
Introducing HeroRoller (aka, HeRoller), a script for Hero Systems 6e. This is a rolling engine for the Hero game system that outputs a (hopefully) visually appealing panel of information. It handles activation, to-hit, normal damage, killing damage, luck, unluck, and checks, producing BODY, STUN, and KB results for each roll. Called shots and location damage are optional. And we need some beta breakers testers! Where to Get It The script is available on the GitHub repository . Extensive instructions for the care and keeping of your HeRoller script can be found in the README file stored with the script, as well as on the API Script Index Wiki . Eye Candy Here are a few examples of the output panel variations. General Description Using the "!heroll" invocation, you can feed --arg:val pairs to control everything from the number of dice, to the mechanic (normal, killing, luck, unluck), to the output layout (tall or sidecar, shown above). You can set a base color, call a location, use an OCV override, use more/less knockback modifier, use more/less stun multiplier, and more. If you're not getting the output you expected, there is a "verbose" output (shown above) to show you how what you supplied was interpreted by the engine, and what it mapped to for the output. There are even "templates" of the various argument parameters you can use. These templates represent the various powers that you might want to send through the HeroRoller engine. For instance, an Aid power utilizes the normal mechanic, but it produces "Points of Aid" based on the total rolled on the dice. An Entangle also utilizes the normal mechanic, but it produces a points output based on the BODY rolled on the dice that represents the BODY of the Entangle. Example Usage Again, there is much more written in the README and in the Wiki Entry for the script, so I would suggest taking a look at one of those locations to more fully understand the possible ways to use this script. The following implements a 4d6 flash named Cosmic Flare, with notes describing mechanics, and designates a blue color: !heroll --d:4d6 --t:f --a:14 --pn:Cosmic Flare --n:flash to common sight, AoE (16m) Non-Selective --c:4b688b
Here is a similar implementation except using the *check* value to not output the results bar. This one also references an attribute called "color1" where the color for the panel is stored (for easy color coding or changing at a later date): !heroll --d:check --pn:Way of the Mountain --n:does 9m of shove --t:ha --col:@{Heretic|Color1}
The next utilizes the xd ( extradice ) argument to read the velocity from the character's sheet and feed that as a modifier to a martial throw. It sends the output as the sidecar format: !heroll --d:6.5d6 --t:ha --pn:Way of the Wind --n:throw, target falls --sc --xd:[[@{Heretic|velocity}/10]] --col:@{Heretic|color1}
Another example using the check value to validate that the character created a wall of given size: !heroll --p:pts --pn:Wall of Light --d:check --of:tall --pl:Wall of Light --n:8 PD, 8 ED, 6m long, 4m tall, .5m thick, dismiss, choose either not anchored or mobile --c:@{Prism|pwrcol}
The next example demonstrates a power the player can choose to "push" by a given amount. The player is asked for input, and the result is fed into the xd argument: !heroll --p:b --pn:Light Stix --d:10d6 --of:TALL --c:@{Duo|pwrcol} --xd:[[?{Supercharge Points|30}/10]] --n:4m radius select attack, no range, IIF vs PD Thanks This began as a revamping and expansion of an old script GiGs had put together, and it would not have come together without some timely input and help from GiGs, Aaron, and Jakob. My thanks to all!