Near-Sighted

2 (4)

2

3-4

5-6

7

8-9

10-11

12

Deaf

2 (5)

2

3-4

5-6

7

8-9

10-11

12

Obese

2 (5-6)

2

3-4

5-6

7

8-9

10-11

12

 

Little Twitchy:  Mental Problems manifest on rolls of 7 or 11 and remain for a random duration

Delusions of Grandeur

3 (1)

2

3-4

5-6

7

8-9

10-11

12

Paranoid

3 (2)

2

3-4

5-6

7

8-9

10-11

12

Obsessive Compulsive

3 (3)

2

3-4

5-6

7

8-9

10-11

12

Phobic

3 (4)

2

3-4

5-6

7

8-9

10-11

12

Exhibitionist

3 (5)

2

3-4

5-6

7

8-9

10-11

12

Munchausen Syndrome By Proxy

3 (6)

2

3-4

5-6

7

8-9

10-11

12

 

Control Issues:  7 or 11 and the Hero succumbs to a disturbing need

Berserker

4 (1-2)

2

3-4

5-6

7

8-9

10-11

12

Cannibal

4 (3-4)

2

3-4

5-6

7

8-9

10-11

12

Megalomaniac

4 (5-6)

2

3-4

5-6

7

8-9

10-11

12

 

Loss Vulnerabilities:  Hero loses power in the presence of the item (level equals distance)

Specific Element (i.e. fire, water,  light/ dark, etc...)

5 (1)

2-4

5-6

7

8-9

10

11

12

Diurnal/ Nocturnal

5 (2)

2-4

5-6

7

8-9

10

11

12

Requires a medium

5 (3)

2-4

5-6

7

8-9

10

11

12

Drains other character’s health or mind

5 (4)

2-4

5-6

7

8-9

10

11

12

Drains Hero’s Health/ Mind

5 (5)

2-4

5-6

7

8-9

10

11

12

Hero must be naked

5 (6)

2-4

5-6

7

8-9

10

11

12

 

Sensitivities:  Character takes extra damage when attacked or in contact with substance

Fire/ Heat

6 (1)

2-5

6-7

8

9

10

11

12

Cold/ Ice

6 (2)

2-5

6-7

8

9

10

11

12

Specific Mineral/ Metal

6 (3)

2-5

6-7

8

9

10

11

12

Electricity

6 (4)

2-5

6-7

8

9

10

11

12

Light

6 (5)

2-5

6-7

8

9

10

11

12

Sound

6 (6)

2-5

6-7

8

9

10

11

12

 

Remember, imagination is the key—if a player has a funny, weird, or different idea for a vulnerability, let them do it.  Spice of life is everything.  The Hero CG includes some very different vulnerabilities.

 

 

4.2.5.   Super Powers

If you don’t have the free Hero CG, you can use table 4.7 to get some down and dirty super-powers.  Feel free to expand them however players want and don’t forget, the ref is always right.

   

            See an example

Table 4.6. Super-powers

Super Power

 

Random Roll 1D6 (1D6)

 

 

 

 

 

 

 

Mental:

Telepathic

1 (1)

Level versus knowledge in a challenge roll to read someone’s mind

Mind Control

1 (2)

Successful challenge  versus Knowledge

Mind Drain

1 (3)

Hero can drain another’s mind

Telekinetic

1 (4)

Level indicates weight (body) that can be moved

Illlusionist

1 (5)

Level versus perception to fake someone out

Mind Blast

1 (6)

Anothers can ‘blast’ another’s mind

 

Movement:  Levels are used for movement speed

Flight

2 (1-2)

Level equals speed

Super-agility

2 (2)

Hero’s agility is a bonus in climbing, jumping, and dodging attacks

Wall-Crawler

2 (3)

Level indicates speed or weight (body) above hero’s

Running

2 (4)

Level is added to base movement speed

Leap

2 (5)

Level is distance traveled up and forward

Teleport/ Warp

2 (6)

Level indicates distance/ Level indicates number of objects that can pass through (only ref and hero know)

 

Defense:

Skin Armor

3 (1)

Level is subtracted from physical damage

Force Field

3 (2)

Automatically stops damge equal to level or less; must make challenge roll of dam versus level if dam exceeds.  Dam wins, field collapses

Regenerate Body

3 (3)

Character automatically regenerates level amount each round

Density Control (lower/ raise)

3(4)

Challenge roll versus physical attacks/ Levels added to body in resisting damage.  Attacker must still exceed 12 and win challenge to hit

Invisibility

3 (5)

Level is used in challenge roll to see character

Damage transference

3 (6)

Character can pass damage to other random character when attacked

 

Body:

Shape Change/ Morph

4 (1)

Change into animal shapes or objects

Elastic

4 (2)

Hero can stretch portions of their body a distance equal to level; absorb damage on challenge roll

Molecular Control

4 (3)

Can mimic any natural substance with characteristics equal to level  (fire burns; Metal resists damage)

Claws

4 (4)

Character possesses claws, thorns, teeth or other suitable projections

Living Bomb

4 (5)

Character can explode causing damage equal to level; must reform a # rds equal to damage

Mimic Power/ Animal

4 (6)

Character can mimic the powers of a character or an animal within range to the level

 

Perception:  Levels are added to a hero’s Perception during a success test

Animal Senses

5 (1)

All natural senses are heightened

Ultravision

5 (2)

Hero can always see (Perception is always a minimum of power’s level); can see through illusions

Remote Senses

5 (3)

Character can project senses a distance equal to level including through materials/ walls

Radar Sense

5 (4)

Character has a 360 degree perception

Post-Cognition

5 (5)

Hero can do a perception check to see an objects “history”

Null Senses

6 (6)

Hero can null the senses of another

 

Attack:  Minimum level added to (A)  bonus when attacking

Control Substance

6 (1)

Hero can control a specific substance (see vulnerabilities) and use it to attack

Health Drain

6 (2)

Hero can drain another’s health

Projectile

6 (3)

Hero projects a substance or item

Acid Touch

6 (4)

If acid is greater than body, it continues to damage at –1 point per round

Adhesive

6 (5)

Hero projects a sticky substance or glue whose body is equal to the level

Super-Strength

6 (6)

Level equals damage when attacking or is added to body for challenge rolls (if damage > hero’s body, then they are damaged)

 

 

Example: Attacking

Ratboy attacks Dr. Medula with his claws.  Ratboy has an Agility of +5.  He rolls 2D6 and gets a 3 and a 4.  3 + 4 + 5 = 12 which is a successful slice!

 

Example: Damage

Following the example above, we now roll for Ratboy's damage. He has claws at a level of 1D3.  Rolling 1D3, Ratboy gets a 1 and so does 1 point of damage to Dr. Medulla.

 

Example: Reaction Adjustment

The Monstrous It! attempts to calm the excited crowd.  Unfortunately, It!'s gooey, black sludge covered body brings a -3 to the modifier.  In the crowd's excited state, it takes a roll of 10 on 2D6 to calm them and It! has little chance for success with a -3 modifier (though double sixes would succeed).

 

Example:  Vulnerabilities

The ever disgusting It! has become a bit twitchy since becoming a disgusting sludge and doesn't trust everyone as much as he used to.

During combat, It! rolls a 7 while attempting to take a poke at Dr. Sinister.  This causes It! to suffer a paranoid delusion and he quickly flees from combat, no longer trusting his comrades in arms.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Last modified: October 30, 2001