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JohnTaber

HERO Member
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About JohnTaber

  • Rank
    Millennial Master
  • Birthday 03/15/1966

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  • AIM
    JTABER001
  • Website URL
    http://www.usandacat.com/thelair/

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  • Gender
    Male
  • Location
    Santa Clara, CA
  • Occupation
    Software QA Engineer
  1. Need Adventure Recommendations

    Where do I find The Crossroads Blues?
  2. Need Adventure Recommendations

    Great suggestions! [ John updates his list. ] GAME ON!
  3. Hi Hero Gang! I am currently using Hero to run a campaign similar to the TV show Supernatural but maybe a bit more serious... Can folks recommend some products from ANY system that I could buy that I could lovingly convert to Hero? Yeah...not MHI specific but I thought it best fit this forum... *GAME ON!*
  4. In Heroic style play with HTH weapons my group usually has a Critical roll that works vaguely like this...don't have my notes with me right now... If you roll half of what you need to hit rounded down then you Critical. On a Critical you do the max damage for your weapon. So if I need an 11- then if I roll a 5 or less I critical. It actually works fine because I like to encourage HTH attacks but the Hit Location has always "kept it honest" if you understand the meaning. More great replies...thanks gang!
  5. FYI. I am starting a Godlike Hero (WWII Lower Powered Superheroes) filler campaign as a break so I can work on the second campaign arc for my Monster Hunters (Heroic) campaign.
  6. Hi BigDamnHero: This line scares me. Changing Hit Locations or granting an attack sounds crazy. That is why I decided to add damage instead of allowing changes to the Hit Locations. That is also why I specify Success Rolls only now Hit Location rolls. Could a person move a hand to a head??? Great thread gang.
  7. Great thread! Thanks for the great replies and comments.
  8. Godlike Hero Campaign Choice

    I could pull back on Overall Levels and Penalty Levels I guess...I have had some bad experiences in the past but that was another group. Must noodle. Since equipment is so important and will be assigned to the team I am covering it in a different post...now saying that...I should at least add a note that it will be covered in another thread. Great reply. Thanks.
  9. Godlike Hero Campaign Choice

    Our group does this naturally because we have character building sessions where we talk only about the character ideas before putting pen to paper. My players are really great and will alter their ideas so as not to step on toes.
  10. A version of the HAPs used above was tested over a 17 session arc where the PC were monster hunters. It worked ok but I needed to make some tweaks...the above version has these tweaks. The TAPP part is brand new. I adored playing Masks and immediately wanted to rip off the team mechanic from it for Hero. That is where TAPPs come from. This mechanic has NOT been tested. No idea if it will work...going to start testing it out soon.
  11. Interesting! I could go that route...
  12. My players are not versed enough to Hero to know that HAP have another meaning. I do see your point.
  13. Hi Hero Gang: For my Godlike Hero campaign I did some house rules that other might like. I need to thank Derek Heimforth for some of this...also FATE and Masks played a role. ENJOY! Concept, Hero Action Points, And The Team Action Point PoolThird Draft (2016-Dec-05) – Please let me know if you have comments or questions. SummaryPlayer characters are mentally tough and very resourceful when under pressure. This campaign rule adds something like FATE Aspects to Hero. ConceptWhen creating their characters each player will define a statement that summarizes the essence of their concept. For example, Occult Scholar, Redneck Hunter, etc. This will be called the Concept. The Concept can also include favor if that helps define the character. For example, Former FBI Black Agent Now Occult Scholar. Hero Action Points (HAPs)HAPs are linked to Concepts and Complications. Each character will begin the campaign with 2 HAPs. Gaining HAPsAfter play begins, characters gain new HAPs in two ways. First, they gain 1 HAP per game session they participate in. Second, they can gain a HAP when their Complications come into play. The GM will typically bring a Complication into play (and award a HAP accordingly) only when it’s driven by issues beyond the player’s/character’s control (such as a Hunted or an Accidental Change). This is called Compelling a Complication. Most HAPs are earned by players bringing character Complications into play themselves (called “Invoking a Complication”). To Invoke a Complication, the player must accept the appearance of the Complication in the story; they cannot, for instance, attempt to make an EGO Roll to override their Psychological Complication, then take a HAP for playing the Complication after they fail the EGO Roll. They have to forego the EGO Roll. For example, a character with the Psychological Complication Sticks Foot In Mouth is undercover at a fancy party. His player might note, “You know… Bob is pretty likely to say something innocuous-but-completely-inappropriate to the hostess while making small talk.” By bringing that Psych Comp into play, roleplaying the exchange and accepting the consequences into the flow of the story, Bob’s player has Invoked a Complication, and receives a Heroic Action Point. HAP rewards are intended to encourage creative and appropriate use of Complications; they’re like rewards for seeking out chances to make the story more interesting. HAPs won’t be awarded absolutely every time any Complication comes up, just because it comes up. For example, if a character has Psychological Complication Code Against Killing, they don’t gain 1 HAP every single time they refrain from killing every opponent. But if they refrain from killing (say) even the murderer of their parents, and refrain without attempting not to refrain… then they get a HAP. Using HAPsSpending a HAP also involves Invoking a Concept or a Complication. The player chooses what they want to use the HAP for, and then (if it’s not immediately obvious how the proposed action relates to the Concept or Complication) describes how this ties together with the Concept or Complication being invoked. A player can use more than one HAP a round but each expenditure must be justified with a different Concept or Complication. How Do I Spend HAP?You can spend HAP on the following: Establish A Story Detail: Allows the character to have something in the story be the way he or she wishes it to be, within reason. This could be something relatively tangible, like having a desired object nearby, or more esoteric, like knowing a fact or a person. The effect could be considered similar to a single level of Luck. You “just happen” to find the right thing, or have read just the right book, or bump into a friend of the family who can help you out, etc. For example, Vic Franken has the Concept Mad Scientist with a Conscience. The characters suddenly find they have a use for a small, airtight container. Vic’s player asserts that—like any good Mad Scientist—of course Vic just happens to have a couple of test tubes in the pocket of his lab coat. Because, you know, why wouldn’t he? Later, the characters are trying to learn about some Renaissance politician. Another of Vic’s Concepts is Dead, Schmed; Let Me Just Take a Look. Since Leonardo DaVinci did extensive work with cadavers, it’s reasonable to believe that a scientist obsessed with life and death would be familiar with DaVinci’s writings. So Vic’s player spends a HAP to declare that Leonardo mentioned this politician in one of his journals as a patron of Leonardo’s work, and happened to mention the detail the characters were hoping to find. Add +3 to a Success Roll after rolling the dice: Vic attempts Paramedics on a badly wounded teammate. The roll succeeds, but not by enough to stop the bleeding given the severity of the wound. Vic invokes his Psychological Complication: Hippocratic Oath, spends 1 HAP, and adds +3 to his attempt, allowing success. Just ‘cause Vic can bring you back from the dead, doesn’t mean he won’t try his damnedest to stop you from dying in the first place! Add +3 Damage Classes before rolling the dice: Van Helsing has a Hatred Of Vampires. When striking at Dracula he wants to make it hurt. He spends a HAP and adds 3 Damage Classes to his attack. Re-Roll a Success or Effect Roll after rolling the dice: Vic gaaks an Inventor roll when working on new medicomystical gizmo (gaaks it badly enough that it wouldn’t succeed even with a +3 bonus). Since he’s Carrying On the Work of Victor Frankenstein, he recalls a passage Victor had written about a similar device, and modifies his design accordingly (allowing a new Inventor roll). Instantly recover from being Stunned: Ron Eschete who Protects Innocents must get over to help those bystanders before they get hurt. Too bad that zombie got in a lucky hit and stunned him. He spends a HAP and is no longer Stunned. First Draft (2016-Dec-06) – Please let me know if you have comments or questions. The Team Action Point Pool (TAPP)The Team Action Point Pool (TAPP) is a temporary pool of Hero Action Points (HAPs) that can be used by any of the characters who consider themselves part of the team. Forming The TAPPWhen a group of at least two people agree that they are entering a battle with a dangerous foe the TAPP is formed. Initially the TAPP has 2 HAPs. In addition to the starting HAPs an additional HAP are added or removed for each of these conditions. Everyone Has The Same Leader: Before the fight begins the GM will ask the players to decide who their character deems the leader of the group for this fight and if they trust their leader. When the players are ready the GM will ask each player to reveal who their character feels is the leader and if they trust that leader. If they all agree on the leader and trust him then add one HAP to the TAPP. Everyone Has The Same Purpose In The Fight: Before the fight begins the GM will ask the players to consider their character’s purpose in the fight. When the players are ready the GM will ask each player to reveal why they are in the fight. If everyone agrees add one HAP to the TAPP. Group Off-Balanced Or Ill-Prepared: If the GM deems that the group is either off-balanced or ill-prepared then he will remove a HAP from the TAPP. The TAPP remains until the fight is over. If another fight against a dangerous foe is encountered the TAPP starts out fresh again. Spending HAP From The TAPPAnyone who considers themselves part of the team can spend one of the TAPP HAPs to help another PC. To perform this expenditure they must describe how their character is helping their teammate. The PC who is trying to help does NOT have to have a Phase or Action to help their teammate. Helping a teammate is considered part of the narrative. Each teammate can only help a given PC once for each action. For example, Storm attempts to shoot lightning at Scorpion and will miss by 1. Spiderman decides he is going to help his teammate and narrates shooting webs at Scorpion’s feet causing him to become unbalanced. Spiderman’s player take a HAP from the TAPP and gives Storm +3 to her Success roll. Now Storm hits and rolls her damage dice. Spiderman cannot spend more HAP to aid Storm with the damage. In this case another teammate could help as long as they have not already helped Storm this Phase. HAP from the TAPP can be spent in addition to HAP spent from the characters own personal HAP total. As long as all of the expenditures can be explained with a Concept or Complication it is allowed.
  14. Godlike Hero Campaign Choice

    Interesting! I have to noodle this a bit but that is kinda cool.
  15. Godlike Hero Campaign Choice

    Hum. Good thought except powers are MUCH more focused than "paragon". I'll clarify that a lot. Thanks.
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