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Community Forums › Role Playing Games › Other › Hero System Advanced Player's Guide II
Hero System Advanced Player's Guide II

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Intarweb Mastar!

Joined: Dec 31, 1969
Posts: 303

PostPosted: Fri Nov 18, 2011 9:47 pm    Post subject: Hero System Advanced Player's Guide II

Those familiar with the current 6th edition of the Hero System know that the two core books are exceptionally extensive in the range of possibilities they have covered. For a game with that kind of flexibility, I appreciated that thoroughness.

Nonetheless, the designers and writers found enough oddball, leftover possibilities that they were able to fill out an Advanced Player's Guide. I was quite surprised there were enough uncovered possibilities beyond even that to make an Advanced Player's Guide II worthwhile. Yet, here it is, and I am impressed.

Arrow New Powers! (fair warning: most of these require serious GM attention and permission before use)

Good for simulating bags of holding or storage sheds in limbo.
Good for making something out of nothing, like simulating the powers of the old Fantastic Four foe the Molecule Man or the power of a wizard to conjure helpful equipment,
If the luck powers and the optional Heroic Action Points aren't enough for the way you'd like to simulate luck-based powers, try this one out.
A pair of extremely potent powers that give characters the ability to manipulate the flow of time.

Arrow Miscellaneous helpful tables, charts and optional rules
- Enraged Frequency Table
- Expanded Intensity Table for Psychological Complications
- New Skill vs Skill possibilities
- An entire chapter on Mental Combat, including combat maneuvers like Compel, Defensive Focus, Cerebral Crush, Mental Overwhelm, and organizations of those maneuvers in martial arts sets like Cerebral Fencing and Commando Psionics.
- The Speed Zone, Hero System rules for what characters can do when they have speedster points of view that let them move at a rate faster than most can perceive.

Arrow Social Combat
This is something I have not seen in many RPGs. The Hero System already has great systems set up for physical combat, but what if your goal isn't to hurt or hold someone, but instead to obtain information, belittle a rival, or avoid being made to look like a fool? In this optional sub-system, an alternate set of characteristics like OSCV, DSCV (Offensive and Defensive Social Combat Value), Social Defense, Savoir Faire, and Composure all coordinate with presence attacks and certain skills to simulate social combat. Even better, this bizarre and crafty little system includes social combat maneuvers with names like Intimidate, Lie, Seduce, Biting Sarcasm, Clever Repartee, Soothe, Witty Rejoinder, and Fortress of Arrogance.

Silly me, to think there was little more to add to an already elaborate and flexible game system. The Hero System Advanced Player's Guide II looks to be a fun and useful book.
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