Vox On ... DC Heroes
In my opinion, this game is both the finest superheroic roleplaying game ever written, and one of the most elegant and sophisticated games (mechanically speaking) in any genre. Its logarithmic abstractions may not be to every gamer's taste, and certainly they don't make it suitable for all styles of play, but it's still a shame the game is now out of print.
Rule Modifications
All page references are to the DC Heroes 3rd Edition rulebook.
Gadget (p. 33)
Although it is listed here as an Advantage, the cost(s) any Gadget(s) the Character uses should not be multiplied or divided by the Hero Point Base multiple.
When building a Gadget, the Character may choose to Link one or more of its Powers or Skills, using the standard rules. If the Gadget has the correct Link Attribute, it may use that value; alternately, the creator may set the APs of the Power at any level he likes, but this represents the maximum level the Power will operate -- its actual AP value is the corresponding Link Attribute of the user.
Thus, Green Lantern rings would purchase 25 APs of Force Manipulation, Linked; when WILL 25 Hal Jordan uses one, he receives the full Power, but a WILL 2 normal could only command 2 APs of Force Manipulation.
Pet (p.35)
As with Gadgets, Pets should not be affected by the Hero Point Base multiple.
Loss Vulnerability (p. 41)
This should not be a Drawback. Instead, it is a Power Limitation on the individual Attributes, Powers, and/or Skills affected by it: -1 Factor Cost for a Rare Vulnerability, -2 for a Common Vulnerability.
Powers and Link Attributes
Campaigns set outside the DC Universe may not necessarily align with the DC Heroes allocation of Powers; for example, in the DC Universe, Weather Control is a Mystical Power, but Marvel Comics's Storm uses it as a Mental Power.
A GameMaster may wish to use one or more of the following replacement Link Attributes:
Attraction/Repulsion STR
Density Increase STR
Gravity Increase STR
Gravity Decrease STR
Joined STR
Magnetic Control STR
Reflection/Deflection DEX
Regeneration BODY
Vampirism STR
Weather Control WILL
Alternately, he may allow characters to purchase "Physical Link" and/or "Mental Link" on certain Powers; these modifiers function like Mystic Link, but change the Link Attribute to STR and/or WILL, respectively.
Charisma (p. 77)
Characters do indeed receive Unskilled Use penalties for Character Interaction if they do not possess the Charisma skill.
Martial Arts (p. 77)
A Character can use his Martial Arts to enhance AV, OV, EV, or RV if the corresponding Attribute is higher than his Martial Arts APs, receiving a +1 Column Shift.
The Gravity Hammer
One of my players some time ago became really fond of gravity-manipulating characters who could use a maneuver we dubbed the "Gravity Hammer". Basically, it involves moving a heavy object over a target, then using Gravity Increase to maximize its weight and let it fall. I was forced to write up some quick rules for this situation on the spot.
When a Character uses this attack mode, the AV of the attack is the APs of Gravity Increase; the EV of the attack is equal to the height of the falling object multiplied by two, added to the APs of Gravity Increase. A Character using a "gravity hammer" may not call for a Flailing Attack or Critical/Devastating Blow (though he may still Press the Attack or Lay Back if he has Initiative).
Weapons (p. 122)
A Character wielding a blunt melee weapon uses either the EV of the weapon or, if his STR is greater, his STR plus 1 AP. A Character wielding a sharp melee weapon uses the EV of the weapon, plus 1 AP if his STR is greater than the weapon's EV. However, the Base Cost for Melee EV is 10.
New Advantages
Inhuman [Cost: 50]
A Character with this Advantage does not conform to human physiology; he may be an exotic alien, a being of pure energy, a robot or android, or a god. The Character has no need for food, air, sleep, or any other basic requirements for survival.
This bonus is not without cost, however. In addition to the price of the Advantage, the Factor Cost of all Attributes, Powers, and Skills are raised by +1. In addition, it will be impossible for the Character to conceal his nature when examined by a character with the Medicine skill, which may make maintaining a Secret ID more difficult.
Red Tornado has this Advantage, as does Andrew Bennett (I, Vampire).
Savant [Cost: 15]
A Character with this Advantage may use Gadgetry skill to create inventions using technology unavailable to the "real world", as if he possessed the Genius Advantage; however, he may only do so when he can apply an appropriate Scholar bonus to the task at hand. Thus, a Savant with Scholar in robotics would be able to create advanced technological robots, but not FTL spaceships, teleporters, force field belts, etc.
Weapons Master [Cost: 15]
The Character has trained with a specific weapon above and beyond any others, until it is practically an extension of himself. When using the mastered weapon, the Character receives a +2 Column Shift to his AV (but not EV); he may also add 2 to his Initiative for any Phase in which he will be making an attack with his mastered weapon.
New Drawbacks
Artificial [Bonus: 10/25]
A Character with this Drawback is either partially or fully artificial, instead of being organic. A Partially Artificial Character can only heal up to half of his BODY RAPs naturally; the rest must be Repaired as if the Character were a Gadget. This Drawback is worth 10 points.
A Fully Artificial Character cannot heal at all, and must Repair all damage; furthermore, the Character will be treated as property in human society, denied basic civil rights and freedoms on account of being a 'thing'. This version of the Drawback is worth 25 points.
Cyborg (of the New Titans) is Partially Artificial, while Robotman I and II are both Fully Artificial.
Odd Appearance [Bonus: 5/15]
This is a lesser version of Strange Appearance. A Character with this Drawback is distinctly noticable in human circles. For 5 points, this merely serves to make the Character obvious to anyone unless some kind of concealment Power or Skill is used. Attempts to recognize the Character receive a -1 Column Shift to OV/RV.
For 15 points, the Character is repulsively distinctive. In addition to the above affects, all NPCs (other than Buddies and Connections) are treated one reaction level lower than normal (thus, a normally Neutral NPC would be treated as Suspicious of the Character).
New Powers
Electromagnetic Pulse (EMP)
- Link: STR
- Range: Normal
- Type: Dice
- Base Cost: 20
- Factor Cost: 3
This Power allows a Character to generate a powerful burst of electromagnetic energy which disrupts electrical equipment and radio transmissions. The Character makes an Action Check, using the APs of Power as the AV/EV against the target's DEX/DEX as the OV/RV. RAPs gained by the attack are subtracted from the APs of any electronic-based Power or Attribute the target possesses (including Mental Attributes and Recall Power
of computers, and any Radio Communication power). Any equipment being carried by the target is automatically 'hit' as well.
This power replaces 'Magnetic Control' in all descriptions of atomic weapons.
Shielding
- Link: BODY
- Range: Self
- Type: Auto
- Base Cost: 5
- Factor Cost: 4
This Power allows a Character (or, more often, a Gadget) to protect himself from an Electromagnetic Pulse. The APs of Shielding are added to the RV against any EMP attack. APs of Shielding are not transferable (unless purchased Usable By Others or Area Effect), and thus Shielding bought by a Character will not protect any equipment he is carrying.
Web
Link: BODY
Range: Normal
Type: Dice/Auto
Base Cost: 20
Factor Cost: 6
This Power allows the Character to produce strands of strong, sticky fibers from his body, in a manner similiar to spiders or caterpillars; these fibers can be generated in either the form of ropelike lines or netlike webs. The APs of Power is the BODY of the webbing produced. Web has a number of useful applications:
- The user may ensnare a target in webbing, a Dice Action using DEX as AV and the APs of Power as EV against the target's DEX/STR as OV/RV. RAPs from this check are subtracted from the target's DEX and Initiative until he can break free by making a successful Physical Attack against the OV/RV equal to the RAPs of the attack. A Trick Shot will reduce the target's movement speed by the RAPs of the attack as well.
- The user may blockade an area by weaving a webbing net. This net covers an area equal to the APs of Power (use the Volume chart, and read as square feet instead of cubic feet). The BODY of the webbing is equal to the APs of the Power.
- The user may create swinglines; the Character can move a distance equal to the height of the anchor point used, to a maximum of the APs of Power. No character may travel faster than 7 APs by this fashion.
Webbing created by this power will dissolve or crumble away after an amount of time equal to the APs of the Power.
The Golden Age Tarantula's Webgun had this power.