WEG HERO


This document is a semi-serious attempt to mix the excellent mechanics of the West End Games D6 System (Classic) with the excellent power creation of the Hero System.

Readers should be familiar with both systems, or the following will be confusing.


MECHANICS

All rolls in the game use the WEG method, opposed rolls of Xd6. To make an attack, a character rolls the number of dice in his OCV skill versus the number of dice in his target's DCV skill (or versus a target number, in the case of a stationary object).

Damage is also resolved in the WEG style - the attacker rolls the number of d6 in his attack versus the number of d6 in the target's defense (PD, ED, Mental Defense, etc). The difference between the damage and defense rolls is the amount of STUN taken.

There may be additional effects, depending on how much the attack surpasses the defense.

DifferenceEffect
Attack > Defense-1D to all stats for 1 round
Attack > Defense * 2-2D to all stats for 1 round
Attack > Defense * 3-3D to all stats for 1 round
Attack > Defense * 4-4D to all stats for 1 round
etc.

Powers that have an effect chart based on the quality of the roll (like Mind Control or Mental Illusions) can also use the above chart, though the effects will be different.


METRICS

Points are assigned to characters as in Hero. Most superheroes begin with 250 to 400 points.

Stats, Skills, and Powers are measured in WEG die codes (1d6, 1d6+1, 1d6+2, 2d6, 2d6+1, etc). In general, 1 pip of any stat or power is equal to 5 character points.

Stats begin at 1d6-1. This is average for a normal human.

StatCostkg Lift (STR)
1d6-10100kg
1d65200kg
1d6+110400kg
1d6+215800kg
2d6201600kg
2d6+1253200kg
2d6+2306400kg
3d63512500kg
3d6+14025000kg
3d6+24550000kg
4d650100000kg
etc.

Powers use a similar chart, but do not get anything for free:

PowerCost
1d6-25
1d6-110
1d615
1d6+120
1d6+225
2d630
2d6+135
2d6+240
3d645
3d6+150
3d6+255
4d660
4d6+165
4d6+270
5d675
etc.

A five-point power such as Energy Blast uses the above chart as is. Powers which cost ten points per die, such as Drain or Ego Blast, would have double the cost per level (10 points for 1d6-2, 20 for 1d6-1, 30 for 1d6, 60 for 2d6, etc).


STATS

WEG HERO has six stats: Strength, Constitution, Dexterity, Intelligence, Ego, and Presence.

Each of these stats is defined as in Hero and costs five points per die. Except for STUN, Figured characteristics are either done away with or considered "skills" under one of the above stats.


Skills and Talents

The base die code of any skill is equal to the stat that the skill is grouped under. To increase a skill costs 2 points per pip (6 points per +1d). The Game Master may rule that some (or most) skills cannot be used until the character has spent at least 2 points on them.

Talents should be used as listed in the Hero System rulebook. Most of them are either/or, so you just pay the points and go.


Combat Levels and Martial Arts

Combat levels cost 4 points and give a character one pip to assign to OCV, DCV, or Damage at the beginning of every new round.

Martial arts and combat levels are the same thing in WEGHERO.

A character with four combat levels could perform maneuvers such as:

ManeuverOCVDCVDamage
Defensive Strike+1+1D0
Martial Strike0+2+2
Offensive Strike0+1+1D


POWERS

There are not many changes to the Powers system of HERO, though some adjustments need to be made. Particularly, there is no need for HKA or RKA - WEG's mechanics make no difference between blunt and sharp attacks.

Armor and Force Field must be adjusted to mesh better with PD and ED as skills, especially since the concept of "resistant" defense is now superfluous. Armor should only be taken if the player wants to limit it in some way (like having it as a focus). In this case, it should cost 2 points per pip of PD or ED, minus any limitations. Force Field should cost 1 point per pip since it is not persistent.

One possible change might be to alter the way that Advantages and Limitations are applied to powers in order to make it friendlier to math illiterates. Instead of multiplying the active points of a power by the Advantages and then dividing by the Limitations, perhaps a system could be devised such that Advantages would subtract from the die code of a power in exchange for their benefit, while Limitations would add to the die code in exchange for their trouble. Something like -1 pip per +1/4 advantage and +1 pip per -1/4 limitation.


Well, that's it. It is rough and incomplete, but I just did it as a lark. If anyone is interested in adding to it, write me at the email below. :)

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