Hero System

Most powers have a set of modifiers that alter their base performance to more finely-tune their representation of the effect desired.

For example, while systems such as Dungeons & Dragons would list a wide variety of separate ranged attack powers that deal damage (such as a fireball, a lightning bolt, an acid spray, a magic missile, and dozens more), the vast majority of such effects in the Hero System would be constructed out of the same base two powers, "Blast" or "Killing Attack".

For example, if a player wishes to model the ability to project a jet of fire, they could choose the "Blast" power.

The system also allows players to construct very exacting modifiers not specifically detailed in the base rules.

Instead of templates which define what a character is, how it performs mechanically, and the new abilities gained after a certain amount of play, a player is given a fixed number of points and allowed to create what they want.

As this is a much more freeform process than in most games, the system encourages close involvement between players and gamemasters to ensure that all participants have the same understanding regarding the type of effects permitted, relative power levels, and the like.

Complications are disadvantages, hindrances, and difficulties that affect a character and thus help you to define who he is and properly simulate the concept you have in mind for him.

Thus for the movement category there are powers that can be used for Running, Swimming, Climbing, Leaping, Gliding, Flying, Tunneling through solid surfaces, and even Teleportation.

The content was identical to the opening sections of the Champions rules, but all genre-related material was removed.

In 2001, a reconstituted Hero Games was formed under the leadership of Steven S. Long, who had written several books for the earlier version of the system.

This rulebook is so big (592 pages) that some fans speculated that it might be bulletproof, and it did indeed stop some bullets when tested by Hero Games staffers.

[3][4] On February 28, 2008, Cryptic Studios purchased the Champions intellectual property, and sold the rights back to Hero Games to publish the 6th edition books.

One of the new features will be to allow players to adapt their Champions Online characters to the pen-and-paper game.

[citation needed] The largest rules change was the removal of Figured Characteristics (meaning that character stats that were previously linked intrinsically—such as Speed automatically increasing when sufficient amounts of Dexterity were purchased—were no longer connected, and instead bought entirely separately).

Other, more minor rules changes include folding Armor and Force field into Resistant Defense and reestablishing Regeneration as a separate power.

The rules were released in two volumes, with the first covering character creation in depth and the second describing campaigns and the running of games.

A new version of Sidekick was released in late 2009 under the title The Hero System Basic Rulebook, while an Advanced Player Guide was published that had additional options for character creation.

Other recent releases included a large book of pre-constructed Powers, a set of pre-generated Martial Arts styles, abilities and skills, a large bestiary, a new grimoire for Fantasy Hero and a three-volume set of villains for Champions.

On 28 November 2011, Hero Games announced a restructuring, with Darren Watts and long-time developer Steven S. Long relinquishing their full-time statuses to work freelance.

In late 2012 Champions Complete was released, which contained all of the core 6th edition rules as well as enough information to play a superhero campaign in a single 240-page book.

Hero Games now maintains an irregular release schedule, with a minimal staff, and has successfully used Kickstarter to raise funds for new projects.

In late 2008, Hero released a licensed RPG for Aaron Williams's popular comic PS238 using a simplified version of the Fifth Edition rules.