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Showing content with the highest reputation on 11/02/2019 in all areas

  1. 5 points
    Hi guys! From the main page: as most of you already know, Hero Games will be launching a fan-driven community content program on DriveThruRPG in about two weeks, similar to Dungeon Masters Guild and Storytellers Vault. And at this point an amazing *fifty* of you have contacted me about contributing work to it! I was surprised and overwhelmed by the positive response, which I thank you all for. However, to launch the program in a couple of weeks I need many of you who have expressed interest to turn in your work in advance. So if you're working on something, have contacted me, and are nearly ready: please don't hesitate any longer. Send it to me! - Jason Walters, Publisher
  2. 4 points
    Pattern Ghost

    Chrome Users: Update now

    Saw this last night: https://www.zdnet.com/article/halloween-scare-google-discloses-chrome-zero-day-exploited-in-the-wild/ Do a manual update to latest, which should be Chrome 78.0.3904.87
  3. 3 points
    The way I run a Champions campaign is: I almost always set it in an actual real-world city, because I don't want to have to come up with maps, decide what's where, etc. (Caveat: I haven't yet tried to run in San Angelo, which looks to be a pretty completely laid-out city designed for a Champions campaign.) I also really, really like using Google Maps satellite view, both for setting up the combat maps with fun details, as well as to let the players get a view of what everything looks like. As to secret IDs, I don't follow reality too strictly, or it would make it practically impossible for the heroes to maintain one. (Though one can make a case that there are enough unsolved bank robberies and other crimes, many of which involve the robber not wearing a mask of some sort, to make keeping a secret ID feasible.) Sometimes, you have to roll with the genre conventions. Regarding civilian / super dichotomy, I try to include stuff related to the person's secret ID as well as the super side. To this end, I've given 5 extra points at character creation if the player provides me 5 family / friends / acquaintance NPCs (important note: these are not to be used as DNPCs, just people to add to the campaign world). The players will find ways to use their characters' powers / abilities to help people around them, whether in costume or not. Over time, PCs often start interacting with other PCs' friends / family / etc. in very fun ways. As far as I'm concerned, the players have a responsibility to find a way for their characters to participate in the adventure. They should know their skills / powers and find ways to use them in a given adventure. As GM, I try to provide plot hooks and usefulness for each of the PCs, but they have to pick up the ball and run with it. If someone doesn't want to, well, he can sit on the sidelines all he wants. More recently, I've tried to have an overarching plot, in addition to a (often unrelated) plot for a given night's adventure. (I call this the Veronica Mars model, though I'm sure it's been used elsewhere prior to that show.) I'll run the adventure plot itself, usually with something happening (maybe something major, though usually something minor) to move the overarching plot along. To illustrate the above: My current campaign is set in Boston. In one adventure, a new supervillain group (the A-Team, a for-hire group of villains whose names all start with the letter "A") was hired to pull a series of crimes to make the Boston supers (Just Cause) look bad. They did this by leaving clues (released later to the media) as to their next crime, which would seem fairly obvious after the fact. After three separate encounters (where I showed the players aerial view maps of the locations), we had the big fight. It was then that I pointed out to the players that in each case, three streets came together to look like an "A". (The look on their faces was priceless.) In another case, rooftop features took on great tactical value, both for the villains as well as for the heroes. Secret IDs work both ways. (Supervillains can have them too.) My players are willing to accept that they may not be able to use hacked traffic cameras and other security cameras to figure out who's hiding behind Dr. Nefarioius's mask (to borrow assault's example), since that also means that VIPER can't do the same to figure out exactly who the heroes are. I mean, they still have to make an effort to maintain the secret identity, but as long as they're making a fair effort, it will work out okay for them (after the requisite amount of dramatic tension, of course). In past campaigns, several female PCs (in secret ID) had a spa day with the NPC friend of another PC. When one PC heroine was dating a PRIMUS agent, several other PCs (in secret ID) went along with her to hear his garage band play. When you give one player the spotlight, you'd be surprised how the others want to contribute too, whether with background suggestions or directly joining in. It can be a lot of fun to see how things morph over time. Last Sunday's adventure involved the PCs setting up a trap for the Empress of a Billion Dimensions, with said trap to be sprung on a world she already controls, sending her to a world they had to visit to set up something to keep her from escaping. Of the 7 heroes, the scientist (Pops), gadgeteer (Maker), and engineer / mage (Malarkey) had skills useful for setting up the MacGuffin to trap her on another world. The detective (Shadow Boxer) had a counterpart (Shadow Man) on the controlled world who could help draw away some of the Empress' forces. The mentalist (Circe) used her mental powers to cover the actions of Pops, Maker, and Malarkey. The necromancer (Nexus) used a summoned spirit to scout out where they needed to go. And the brick (Honey Badger) used his incredible sense of smell to figure out guard patrol routes. There were other plot hooks and possibilities as well, some of which they didn't take advantage of. But the point is, there was enough to involve everybody. The Empress's plan to draw super-forces away from the campaign world and soften it up with Cthulhu-esque menaces before her planned invasion has been this campaign's overarching plot. The heroes uncovered how she drew many superheroes off-world (using modified blasters and other energy weapons given to groups like VIPER, Genocide, etc.) in one adventure where they needed to "borrow" some equipment from one of the missing hero teams. They discovered her connection to the Cthulhu menaces while investigating a supervillainess team (the Valkyries). They discovered how she was keeping the missing heroes from returning to their world in a different adventure. Each was a step along the way to (hopefully) resolving that campaign-wide plot.
  4. 2 points
    Lord Liaden

    Movies and TV Shows That are Great

    As a villainess, animated Maleficent puts Angelina Jolie's version to shame. That Maleficent isn't simply misunderstood and abused. She is the true Queen of All Evil, reveling deliciously in her cruel, vindictive, ruthless wickedness. The official Champions villain, The Shadow Queen (Champions Villains Volume One: Master Villains), is very clearly inspired by Maleficent, as well as the Queen in Disney's animated Snow White.
  5. 2 points
    Given the context, I'm thinking this is "fear, uncertainty, and doubt"
  6. 2 points
    Indeed. I am sorry if this sounds snarky, but it's hard to play in a genre game if you have no experience of the source genre. Assuming you're familiar with the genre but are having trouble seeing how it looks translated to the gaming table... Aaron Allston's Strike Force gives a superb portrayal of what a good campaign looks like. I learned more about running a campaign from that book than anything else I ever read. And not just Champions. As games go, D&D is actually kind of freakish in its use of set-piece "dungeons" that are all mapped out, with every monster defined and placed waiting for the PCs to show up and kill them. For most games I've been in (not just Champions), the antagonists react to what the PCs do as much as the PCs react to the antagonists. Specific locations may be loosely mapped out for particular scenes (I just sketch them on notebook paper), but there's no need for a big "campaign map." Especially since I usually set Champions campaigns in real cities so the players already know the landmarks. Heck, we kept a chronicle of my "Keystone Konjurors" campaign. I'll dig it up and post the log of an actual adventure. Dean Shomshak
  7. 2 points
    Have you ever read comics? Or superhero movies? Ideally a campaign works like that. Or, to put it in a rather trivial fashion: The Nefarious Plot of Dr Nefarious requires the PCs to do a few things in order to prevent it. Along the way, they encounter the Red Herring's plot in its early stage. So when the PCs have defeated Dr Nefarious, they still have to deal with the next villain. And so on and so forth.
  8. 2 points
    As most of you already know Hero Games will be launching a fan-driven community content program on DriveThruRPG in about two weeks, similar to Dungeon Masters Guild and Storytellers Vault. And at this point an amazing *fifty* of you have contacted me about contributing work to it! I was surprised and overwhelmed by the positive response, which I thank you all for. However, to launch the program in a couple of weeks I need many of you who have expressed interest to turn in your work in advance. So if you're working on something, have contacted me, and are nearly ready: please don't hesitate any longer. Send it to me! - Jason Walters, Publisher
  9. 2 points
    Actually there are notable differences. Reload time is much slower with a cap&ball pistol, some pistols have more rounds, some have a stun multiple, some are better at range, shotguns have an area effect, rifles have great long range ability, etc. "A gun" isn't any more true than "a weapon" in Fantasy Hero. A sword is not an axe is not a flail is not a crossbow, and so on. I dunno what games you've played -- I suspect few if any in the genre -- but nobody except the lawyer type who is sickly and avoids fights has a 2 PD in Western Hero. You have the Mountain Man type who is burly as hell and outdoors all the time, so he can take a terrible amount of abuse. You have the boxer who's trained to take a punch. You have the Hoss type from Bonanza who's just big and tough. And even the lean wiry cowboy is rough and ready, can take a punch really well, and has 5 or more PD. 2 PD? Seriously?? There's tons of reasons to take 1 point in things. 1 more recovery, 5 more END, 2 more Stun, 1 more Body, it all adds up. I think you guys get so focused on huge stats in Champions you lose any sense of perspective here. this doesn't seem like any sort of "when I played it was..." so much as from the outside not seeing what is going on inside.
  10. 2 points
    I've got a guess, and I'm coming at this from a different direction than my usual "unofficial Hero System historian" one. I once wrote a retro-clone of Steve Jackson's The Fantasy Trip. I was doing very little design, mostly trying to re-express the original game in my own terms, with enough rules changes that it wouldn't trigger any copyright issues. (I know, you can't copyright rules, only the text.) I was doing a good bit of reorganizing, and a lot of seeing everything that was in TFT. I discovered something pretty neat in the process. Not just superficially, but at the DNA level, TFT is a direct ancestor to Champions and the Hero System. I mean, superficially, sure, but not just that. The other parent was, of course, Superhero 2044 and Wayne Shaw's house rules for designing powers in there. (Thanks, Wayne.) Looking at those two games together, I can almost mentally hear how the conversations went. "We're playing on hexes, so of course we're going to use hexes." "I think TFT has not quite enough stats; S2044 has a number of... weird ones. Let's organize this, see what we've got, and what we need." "Hey, superhero comics mostly do a lot of punching and blasting, but not a lot of slicing and dicing" (and here someone is looking over their glasses at Wolverine). "Yeah, but I still can't figure out Superhero 2044, so let's start with TFT." TFT's stat scale is more or less on a par with that of GURPS, probably closer to Hero's Characteristic Rolls than the stat values themselves. The very basic six stats pulled from D&D, of course. Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma, back in the day, but since we're organizing the system, let's organize them so the groupings make sense. Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. Hit points? Yeah, let's look at those. We'll scale our hit points to the same level as the other stats. Playtesting shows that if we use hit points at this scale, and weapons or other attacks that do 1-3d6 of damage, we're seeing results all over the place. All right then. How about some form of nonlethal damage? Let's tweak numbers. If we scale our nonlethal damage at something like Strength + Constitution, and use Hit Points for lethal damage, how does that look? Easy. The Hulk and The Thing will be almost impossible to put down. So let's tweak those. Half Strength + Half Constitution? Too low. Basic Hit Points should probably figure into that somehow... So now our nonlethal damage works pretty well... we roll dice, subtract that from nonlethal damage capacity, and maybe roll this different set of dice to subtract from hit points... (Cue a lot of discussion, a lot of late night pizza and beer, a lot of waking up at night in a cold sweat... I mean, we only got a small dose of this in SETAC. They were staring into the unfiltered abyss of balancing Normal and Killing Attacks...) Okay, but shouldn't nonlethal attacks do some hit points? How about one per die? Okay, but hey look, I just rolled a bunch of 6's on this damage roll. Shouldn't those hit harder? Yeah, okay, but then 1's ought to not hit as hard. ------------------------------------------------------------------------- The above imagined conversation happened in my head at first over about ten seconds, then over about the two months or so I was writing the retro-clone. I mean, the first thing I wanted to do was add nonlethal damage, and there are only so many ways to do that. Later, on the Facebook group (when I was still on Facebook), Bruce Harlick more or less confirmed to me that yes, they were playing a lot of TFT in those days. I don't imagine there were direct lifts, but I mean, when you're playing a lot of one game, and designing another, it's pretty natural that there's going to be some filtration.
  11. 2 points
    It totally is Zen. 🙂 It's theory wank, but designers and tinkerers love theory wank! GURPS is a hybrid of a "details matter" and "reason from effect" game. Equipment, the physics of actions and the world, the skills. Tons of details (differentiations). The "Powers" system of ads/disads, etc. starts with moderate details but allows you to customize with the "reason from effect" paradigm. You can take some power constructs and bend them to things you want to accomplish that don't necessarily fit the name of the power. GURPS seems more fiddly than it is because of the hybrid. Sometimes you are constructing a power that obviously the power you want. Other times you end up in a fog trying to file the rough edges of something where the details are not helping. HERO is mostly all "reason from effect". It's about creating a generic framework of system bits that then cover the majority of "things you can do, things you are made of, things that can happen to you". It forgoes lots of the differentiation of similar things for flexibility. All these powers are basically building blocks you use to construct "all the things". There is a consistency then to those things. Sometimes however, these things can get "weird". So, a gun being set up as a "beam"... I'm like "that's not a beam! it's a projectile!" and HERO is like "dude, relax, it's just a mechanic. Describe it how you want to." 😄 The truth is they are both great games with savvy design and TONS of thought put into them. I own tons of GURPS 4e and GM'd it for a long time (and played/GM'd a ton of HERO 5er before that!). I've moved back towards HERO because it focuses on the details I want. I love magic, powers and the like. I want the ability to customize those the most. I don't care so much for equipment lists, skill lists, or even physics emulators. HERO leans more "story-based" in this regard. In my opinion it has less calculations or laser-specific rules that just fits how I GM. It comes down to preferences. Each person is going to find the parts in one of these systems they prefer over the over; and then likely choose it because it fits them. The rest of the debate is just theory, highly subjective and difficult to measure. Just my two cents...
  12. 2 points
    Enforcer84

    Superhero Cosplayers

    MK I Ironman for MCMLondon. by Redditor Facest4b
  13. 1 point
    Ideally a good campaign will look a lot like the animated series Young Justice or Avengers: Earths Mightiest Heroes. A nice mix of simple scenarios balanced against long term plot lines. For what I consider the best reference material on starting and running a long term campaign read “Strike Force“ by Aaron Allston. It can be ordered on this website. It tells the history of the Hero game he ran for many years. Besides being a great sourcebook it tells how the game dealt with a number of different types of players, what to do when real life takes people out of the game, and too many other incredibly useful pieces of info for me to go through. The only flaw in the book I’ve ever heard was that longtime GM’s found some of the advice too basic. That was because this is where those suggestions came from. Like someone saying E.E. Smith’s Lensman series was too much like Green Lantern. I’ve recommended this book so many times to so many new GM’s that I joke I should start getting kickbacks from Hero. But I’ve never heard back that it wasn’t very helpful.
  14. 1 point
    Given the context, I'm thinking this is "fear, uncertainty, and doubt" Iuz has it in one.
  15. 1 point
    dmjalund

    Genre-crossover nightmares

    Succumb to the dark side
  16. 1 point
    pinecone

    Genre-crossover nightmares

    "It's Over Willey! I have the high ground!"...?
  17. 1 point
    death tribble

    Movies and TV Shows That are Great

    Sleeping Beauty 1959 When three fairies gather to bestow blessings on a baby princess, an evil fairy arrives and gives a blessing as well. That the baby will prick her finger on the spindle of a spinning wheel and die before the sun sets on her sixteenth birthday. Thus the audience are introduced to Malificent, one of fictions most awesome bad guys. This is the only Disney villain that says anything about Hell as she tells the prince that he must fight her and all the powers of Hell as she turns into a dragon. The good fairies also battle as they make the princess a pink and then a blue dress and back again. There is something in the voice and the appearance that makes Malificent great.
  18. 1 point
    Cassandra

    Batwoman

    Wait, it's still early yet.
  19. 1 point
    Brennall

    Tabletop Simulator

    Well some significant changes this release. The player combat records are now detachable, multiple are visible on screen at the same time and remotely trigger the dice roller. So you do not need to leave the action at any time. You can use the bars above your characters head to adjust Body, Stun and Endurance live on the model also. If needed you can add other bars as you want for charges etc. Whilst talking about the combat records, all players can have them active on the screen, but not see each others. The GM in theory can have a significant number and that leads to the next change I am working on, which will be the ability to shrink them to just the "Title Bar" until clicked on. There are some minor visual bugs (spacing etc) that need fixing too. Overall it will not be long till a beta release on the steam marketplace.
  20. 1 point
    Elena of Avalor. Yes, we're going Disney Channel here. 41 years ago, Princess Elena was trapped in a magic amulet when an evil sorceress killed her parents and took over their kingdom. Now free (but technically still a minor), Princess Elena has driven off the sorceress and is now learning how to be an effective leader. She is helped by the Royal Council which includes her grandparents (who, with her little sister, survived the sorceress' reign when the Royal Wizard put them into a painting), her older, somewhat self-centered cousin (who has a connection to the Sorceress that none of the rest of the family knows about), and her teenaged best friend (the daughter of a local sea captain and her husband). She is also aided by the new teenage Royal Wizard (the grandson of the one mentioned above), a dashing young member of the Royal Guard (who is,at most, only a couple of years older than she is), and a number of magical beasts called jaquins (talking winged and feathered jaguars). The show includes action, adventure, magic, strange creatures, spirit guides, extradimensional realms, evil wizards called Malvagos, and large doses of Latin culture, including at least two episodes dedicated to Dia de los Muertos. I always thought the universe of the show would be a great setting for a Fantasy Hero campaign.
  21. 1 point
    Pariah

    Complicate the Person Above

    tkdguy once stopped a mugging by literally kicking the perpetrator into next week. When the said perp reappeared, the police were there waiting to arrest him.
  22. 1 point
    Bazza

    The Last Word

    Robin: The Batmobile wont start. Batman: Check the battery. Robin: What’s a tery?
  23. 1 point
    Heroes in Champions don't party until after the bad guy goes to jail. They're a team. Bad guy does a thing. Heroes get wind of it. Heroes engage bad guy. Bad guy gets away after saying how great his plan is. Heroes prepare for round 2. Heroes track down the bad guy and stop him just in time.
  24. 1 point
    Pariah

    2019-2020 NFL Thread

    When when the preseason started, the Broncos' top two quarterbacks were Joe Flacco and Drew Lock. Both of them are now on IR. So headed into this week's game against Cleveland, Denver's starting quarterback is Brandon Allen. He is backed up by Brett Rypien, the undrafted rookie from Boise State who was just promoted from the practice squad. Neither of these guys has ever taken a snap in a regular season NFL game. Can the Donkeys lose to Cleveland in consecutive seasons? The magic 8-ball says...Positively!
  25. 1 point
    Most of them. Years worth of them. It's my favorite genre. If you recall, I lamented the lack of the book in PDF so much that I destroyed three of them and hired professional help to restore the art just to create the PDF that is currently in the site store. I was questioned a good bit about my extremely passionate (and long) tirade on the loss of the western and the -- in my highly-opinionated opinion-- detrimental effects that has had on our culture and social expectations of each other. My computer is sitting against a wall, the other side of which is a bookshelf that runs the entirety of the "spare room." That book shelf contains my entire HERO collection (except the adventurer's club magazines, which are on the stand on the computer, where they were originally to be sacrificed to create PDFs for the store on this site until Jason suggested I "hold off and wait for an upcoming BOH."). There is the three-novel Starrigger series by John DeChancie, a couple of Mercedes Lackey books that were foist upon me, Turtledove's "The Case of the Toxic Spell Dump," "Good Omens: the Nife and Accurate Prophecies of Agnes Nutter, Witch," and Gaiman book whose title I can't recall at the moment but features a baby stroller ("pram," if you speak that "other" english) with a skeletal child sitting up and shaking a rattle, and a four-foot shelf of dictionaries and medical reference books I couldn't quite part with when I finished school (including a dangerously out-of-date pharmaceutical reference. The remains of that twenty-two foot wall are westerns. Collected over a lifetime, most of them re-read repeatedly, all of them loved (except the "Sacketts" books. I enjoy L'amour, but I didn't like the Sacketts.) I don't collect videos, but I am thinking I could rattle off a list of them long enough to bore you, from the old musical westerns to the spaghetti westerns to the handful of 80s deconstructive westerns (I am one of those rare people that didn't like Silverado, though I _loved_ that Louis Gosset, Jr. western (whose name escapes me): "You shot that man in the back!" "Well his back was to me!" even down to Django. (which was hard to watch) My most successful fantasy campaign was an occult western (didn't plan it; it just sort of happened that way. You know how that goes ) Easily half of my space opera stuff ends up with strong western vibes, just because I like the vibe. (Again, I don't plan it; it just ends up that way) I can comfortably state that about 2/3 of my HERO gaming has been an dead-even mix of western and cyberpunk (my other favorite genre). But there _is_ a damned good chance that I don't know a stinking thing about the genre. I don't think I've ever made a big secret that I don't care for the Supers genre. I played it initially because that's what the GM was running. I run it now periodically, mostly for youth groups; I do occasional short campaigns with my regular groups when we just want to do something different for a bit-- take a breather, if you will. I wasn't really a comic book kid, and like most non-comic kids, I grew into a non-comic adult. There is a reason that just... yesterday? Day before?-- in a thread in which we both participated I commented that "by the time non-supers HERO games began to be published, we were already playing them, using Champions as the engine, and because of that, we kept a few Champions bits even after adapting the other rules (notably Fantasy HERO, as I was the first of us to actually own Espionage, and I bought it last year). Not as fully into the whole Spandex Commando scene the way a lot of my contemporaries are. I discuss it here because 1) I do have some knowledge as it relates to the game and 2) I come here to be social, and waiting for an extended "other genres" conversation gets might dull and dry out here anymore. As for defense 2-3? Yes. We're fairly reasonable like that. We might have a 4 for a trained boxer or even a former combat veteran, or even an unusually large man. Highest we ever saw, so far as I can recall right now, was a 5. As to a "mountain man:" A bear (or a "bear-like animal," using the 3e book) has a PD of 9. It weighs between 400 and 800 pounds (with reports of unusual specimens up to 1500 pounds). A PD of _9_. The 4e bestiary reels that in to an 8 (and up to a 10 for Polar Bears-- the coolest and most dangerous of marine mammals), but it also states that this high PD includes added-in bonuses from Density Increase. No human specimens have been found with muscle mass or bone structure remotely comparable, or an amount of tissue density high enough to qualify as an actual power, no matter what mountain he comes from. Now in all fairness, Western HERO was a 4e book, and the 4e HERO / Champions rules were the first exposure to official Normal Characteristics Maxima for a _lot_ of people. Pulling from that book, it lists maximum human PD at 8. Or, the way I look at it: the same as the bear with his Density Increase and thousand pound build. Now there are endless threads out here about where NCM gets wonky or open to problems; I think we can agree on that. Personally, I think it's because of its origins in Fantasy HERO, with more-than-human adventurers who could go toe to toe with a phalanx of men and emerge victorious. High end fantasy is low-end supers. However, I don't expect us to agree on that (and that's okay. We're different people with different ideas of what we want out of a game). I would _like_ to think that we can agree that at no _realistic_ point will a 200-pound man _ever_ be as hard to hurt as a damned bear! For what it's worth, I work with a four-hundred pound man. He's physically stronger than me. Briefly. Turns out he gets winded easily and his knees are for crap. He's just a little bit taller than me, so I'd put him at about six-three. No; he's not one bit harder to hurt than I am, and I don't claim to be anything more than average. My choice for "mountain man" is a guy I am now working with again (worked him for years some time ago; I now do weekend work with him). He's the same height I am (six-one), and I swear to you he's damned near twice as broad. He's got calves the size of his head, and thighs that could easily be the torsos of smaller people. Sure: he's got a belly, but the man under it is just short of a gorilla. (PD 5, 4e HERO Bestiary). For us, this gives us an expected range for what we can realistically expect to see in a sampling of the human race: 2 through 5. Perhaps that sounds outrageous to you. Let me go just a bit further: Westerns, and our rare Danger International games. These are the genres in which we stick to this guideline. Why? Because these are the genres that we feel are the "most real." That is, the genres in which the people were just people, using their wits and their tools to make their way through their adventures. The stories are about _people_. Real people. Not Olympians, not mythic figures. Fantasy? Pulp? Cyberpunk? Sure. those are just stylized supers, when you get down to it. Run them how you want. But if you're playing a western where a mountain man shrugs damage the way a bear does-- you _also_ have a compelling western-themed fantasy game going, and I hope you are enjoying it as much as I did mine.
  26. 1 point
    zslane

    Batwoman

    "...invited her on a mission..." is a misleading characterization of the plot. Your ability to cut through Cassandra's snark needs a few more CP, I think...
  27. 1 point
    Cassandra

    Movies and TV Shows That are Great

    Wonder Woman (1975-1979) Lynda Carter in a Wonder Woman costume. Enough said.
  28. 1 point
    Cassandra

    Movies and TV Shows That are Great

    The Wild Geese (1978) A group of mercenaries goes into an African Nation to save an imprisoned leader, only to face an unexpected betrayal that puts the mission in danger. Richard Burton, Roger Moore, Richard Harris, and Hardy Kruger are the mercenaries and we get a good look into the world of professional soldiers for hire.
  29. 1 point
    The Day of the Jackal 1973 After the OAS fail to assassinate President de Gaulle, the leaders of the OAS flee and decide to hire a professional assassin to kill the President. Thus begins a cat and mouse game between the French police/security services and the assassin. The viewer is shown the stages by which the assassin prepares his cover and procures and tests a weapon. The authorities find out that an assassin is on his way and begin to take steps to stop him. The end of the film is tense as the assassin tries to kill de Gaulle and the police rush to stop him. Edward Fox is the assassin and Michel Lonsdale is the determined policeman out to stop him. Even though you know the assassin must fail it is still close and gripping. Unlike the remake with Richard Gere and Bruce Willis.
  30. 1 point
    I am somewhat okay with the concept of these two powers, just not as officially written up talents. When its a "pick from" list, it becomes a matter of people grabbing them just because "dude, this is powerful!" rather than "I have an idea for my character..." When they have to come up with the build or work with the GM to make it, its going to usually be more character and concept- based rather than going down a list and getting the broken parts to make your l337 Goblin Pwner
  31. 1 point
    In another thread the topic of where can we find good art cheaply has come up. I have never used this site and am not associated with them in any way but I think it has potential - https://www.fiverr.com/. I have looked into them before for a hobby project I worked on but never actually used them because I couldn't justify the expense. It looks like it's an online marketplace for artists to hire themselves out as freelancers. Some of the sample art I've seen is remarkably good and easy on the pocket book. If anyone feels like sprucing up their books with some original artwork and has some spare cash, it may bear fruit. Of course, you would have to decide for yourself if you think you can recoup the money in sales 😁 It's also worth pointing out that we have artists within this community like Scott Ruggles who have already offered up their services. Some of these artists already have works that appear in published materials and I would be inclined to throw money at them first, personally.
  32. 1 point
    Pattern Ghost

    Crisis on Infinite Earths

    Those two words don't usually appear next to each other in the context of CW shows.
  33. 1 point
    Cygnia

    A Thread for Random Videos

  34. 1 point
    In a related note, I was lucky enough to find this beauty at a library sale a few years ago...:eg:
  35. 1 point
    To me, it was intended to simulate the Rogue's sneak attack. Many gamers do want that in their game, so a means of simulating it is, in my view, appropriate to the game. If every player takes an ability, then maybe we have a problem with either the players or the game. Perhaps that crippled mentalist does not belong in this game if the only way he can survive is with a "lame justification" rather than a simulation of what happens in the source material. However, as I recall the source material, that crippled mentalist does not die in Issue 2 because an attack solidly connects, killing him instantly. This, to me, is the bigger issue. Most games have DC and defense ranges, and DC and defense caps. So no, you don't get to exceed the campaign DC cap because you took Deadly Blow (or Combat Luck, or Martial Arts, or high STR, or anything else). Deadly Blow is simply limited CSLs, so if you're more skilled overall, rather than focusing your training exclusively on delivering more hurt, you take CSLs instead. It always feels like the fight on this breaks down into "a dagger should only be able to do so much damage", "I want players to be able to use a wider variety of weapons and still be effective" and/or "the source material features skilled characters who inflict huge damage with light weapons - and I can imagine that, so Hero's tag line says I should be able to build it". This, to me, is the most significant issue. If the only characters (or even the only warriors) who can actually be effective are those who carry huge 2 handed weapons and wear heavy armor, then those are the only characters the players will want to play. Players who want to play ineffectual characters only suitable for comedy relief are, in my experience, pretty rare. Just as being 3 DCs above the campaign norm is huge, being 3 DCs below campaign norm is "my character sucks - he cannot meaningfully contribute". Armor + Combat Luck is pushing characters over campaign limits? Then their total defenses need to be reined in. Maybe that is achieved by adding a limitation to Combat Luck that "every 2 points of rDEF from another source reduces Combat Luck by 1 point". But I will have a similar issue when Percy Platemail has a Shield of the Gods spell cast on him by Charlie Cleric, followed by a Skin of Stone spell cast by Marvin Mage. Exceeding campaign limits is the problem, not the mechanics used to exceed those limits. "Wow, every PC was Blessed by the Druids as a child and now has 6rPD/6rED. What a coinkydink"
  36. 1 point
    Hugh Neilson

    Idea: Assisting getting unstunned

    Starting from the source material, I question whether the Hero was merely Stunned (an attack exceeded his CON, dazing him), or "heavily stunned" (0 to -10 STUN). I find it often overlooked that, at this level, the character is "deeply Stunned. Depending upon the character and the nature of the attack, he may even be on his feet, wobbly but still standing, as he tries to shake off the effects of the attack. He’s dimly aware of what’s going on around him, but is too woozy and dazed to take any action or maintain any power. He can make a PER Roll to perceive something really important, but otherwise he cannot interact with the world. He can’t move, Dodge, take any Actions, or do anything but take Recoveries." As an extension to the "Recover one level better if someone helps him", perhaps a character who is Deeply Stunned gets a Recovery immediately if someone is helping him (maybe limited to one for each of the unconscious person's phase). The helper trades his/her full phase to get the KOd target a full Recovery before his next phase. For many characters, that will mean they are at positive Stun and can act in the next phase. We could allow the same action to allow a Stunned character to immediately recover from being Stunned, with no further actions required (basically, the "helper" has traded his phase for the "target's" phase. As for PRE, we have the opposing PRE attack mechanic, so I don't really see a need for another mechanic. Often, in the source material, that other character triggers the target's psychological complications - we could allow that to offset the PRE attack to some extent, much as it would move a Mind Control target number to a higher category. I place this somewhere between "could be cool but needs work" and "not necessary", so it would fall into "optional rule" status, dialed up depending on the desired campaign feel, tone and parameters.
  37. 1 point
    slikmar

    What Have You Watched Recently?

    Killjoys is one of the series that I hope they can do a movie 5 years down the line to see where everyone is and where the system has evolved too.
  38. 1 point
    BoloOfEarth

    UOO vs Focus

    To reiterate what Hugh said before, as long as Shirley keeps that Universal Focus and is conscious or the power is 0 END Persistent (or on a Continuing Charge), she can remain flying. The UoO is the same (assuming the UoO is bought with Recipient Controls the Power) - Flight continues as long as the recipient is conscious, or if the power is 0 END Persistent or on a Continuing Charge. If a UoO power is bought as Granter Controls the Power, then Shirley's Flight continues as long as the granter (e.g. Wally Wizard) is conscious and spending END on it, or if the power is 0 END Persistent or on a Continuing Charge.
  39. 1 point
    lemming

    Longest Running Thread EVER

    Re: Longest Running Thread EVER This is what it was like a few days ago:
  40. 1 point
    SteveZilla

    Longest Running Thread EVER

    Re: Longest Running Thread EVER
  41. 0 points
    Duke Bushido

    This thing looks too good

    That's the _weird_ thing: They really _aren't_. _Unless_ you have a "new in shrink-wrap, never opened" item _and_ it's being sold through some kind of specialty clearinghouse. I have mentioned before that I never pay over twenty bucks for a 2e boxed set (book and box is good enough; map preferred; all else is not important: I have enough of them! ), and I rarely pay more than 10 bucks for a 2e book: it has to be in _exceptional_ condition for that! In fact, about three years ago, I saw on an auction site a slew of RPG material going for very little, including both a still-sealed 2e boxed set and a D&D boxed set (the really old blue/grey ink on white jobbie from our youths). They were going for, I think, about forty bucks each. Not ridiculous, but again-- I have _plenty_ of 2e books, and I passed. And while it's not common, it's not strange, either, to find a sealed old game for what is a more-or-less _reasonable_ price (you know: for a "mint in box" game that no one plays anymore). When I was actively _looking_ for one, the only one I found was through a well-known retailer for RPG material, and the price was _outrageous_! I think I payed about eighty bucks for it. Not because "I must have this!", but because my kids were really getting interested in the game, really wanted to know what it was like to get a new "set of Champions," and really wanted to see those little dice whose loss I lament from time to time. So I thought "this _one_ time," etc. After realizing it was a counterfeit, I searched around looking for other "sealed in box" stuff, because I wondered the same thing you did: are these things bringing in big bucks?! What I found was what I related: not really. Unless they are being sold through a "name brand" retailer. What I suspect is that there are like.... maybe two? Four guys? who fake a few things now and again, sell them off quickly, and use this to make a few dollars now and again. I don't think it's an actual cottage industry or anything-- there just isn't enough market!
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