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20 n Introduction

Hero System 6th Edition

CONVERTING CHARACTERS TO THE SIXTH EDITION


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.

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