Hero_At_Heart Wiki
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Welcome to the Hero @ Heart Wiki

This Wiki is the complete rules set for the Hero@Heart Roleplaying System. It is a "Cinematic Storytelling Adventure Game," which means it is more designed around having thrilling adventures than being a rules-laden combat simulator. The GM and players are all free to tell the story they want to tell without having to get bogged down with the limitations of the system.

Currently part of the system:

...and many more!  Feel free not just to become a part, but to help us grow and add your own worlds!

What You Get in the Hero@Heart System

Hero@Heart is a system I designed after finding I wasn't pleased with the more popular systems like D20. I always felt that there were too many limitations, and I was tired of saying things like "I hit the orc with my sword" or getting stabbed in the foot with a dagger and dying when I'd earlier survived several shotgun blasts to the face. I designed the system, starting with the ESPER horror game, with the hope of making a game that could change all that. Now, players can say "I run up to the orc, push off his knee and flip over his head, grabbing his neck and twisting as I flip over him." Now, damage is tracked realistically, and an axe to the arm will take it clean off while a dagger to the stomach will hurt for a good while. Now, players can be who they want to be, and weild the types of equipment and magic they want, without bogging the game down with rules that halt play indefinitely while everyone consults their rulebooks. No more will Barbarians have to say "I want to weild this gnarly battleaxe, but I have to keep using this +15 dagger because it has better stats for my class..."

The Hero@Heart System includes:

  • A percentile-based system that makes play easy, but able to be realistic at the same time.
  • Realistic damage and injury tracking to add to the realism and roleplaying aspect of the game.
  • A combat system that allows for more than just simple attacks: players can do virtually anything they want, and there is a realistic way to resolve any action.
  • A magick system where players can create any type of spell effect they want using a variety of different spell casting methods.
  • A world-shattering psionic system where players can use a variety of psionic effects to create amazing changes in the world around them.
  • Superpowers. 'Nuff said.
  • The ability to create races, including robots, androids, and cyborgs.
  • Vehicle combat ranging from cars, tanks, and planes all the way up to mechs and intergalactic starships.
  • An easy system for creating new things from spells, potions, enchantments, magickal items, inventions, and virtually anything else.
  • A game system designed by author, animator, and filmmaker Cal Souza.


Table of Contents

INTRODUCTION

GAME MECHANICS

COMBAT RULES

DAMAGE AND INJURY

Latest activity



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