Steven S. Long Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying sys
Steven S. Long Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. The HERO System Equipment Guide © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Star Hero, Justice Inc., Danger International, Dark Champions, Pulp Hero, Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102. Printed in Canada. First printing June 2005 Produced and distributed by DOJ, Inc. d/b/a Hero Games. Stock Number: DOJHERO111 • ISBN Number: 1-58366-055-0 http://www.herogames.com A Sourcebook for the Hero System Author: Steven S. Long Editing & Development: Allen Th omas Layout & Graphic Design: Andy Mathews Cover Illustration: Andy Mathews Interior Illustration: Brett Barkley, Nate Barnes, Storn Cook, Andy Cremeans, Keith Curtis, Jonathan Davenport, Jeff Hebert, Nick Ingeneri, Eric Lofgren, Cara Mitten, Erik Roman, Scott Ruggles, Greg Smith, Chris Stevens, Derrick Th omas, Erich Von Haus, Patrick Zircher TABLE OF CONTENTS INTRODUCTION ................................4 CHAPTER ONE: FANTASY EQUIPMENT WEAPONS ........................................6 WEAPONS TABLES .......................6-8 Explanation Of Hand-To-Hand Weapons Table ............................9 Explanation Of Ranged Weapons Table ..........................11 MAKING WEAPONS ........................15 Basic Weapon Creation Rules And Guidelines ................................15 Advanced Weapon Creation Rules And Guidelines ..........................19 WEAPON SIZE AND LENGTH ...........23 Weapon Length ...........................23 Weapon Size And Shape ..............25 ARMOR ..........................................26 TYPES OF ARMOR .........................26 Explanation Of Armor Table ..........26 Sectional Armor ...........................28 USING ARMOR ...............................32 Balancing Armor Use ...................34 Wearing Multiple Armors ..............35 Armor Breakage ..........................35 SHIELDS .......................................36 CHAPTER TWO: MARTIAL ARTS EQUIPMENT MARTIAL ARTS WEAPONS ..............38 NOTES AND KEY ............................38 WEAPONS TABLES ...................39-43 MASTER LIST OF WEAPONS ...........44 MARTIAL ARTS ARMOR ..................57 CREATING MARTIAL ARTS EQUIPMENT ................................58 CHAPTER THREE: MODERN WEAPONS FIREARMS ......................................62 FIREARMS BASICS .........................62 AMMUNITION ................................63 Standard Firearms Ammunition ....63 Shotgun Ammunition ...................71 Firearms Cost/Upgrade Tables ....76-93 FIREARMS ACCESSORIES ...............94 Standard Firearm Accessories ......94 Shotgun Accessories ...................98 FIREARMS MODIFICATIONS AND CUSTOMIZATION ...............101 Disguised Weapons And Gadgets ..103 FIREARMS TABLES ..................104-15 OTHER WEAPONS .........................120 HAND-TO-HAND COMBAT WEAPONS ................................120 EXPLOSIVES ................................120 Incendiaries ..............................123 RESTRAINTS AND NON-LETHAL WEAPONS ................................125 WEAPONS OF MASS DESTRUCTION ............................127 CHEMICAL AND BIOLOGICAL WEAPONS ................................127 Biological Weapons ...................127 Chemical Weapons ....................128 NUCLEAR WEAPONS .................131 POISONS ......................................136 USING POISONS ..........................136 POISONS IN THE CAMPAIGN .........137 EXAMPLE REAL-WORLD POISONS ..138 EXAMPLE FICTIONAL POISONS .....143 CHAPTER FOUR: MODERN EQUIPMENT ACQUIRING EQUIPMENT ...............146 Obtaining Equipment In The Campaign World .....................146 Obtaining Equipment In Game Terms ...........................150 DEFENSIVE EQUIPMENT ...............152 BODY ARMOR .............................152 COMBAT WEAR ...........................153 Headgear ..................................153 Holsters ....................................155 Tactical Vests And Clothing .........155 SENSORY EQUIPMENT .................157 COMMUNICATIONS GEAR .............157 SIGHT ENHANCEMENT GEAR ........159 BUGS AND BUG DETECTORS ........161 MISCELLANEOUS SENSORY DEVICES ...................................163 MISCELLANEOUS EQUIPMENT .....165 COSTUMED VIGILANTE GADGETS ....165 SECURITY DEVICES ......................167 SPY GADGETS .............................169 Real-World Spy Gadgets ............169 Cinematic Spy Gadgets ..............169 UNDERWATER EQUIPMENT ..........170 CHAPTER FIVE: SCIENCE FICTION EQUIPMENT SCIENCE FICTION WEAPONS .......172 MELEE WEAPONS ........................172 RANGED WEAPONS .....................173 MILITARY TECHNOLOGY ...............180 SCIENCE FICTION DEFENSES .......183 OTHER TECHNOLOGY ...................186 COMPUTERS ...............................186 ROBOTS ......................................190 BIOTECHNOLOGY ........................194 NANOTECHNOLOGY .....................195 POWER AND ENERGY TECHNOLOGY ...........................196 TELEPORTATION ..........................199 MISCELLANEOUS EQUIPMENT ......200 Survival Devices ........................200 Medical Devices ........................201 Communications And Sensor Devices ..................................202 Tools ........................................203 4 Hero System 5th Edition INTRODUCTION N o matter what type of campaign or charac- ter you play, the chances are that weapons and gear play an important part in it. In many cases characters practically obsess over their gear, paying attention to every little detail and paying top dollar in the game for the best, most cutting-edge stuff . But even if the PCs themselves don’t care about equipment, their enemies prob- ably do. Aft er all, it usually doesn’t take much in the way of fi repower to make even the lowliest thug or goblin a match for the most powerful hero! Th e HERO System Equipment Guide is your one-stop shopping place for just about any sort of weapon or gear you can imagine. It reprints equip- ment from several HERO System books, including Th e Ultimate Martial Artist, Star Hero, Fantasy Hero, and Dark Champions. Leaving aside some of the imagined technologies for Science Fiction games, the book focuses on “real world” equipment most oft en found in Heroic campaigns. If you want science-defying comic book-style super-tech, Hero Games publishes another book, Gadgets And Gear, that has everything you need. WHAT THIS BOOK CONTAINS As mentioned above, the Equipment Guide mostly contains equipment reprinted from other books. Except where noted below, it doesn’t have any new material — it simply collects existing weapons and gear and compiles them in one place for easy reference. Where appropriate, page refer- ences have been changed to refer to the 5th Edition, Revised rulebook. Chapter One, Fantasy Equipment, covers weapons and armor from Fantasy Hero, includ- ing rules about how to construct such equipment. Chapter Two, Martial Arts Equipment, provides weapons and armor from various Asian cultures, suitable for use not only in Ninja Hero campaigns but Fantasy games with an Oriental feel. Chapters Th ree and Four, Modern-Day Weap- ons and Modern-Day Gear, reprint the weapons and other gear, respectively, from Dark Champions. Th ey also include various types of ammunition, fi rearms accessories, and the like. Chapter Th ree includes some new material: weapons of mass destruction (a nuclear bomb; chemical and biologi- cal weapons) and poisons. Chapter Five, Science Fiction Equipment, includes the weapons and other technology from Star Hero for use in Science Fiction games. WHAT THIS BOOK DOESN’T CONTAIN It’s also important to note what this book doesn’t contain. First, as mentioned earlier, it doesn’t include superhero gadgets or equipment, such as those in Champions and Gadgets And Gear. Second, it includes only personal equipment — the sorts of weapons and devices characters might carry themselves on their adventures. It doesn’t have any vehicles, siege engines, or the like. Th ird, the Equipment Guide doesn’t feature any setting-specifi c equipment, only the “generic” gear found in various genre and Ultimate books. Th us, if you want the weapons list for the Terran Empire setting, you should refer to Terran Empire and Th e Spacer’s Toolkit, not this book. Fourth, except where necessary to explain how equipment functions in the game, or the like, this book doesn’t have any rules for using equipment in the game. For example, for the most part it lacks price lists — they tend to be campaign-specifi c things (see the appropriate genre books for guidelines about cre- ating price lists, and sample price lists). It also doesn’t have rules for technology levels, special maneuvers for use with weapons, or the like. Th e Equipment Guide is just an equipment locker; for other rules, see the 5th Edition, Revised rulebook or the various books from which this equipment was taken. FANTASY EQUIPMENT Chapter One 6 ■ Fantasy Equipment Hero System 5th Edition WEAPONS E xcept in some martial arts-oriented cam- paigns, Fantasy combat usually involves lots of weapons: swords, axes, bows, dag- gers, and many, many more. This section has expanded weapons lists, plus rules for build- ing and using weapons. You may also want to refer to Chapter Two of this book, which has an extensive list of Asian and martial arts weapons. WEAPONS TABLES Th e accompanying weapons tables — one for HTH Combat weapons and one for Ranged Combat weapons — provide HERO System statis- tics, write-ups, and notes for dozens of weapons appropriate to Fantasy Hero and similar genres. Th e tables are similar to those on pages 481-83 of the HERO System 5th Edition, Revised rulebook; where these tables diff er from those in the rulebook, these tables take precedence, at least for Fantasy games. FANTASY HERO HAND-TO-HAND WEAPONS TABLE Weapon OCV Damage STUNx STR Min BODY DEF Mass A/R Cost Length Notes Axes Axe, Battle 0 2d6 0 13 6 4 1.6 45/15 M 1½H Axe, Francisca# 0 1½d6 0 12 5 4 1.2 44/16 M Can Be Th rown Axe, Great 0 2d6+1 0 16 8 4 2.1 52/15 M 2H Axe, Hand (Hatchet)# 0 1d6 0 6 3 4 0.6 26/9 S Can Be Th rown Axe, Small 0 1d6+1 0 8 4 4 0.9 30/11 M Hammers And Maces Hammer# 0 1d6 +1 10 5 4 1.3 26/9 M Hammer, Small# 0 1d6-1 +1 8 4 4 1.0 21/8 M Hammer, War# -1 1d6+1 +1 13 5 4 2.0 35/10 M 1½H Mace 0 1d6+1 0 10 5 5 1.5 30/11 M Mace, Great 0 2d6 0 15 6 5 2.0 45/13 M 2H Mace, Small 0 1d6 0 8 4 5 1.3 22/8 uploads/Litterature/ equipment-guide.pdf
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