GH Logo
filler filler Home filler filler
Setting filler History and Archives filler Game
The Protectors filler News of the World filler Gameplay and "Turns"
Other Heroes filler Issue #41, Good Saruva Hunting, Part IV, And So It Begins (6/2005) filler GH Rules on the web by the author
A Rogues' Gallery filler Issue #40, Good Saruva Hunting, Part III (5/2005) filler Game Aids
Prominent Citizens filler Issue #39, Good Saruva Hunting, Part II (3/2005) filler Mailing List
The City, Port Alexander filler Older Issues filler House Rules and Interpretations
Nearby Sites of Interest filler A Timeline filler

House Rules and Interpretations

  1. DUPs
  2. Time -- Weeks, Months and Years
  3. Powers
  4. Combat Rules
  5. Advantageous Backgrounds

DUPs

I find that the recommended number of DUPS, 7 per week, allows characters to improve too quickly for my tastes. (Or possibly I prefer to stagger adventures further apart than is usual, with the same net result.) In any case, what this means is that characters will usually be working from a base of more like 5 or 6 DUPS, and will be encouraged to spend DUPs on things other than sheer mechanical improvement. This is where role-playing comes in. So things like parties for the idle rich, charity work in (or out) of Superhero ID which may (or may not) help campaign ratings, dates, and so on are all things on which DUPs should be spent.

In other words, DUPs are tool to improve both the role and the numbers.

Time -- Weeks, Months and Years

The standard unit of time in Golden Heroes is the week; DUPs and bonus DUPs are awarded on a weekly schedule, power improvements require some weeks to adjust, and so on. So to make life easier, we're not going to worry too much about time other than on a weekly basis. Therefore, for record-keeping purposes, all months will have four weeks.

The Amphibious Power

The Growth Power

Growth as listed in the rules, does not have any grades above 1. In fact, there are multiple grades, and they work similarly to multiple grades of the "Larger/Taller" power.

The Intangibility Power

As an option for Grade 2 Intangibility, the character may choose to be able to affect more mass including other characters. They must be in physical contact with the person or mass, which means either a willing accomplice or a successful grab.

The other Grade two options (full immunity, solidification attack, ec.) are not gained if this option is taken.

The character can "phase" 25 kg without difficulty, allowing them to carry their clothes and so forth. Larger masses cost 1d6 HTC/+50 kg, and the cost is applied each turn after the first full turn of "phasing." Most humans can therefore be carried for 1d6HTC/turn since they mass less than 75 kg.

The Magic Power

  1. Extra Options for Enhancement
    As a Gimmick, the Enhancement power can also provide some or all of the following enhancements.
    • Amphibious, as the Grade 1 Power
    • Wallcrawling
    • Infrared Vision, as the Heightened Sense
    • Freeform Shapechange

  2. The Mystic Weapon Spell

    This is a custom spell available as a gimmick.

    For 5 MP the mystic weapon is forged. The form of the weapon should be chosen at character creation and be fixed. As an option, one could also choose to have both mystic weapon and mystic shield, but each "forging" would be seperate. The caster may choose for the weapon to do damage as either a one-handed or two-handed concussive or penetrative weapon, regardless of the actual form of the weapon. eg. one can have a mystic sword which does concussive type damage. The damage is chosen at character creation and is fixed.

    The weapon strikes in either a frame or an action, depending on the chosen damage rather than the form.

    Each additional magic point spent allows an extra d6 damage, caster's choice of HTC or HTK, but the dice may not be split by more than 2 - like energy attack. In order to use these bonus dice, the attack must take an action - even if the form and/or basic damage of the weapon is one-handed. eg. If The Warder has a mystic sword which does damage as a 1-handed penetrative weapon, but has spent an extra 3 magic points to raise the damage by 2d6HTC and 1d6HTK to 3d6HTC and 3d6HTK total, he must use an action to attack if he wishes to do his full damage. If he attacks in a frame, he will only do the base 1-handed penetrative damage of 1d6HTC/2d6HTK.

    The weapon strikes as WC3, but may be trained with like any other weapon, perhaps even gaining Weapon Skill, as the power. (If WS is already a power, then the Mystic Weapon or Weapons may be taken as the WS weapon.)

    Strength damage bonus may not be added to Mystic Weapons.

    For 3 more Magic Points, the Mystic Weapon will reduce a target's damage dividers by 2.

    When cast, all other spells of the caster's are immediately dispelled.

    It requires one additional magic point per round to maintain the weapon.

    The Mystic Weapon may never be a speciality spell. (Think about it. Half-cost, so you could create a weapon doing 10d6HTC and 7d6-6HTK, and use it all day long. Blech.)

The Shrinking Power

Shrinking as listed in the rules, does not have any grades above 1. As an option, the following is presented.

The Weapon Creation Power

This is a new power suggested by Adam Stein for this email campaign. It is still subject to revision as we see how it works in play. (November, 2000)

Weapon Creation

  1. Grade One: Character can create any muscle powered weapon out of "Thin Air." An action is taken to create the weapon. Ammunition for weapons can be created as well, in another action. Ammunition usually comes in batches of about 10 for small items such as sling stones, 5 or so for medium sized items like arrows, and perhaps only one or two for large items such as javelins or atl-atl spears.

    The weapons persist for as long as they are directly held/used by the creator. If they leave his possession, including firing ammunition, they disappear 1 round later. Likewise, if the character is knocked out, the weapons disappear 1 round later.

    Obviously this power requires a good deal of GM oversight.

  2. Grade Two: Character can create simple mechanical weapons up to the technology base of the campaign out of "Thin Air"
  3. Grade Three:(Experienced Players Only) Character can create advance technological weapons out of "Thin Air." Effects of weapons determined by players and GM.

Parries

Hand to hand parrying seems a bit underpowered. Skilled characters are still just pummeled by big thugs. So the following rule is in effect. This could be further increased as a power refinement, of course.

Simon Burley, the author of the game, says that we have not been interpreting the Energy Attack parry rules the way he intended. As written, we, and many others it seems, believed that a 1d6 EB could completely parry an incoming blast - as per the missile mode parry of a missile attack. He says that is not the case, the damage of the parry should come off the damage of the attack as it does for melee. I like the misinterpretation, and we will play it that way.

Charge into Combat, et al.

I have come to the conclusion that we are probably playing this wrong, but I kind of like it so I'm leaving it. A charge into combat (or leap, dive, etc.) combines the attack with the movement. The net number of frames used balances out, but the character gains the extra damage. (I think that this is wrong, that the rules intend for a charge to take an extra frame.) In any case, here is an example of how we are playing it: The total number of frames expended is two.

For comparison, I think the way it is supposed to work is:

The total number of frames expended is three.

Contacts

GH has two "contacts" advantages: Criminal and Government. I see no reason to limit contacts to those two categories. Effectively, the player may choose what kind of contacts a character has. The effect is always the same: a contacts score of 10, and a line into that subculture. The contacts should be reasonable, though, in terms of the game. For instance, Computer Contacts or Street Contacts (both in use in this campaign) strike me as reasonable. Scifi Fan contacts or Academic Contacts are less so. While the latter two might well be useful in some situations, they don't warrant a Contacts score of 10.

Brilliant Mystic

The Brilliant Mystic background is analagous to the Brilliant Scientist background, but for magical characters. The brilliant mystic can manufacture magical items like scientists can build gadgets. The rules are much the same, actually, only the ingredients are different.

Immortal

In Squadron UK, Simon Burley modified Immortal as follows:
Immortal For some reason, the character is 'immortal' and will never die
	from natural causes (old age, disease, etc), though they can still die
	of unnatural causes. The player can select one Minor Health Superpower
	to accompany this Advantageous Background.
I'd also be willing to entertain the following options: the character may select a few minor skills to represent their old age, or the character may choose to have a heightened Financial Resource Rating to represent investments and so on. The player may choose one of the above options, and the exact one would depend on the rationale.

Last Updated 12 February 2003