6th Edition Generic Cover
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Designer(s) | Steven S. Long |
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Publisher(s) | Hero Games |
Publication date | 1989 (4th edition) 2002 (5th edition) 2004 (5th edition, revised) 2009 (6th edition) |
Genre(s) | Universal |
System(s) | Custom |
The Hero System is a generic role-playing game system that was developed from the superhero RPG Champions. After Champions fourth edition was released in 1989, a stripped-down version of its ruleset with no superhero or other genre elements was released as The Hero System Rulesbook in 1990. As a spinoff of Champions, the Hero System is considered to have started with 4th edition (as it is mechanically identical to Champions 4th edition), rather than on its own with a 1st edition. However, the first three editions of the game are typically referred to as Champions, rather than the Hero System, as the game for its first three editions was not sold as a universal toolkit, instead largely focusing on superheroes.
The Hero System is used as the underlying mechanics of other Hero Games role-playing games such as Fantasy Hero, Star Hero, and Pulp Hero. It is characterized by point-based character creation and the rigor with which it measures character abilities. It uses only six-sided dice.
The Hero System uses Champions' key system features. Tasks are resolved using three six-sided dice and power effects (especially damage) are resolved by rolling a number of dice based on the power's strength.
Like Champions, it uses tool-kit approach to creating effects. While the system does have more typical features of many RPGs, such as a skill system, most abilities in the Hero System rules are listed as a generic "powers". Most powers are meant to be able to model a vast number of potential effects. When creating a character, a player decides on what effect they wish to create, then constructs this effect by consulting the powers in the rulebook. Most powers have a set of modifiers that alter its base performance to more finely-tune its representation of the effect desired. Each such modifier makes the power more or less capable, and correspondingly more or less expensive to purchase with character points (the "currency" used to buy powers; see the section following). The result is that many effects are possible from the exact same base power. 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".