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How can I build a “power item” (like a staff, ring, or helmet) that lets my character do pretty much anything he wants?

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How can I build a “power item” (like a staff, ring, or helmet) that lets my character do pretty much anything he wants?

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Items of tremendous power – ranging from ancient mystical artifacts in fantasy campaigns, to weapons like Green Lantern’s “power ring” for comic book superheroes, to bizarre alien technologies that translate thoughts into reality in science fiction – are pretty common in genre literature. They’re tough for most game systems to handle, because “anything” is pretty broad! But the HERO System is up to the task. Before you build an item like this, though, ask yourself: will the GM let you use it? Some GMs may find an item like this unbalancingly powerful for their campaigns. Check with your GM in advance so you don’t waste time. Generally speaking, the easiest way to build an “anything” item in the HERO System is with a Variable Power Pool, typically one with the “Cosmic” suite of Advantages (see pages 209-10 in the HERO System 5th Edition). But if you’re new to the system, reconfiguring the VPP in mid-game may cause you problems and delay everyone’s fun. If you choose this route, be sure

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