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Showing content with the highest reputation on 12/17/2019 in all areas

  1. 4 points
  2. 3 points
    Chris Goodwin

    What happened to HERO?

    I don't think lowering the barrier to entry is the same as making it palatable to every possible roleplayer. It's intimidating. The college textbook-sized tomes especially, but even the Complete books are somewhat difficult to parse, and for all they're "complete" they might just not quite be. We can have easier to tackle "starter sets" without losing the heart of the HERO System.
  3. 2 points
  4. 2 points
    Chris Goodwin

    What happened to HERO?

    I remember, my first few characters were pretty lightweight as far as modifiers went. Get people rolling dice, rolling against 11+OCV whichever way you compare it, counting BODY and STUN and so on. Once they've got a few games under their belt, and have the context for all of this stuff, then let them start modifying their characters or making their own at their own pace.
  5. 2 points
    Chris Goodwin

    What happened to HERO?

    To me, the split between how we do combat and how we do skills is one of the fundamental things that makes it Hero and not some other system. I mean, we have a bunch of dichotomies in the system: physical vs. psionic combat (CV vs. ECV/MCV), physical vs. energy defense, normal vs. resistant defense, normal vs. killing damage (and mechanics)... You could take away one or more of those -- maybe even most of them, and to me it would still "be the HERO System" ... but if you change that one thing, that's the heart and soul, to me. Fuzion, GURPS, M&M, d20/D&D... all of those systems settled on their own singular, unified systems for combat and skill rolls. And while I've played and enjoyed most of those systems, it always feels like something's missing. It took me a long time to figure it out. Within the past year, in fact. Wayne Shaw (he of "Thanks, Wayne"), who invented a number of things we use in the HERO System, wrote on RPG.net that if he could have done one thing differently it would have been that. That was when it hit me, and I responded to him that I was happy that he did it this way. Why that, and not something else? I have no idea. I don't even know if that particular bit grabs anyone else the way it does me.
  6. 2 points

    HFFL '19: Revenge of the Browns

    Me and Ancients in the Finals! Good game Hooters...I only won by a hair and thought I'd lose when Colts scored there at the end
  7. 2 points

    What happened to HERO?

    Spence I just happened to read Champions 3ed and low and behold the advice given in the book if you never played Champions or role-playing games was to use the sample characters and scenario in the book and get playing right away and look up rules as needed.
  8. 2 points

    What happened to HERO?

    Still missing my point. Even with a "guide", with the HERO system the new player would still be making decisions about something that they really have no concept of how it works in the game. I have watched and participated in games where the GM spent HOURS working and explaining and advising brand new players on building their characters. Only to have the end product be meh or the new player actually leaving "because Hero is TOO HARD" and joining the D&D game. But the times we gave them a character to try, they were able to quickly grasp the concepts and make their PC's after the session. In the supers games I played/ran all the players maintained multiple PC's. If you character was out for a while (captured, in the hospital, etc.) then you played one of your other characters. For new players, we would ask what kind of Hero they wanted to make and then one of us loaned the new player one of our PC's that was near. Perhaps a combination. A small short intro adventure with pregens, Brawl in the City. They get walked though a short scenario and have the short super-battle with the guide making explanations such as you suggested. Then a walk through on how the pregens had been designed with the hows and whys. Followed by a "let's design your new character" guide with suggestions.
  9. 2 points

    Tabletop Simulator

    Given the work today .. I suspect we are getting very close. I would say just around Christmas with worst case early Jan. Load time is down to 1.4 seconds per Controller (from around 3 seconds). Interface has changed slightly, but refactoring the code has tightened performance significantly. With another 3-4 days work I could lower it down into around 1 - 1.1 seconds per controller I think. The combat record now "detaches" from the controller when in use (which increases ongoing performance by reducing "onscreen" items. It can also be attached again (both options via the green top left button) So time estimates currently running around 36 seconds to load 26 controllers. Compared to 90 or so seconds before. This is all dependant on the computer being used and to some degree network/internet speed, which is why I am focusing on reducing it as much as is possible. PM me @ScottishFox if you are interested in giving it a trial?
  10. 2 points
    Been a bit, hasn't it? In my defense, I think I mentioned my job has been upping the hours owing to the time of year, and to top that off, I've become too damned old and too stove up for regular construction and remodeling side work, so to prevent entirely loosing a second income stream, I just flat-out took a weekend job. Time is a bit tighter for me nowadays... Anyway, the next session I've got everyone! it's awesome! Unfortunately, we are now all fretting about the robots and their attack on Tree. Feral's player has been brought up to speed, and has been ret-conned into the scene. He's attempting to track the source of the robots, only to find out (per the original adventure I borrowed this from) that they were coming out of various manholes at locations around the park. Magnificent has discovered that the tech inside the robots is not bleeding edge, but that it was at the time it was created, and it's still well-ahead of the off-the-shelf stuff you can get today. That's right: this is old stuff he has seen before. He's attempting to run down the source for this stuff, as the company who's mark is all over most of it went out of business a decade or two ago. Mycroft wants some analyzed "properly," by police labs and licensed contractors to the department, so he's been having his own specimen's examined (never mind that Magnificent's company _is_ one of the licensed contractors ). For second-opnioning, he wants to know who the absolute kings of high tech are in this world, and he is pointed to Daniels Industries (yes; they fund the college of the same name). This creation of my original GM is a "super lab" owned by retired superhero Willoughby "Projectile" Daniels, who retired from super heroics because he was really, really bad at it. Still, he will bend over backwards to assist anyone from "his old fraternity" and as a result of such associations, his company is both phenomenally successful (nothing like getting first peek at unpainted super-tech, right? ) and involved in an astoundingly wide range of research fields. Jim said he modeled it originally on the Star Labs from the 80's Teen Titan books, though it has become a staple feature of Campaign City in the years my groups have been playing here. Mycroft is reluctant to go because he is aware that the company is run by a super, retired or not, and that supers attract whackos. To be fair, I don't use Daniels himself much-- he spends much of his time running the company, after all (which he hates and would rather be in a lab somewhere, but he loves "the good we're doing," so he tolerates it. It's time for a couple of hidden rolls: both Magnificent and Kinetica have a Contact Perk (yeah: I cribbed that from.. Espionage? DI? I don't remember. Anyway, something forward of 2e, but I use it now and again) that they have never decided upon. I roll to see if -- You know what? There might not be any need in continuing this. If the OP is satisfied that his question has been answered, I'll stop boring everyone else.
  11. 1 point
    I can think of one time where I should have upgraded villains before writing them. Reader's Digest Condensed Version: Starforce one-shots a GENOCIDE Rook and throws a Presence Attack on the Pawns present (the story "The Lady in the Lake"). When I turned to the character sheet in "The Mutant File" for GENOCIDE Pawns, my first reaction was shock. My second reaction was "Who the H*&^^ designs agents in a superhero campaign with a PRESENCE SCORE OF ONLY 10?!?"
  12. 1 point
    GM Joe

    What happened to HERO?

    Exactly! Get 'em in the door and interested, show them a good time, and they'll do the rest.
  13. 1 point

    What happened to HERO?

    Why not teach the game as a team, with a straightforward character for the new player, and more umm ornate characters for any experienced players but have the experienced characters at a significantly lower point cost? That way he sees the players around him demonstating cool stuff you can accomplish with power advantages balnced by limitations but they dont run rings around his starting character. Use asymmetry to keep the game fun.
  14. 1 point

    2019-2020 NFL Thread

    Tulsa Raiders, sounds ok Tulsa Tusken Raiders? If Al Davis was still alive they'd still be called the Oakland Raiders of Tulsa or something.
  15. 1 point
    GM Joe

    What happened to HERO?

    I can totally respect that. And, to be honest, it was only that mention of the issue by Wayne that got me thinking about how it may be a stumbling block for folks new to the system. I respect his judgement a lot. Even so, I can't recall a player having an issue with skill throws, since the target is on the sheet and it's still 3d6 roll under. It may be more of an aesthetic issue than a stumbling block.
  16. 1 point

    Multiform Experience Question

    My reading says that the Version of the Character who paid for the Multiform gets the experience even when earned in one of their other forms. Which is a very good thing.
  17. 1 point
    Duke Bushido

    What happened to HERO?

    Something I have thought since they started popping up: The habit of rebuilding old powers with new powers needs to _stop_ if you want me folks to catch on. Instant change is a great example. If you want to re-price it the same as such a thing, fine; go for it. But don't throw AL that technobable goopedy-gyuk at a new player. Treat it like any other power: this power does X. For more points, it can also do y. It leads to some consuion for a new player as to what is a power and what isn't and what has to be built as some other power, and on and on and on. If you want to host a separate discussion about it elsewhere in the book, great. But don't do it right there in the same secrion the powers are in: everything in that section should be presented as simply and concisely as possible. Give details about use and effects, if you want, but don't start tearing it apart into terms of some other thing the new player doesn't understand. If you want me to learn Latin, defining all the words into Greek is _not_ going to help.
  18. 1 point
    death tribble

    Create a Villain Theme Team!

    The Dead Man in Black There is a trope that goes that the bad guys wear black. This is certainly true with the bandit that ha been dubbed The Dead Man in Black. He looks like the typical gunslinger in a Western only he wears black. He is not a zombie despite the fact that bullets hit him and seem to have no effect. He can fire back and does often with lethal effect. The theory doing the rounds of law enforcement is that he is a revenant although what can now banish him is unknown. He has been burned 'to death', shot to pieces and thrown off a tall building but in each case he has returned with no loss of faculties. He carries six guns and a ten gallon hat which shows he is a cowboy. He seems to follow the Western code and will duel an enemy even if he is outgunned or beaten. However at other times he will shoot someone in the back. Some claim he is the brains of the group but then again who is going to go against him'
  19. 1 point
    Well, if people want campaign recaps, I realized that I offered a choice of two adventures way back when. I posted the example of an adventure that ran off the rails and became a farce; here's one that went as planned. This came from the second Keystone Konjurors campaign, which I ran when updating The Ultimate Super-Mage to 5th edition as The Ultimate Mystic and The Mystic World. The PC lifeup changed, in that the Mad Mage Ian Malcolm regained is sanity as Talbot Fulten, Archimago's son who went mad for a while after Learning Too Much in his search for the fundamental principles of magic and the Multiverse. Black Fang is present as an NPC ally: At the end of the first campaign, the PCs found a way to merge the human and werewolf personalities. He and Jezeray are married. ------------- NEW ADVENTURES OF THE KEYSTONE KONJURORS — Nov. 00 THE ART OF THE POSSIBLE Artifex returns to Wetchley House from one of his missions and is surprised to encounter Sara-Maria, the Konjurors’ new Salvadoran maid. Apostle explains the situation; Sara-Maria collects her weekly pay and goes home… and mere seconds after she leaves the house, the two mages hear her scream! They can’t teleport to her (Wetchley House’s anti-teleport wards work both ways). They reach the door just in time to see Sagana Liefeld (the Sylvestri woman with the black metal body who serves the demon lord Mulciber, last seen in the first half of “Barbie World”) encase Sara-Maria in a shell of magic metal. Apostle and Artifex briefly fight Sagana, trying to protect Sara-Maria, but Sagana Gates away to hell with the captured housekeeper. Before she goes, however, she drops an envelope on the sidewalk. The envelope holds photos of several people, all held prisoner by Sagana and Mulciber: Artifex’s father Mr. Doyle, Andrew’s father Judge Talmadge, Jezeray’s old mentor Madame Zora, and Zeta Krafft (the artist whom the Konjurors saved from a pact with Mulciber way back when). As Apostle expects, Sagana soon phones the Konjurors to say that Mulciber demands their surrender. If they don’t give themselves up at the doorway to his subterranean halls in ten minutes, he will kill the hostages and torment their captive souls for eternity. The heroes decide that this time, they are really and truly outmaneuvered. They Gate to Mulciber’s demesne in the Netherworld, and surrender to the Avarice Demons on guard. They’re stripped, gagged, bound into wheeled racks like Hannibal Lector and blindfolded, then wheeled to Mulciber’s audience chamber. Mulciber gloats a bit in the best sadistic-megalomaniac fashion, then says that the heroes can buy the lives and freedom of themselves and the hostages if they perform one task for him, with their souls forfeit if they fail or displease Mulciber in the slightest particular. Since it’s the only way to save the hostages, the PCs all agree. Mulciber frees them from the racks and asks them to grovel a bit. Then he makes them sign a soul-contract — including Zontar. Only then does he say what he wants them to do. Mulciber wants them to help him defect to Babylon. He believes that the Descending Hierarchy doesn’t give him the respect he deserves. He finds the growing power and influence of his arch-rival Belphegor, a demonic industrialist, especially galling. Instead of trying to destroy Belphegor in some protracted vendetta, though, Mulciber decides that living well in Babylon — and revealing all the secrets about his fellow demon lords that he’s collected for thousands of years — is a more satisfying and immediate revenge. Artifex, for the first time in his life, acknowledges that he is in the presence of a sneakier bastard than himself. Defection from Hell is no easy thing, though. Mulciber wants to take his whole volcanic demesne with him — or as much of it as possible, anyway. He believes that by combining their assorted Gating spells, the Konjurors can move an immensely large mass — perhaps the entire volcano. He wants Talbot to work out the details of this unprecedented magic. He also needs an immigration permit from the Babylon bureaucracy, and a place for Mount Mulciber to appear. (They receive an enchanted pennon to mark the mountain’s destination.) Mulciber expects his superiors and rivals in the Descending Hierarchy to discover his plan within an hour or two at most, so he gives them one hour to arrange everything in Babylon. The PCs Gate to Babylon. Sagana accompanies them as Mulciber’s monitor, and to assist them any way she can. The group splits up: Artifex and Apostle, who have the best Presence and related abilities, set out for the Imperial Palace to try getting a permit from the Emperor, while Talbot, Jezeray and Sagana search for a location where they can plunk down a mountain without crushing thousands of people. Artifex suggests Central Park (it exists in Babylon), while Jezeray decides to search for an abandoned district — one that echoes a city now forgotten. Jezeray asks a cabby to take her to the Shamballan district, and learns that there isn’t one; nor an Aghartan district. Thos cities died long before Babylon’s birth. Moving forward in history, she tries for a Sumerian district, and learns that Babylon does indeed have an Old Mesopotamian quarter. It’s nothing more than a derelict walled plaza with a ziggurat at the other end. She investigates astrally, and finds that the ziggurat’s guardian statues remain active and able to sense her. She decides that Old Mesopotamia might have some occupants, and in any case it’s too small. Rendezvousing with Talbot and Sagana at Central Park, Jezeray reports her failure. They’re stuck with Central Park. Meanwhile, Apostle and Artifex get Ye Olde Bureaucratic Runaround at the emperor’s palace. After a half-hour of filling out forms and running from window to window, Apostle decides to bluff. Being the Guardian of Light should count for something, dammit! Artifex casts his “Golden Opportunity” spell on Apostle; the spell is a minor Social Transform that grants people lucky breaks, though the person must work for themselves to take advantage of them. The spell and a bit of bluster gets Apostle into the diplomatic area, munching caviar and champagne while the diplomats try to locate the Emperor. While Apostle tries to get a permit by hook, Artifex tries to get a permit by crook. He goes to the Casablanca District and Rick’s Cafe’ American. Of *course* the characters from one of the most famous movies of all time have echoed into Babylon! A few bucks in the piano player’s jar nets Artifex an interview with Rick. In return for the promise of a favor, Rick passes Artifex to the Vichy police chief. The chief asks for *two* future, unspecified favors in return for the requisite paperwork — one for the residency permit itself, and one for a rush job. “And they’ll be *big* favors,” he warns. “This is no small thing you seek to do.” At about the same time, Apostle learns that the staff has located the emperor in Casablanca.… Apostle and Artifex meet the others at Central Park. The others create sirens, shout warnings to clear the park, etc. Sagana takes a more brutally pragmatic approach: She sets one of the park’s forests on fire, and marches into the blaze plant Mulciber’s pennon. Five minutes later, they’re ready to Gate back to Mulciber’s demesne. They arrive on the slopes of Mount Mulciber in the middle of a siege. They can’t teleport of desolidify their way in past the mountain’s wards (if they could, then so could the attackers). They have a dangerously prolonged fight with squads of Greater Wrath Demons, Lesser Avarice Demons armed with infernal Uzis, and squad leader demon Sergulath. Eventually they get the Wrath Demons to fight each other and draw them away. Black Fang rips apart some of the Avarice Demons; Artifex sets the remaining Avarice Demons fighting each other while chasing a jeweled golden bauble he created. Sagana takes her cue from him and pitches golden apples at the other squads of avarice demons marching up the mountain, throwing them into turmoil. Sergulath takes a lot of beating, but they finally pin him long enough for Sagana to trap him in a metal shell. At last, they have the doorway free long enough for them to get inside. Talbot has worked out the necessary spell-hacks: If Artifex converts his and Apostle’s Gate spells into spells to add mass and Area of effect to Artifex’s own Gate spell, they can move an area 1.6 km in radius from the Netherworld to Babylon — most of the mountain! Minions set up the necessary paraphernalia while Artifex reweaves Apostle’s and Talbot’s spells. Mulciber also brings out the hostages as proofs of his good faith, although they remain manacled. As the first squads of attacking demons break into the mountain, Mulciber blows a horn signal for his minions to retreat and regroup. Artifex, Apostle and Talbot begin the Mega-Gate Spell. But something’s wrong with the spell! It sucks the very life from the participants. In rules terms, at the start of each Turn it inflicted a Drain on a random physical characteristic — half the active Points of each character’s contribution. Talbot suffers a 3d6 Drain, Apostle a 4d6 Drain and Artifex, who is wielding a 240 Active Point final Effect, suffers a whopping 12d6 Drain! The first Turn’s Drain is against BODY, and it nearly kills Artifex then and there. It also turns Apostle out of his super-vitalized Hero ID. (Fortunately, this does not affect his spellcasting.) The second Turn’s Drain is against CON, rendering Artifex so feeble that *any* damage would stun him. What’s worse, one squad of demonic attackers makes it into Mulciber’s throne room. Mulciber commands his Forge Maiden and Guardian Beast automata to protect the three Mega-Gate casters. Mulciber himself must concentrate upon keeping his demesne from falling apart in the dimensional vortex. It’s up to Zontar, Black Fang, Zagana and whatever of Mulciber’s Avarice Demons can make it to the throne room to repel the invaders. The attacking demons are evenly divided between Lesser Avarice and Lesser Wrath demons, with the “named” demon Halpas, a bird-man with an ever-burning sword. Zontar leads off with the Scintillant Suns of Saravane, blinding all the demons except Halpas. The vicious little birdman shouts that if they don’t stop the spell and return Mulciber’s demesne, he will kill the hostages. He begins by stabbing Zeta Krafft. She begins burning from the inside out. Zontar, Sagana and Black Fang manage to keep the gang of demons scattered and disorganized; about half of them are blind at any given time. Zontar finds the time to give Zeta one Restorations of the Ragnar, but she keeps burning. Halpas stabs two more hostages while Sagana, Black Fang and Zontar fight him and the demons. At the start of the third and final turn of the Mega-Gate passage, the casters suffer a STR Drain; they need the help of the forge maidens just to stand. Just as Mount Mulciber appears in Babylon, Zeta Krafft dies. Mulciber thinks quickly: In the last second in which his demesne counts as part of the Netherworld, he plucks out her soul in the form of a golden statuette. A moment too late, Black Fang and Zagana nail Halpas and the other hostages stop burning. Zontar quickly heals them, but most of the hostages are nearly catatonic with terror. In the Netherworld, meanwhile, the hollow shell of Mount Mulciber — everything outside the Mega-Gate radius — collapses in on itself, crushing hundreds of non-flying demons in its tunnels and on its slopes. (They aren’t really dead, of course, but they’ll be buried quite a while.) The Konjurors have fulfilled Mulciber’s demand; true to their agreement, he burns their contract and releases their souls. But now what? Mulciber points out that he promised that neither he nor his servants would harm any of the hostages if the Konjurors got him to Babylon; the contract said nothing about the actions of third parties. He could, in fact, keep Zeta Krafft’s soul — but he won’t. If he intends to be a Lord of Babylon instead of a Lord of Hell, he figures he should start paying a little more attention to the spirit of contracts as well as the letter, so… he offers to build Zeta a new body of metal, like Sagana’s. Zontar lets Jezeray out again so she can talk to Zeta’s soul. Zeta agrees that a body of living metal is probably the best deal she’s likely to get at this point; they choose a body of bronze with copper hair, as the closest to humanity without pathetic, doomed attempts at skin-tone enamel. The Konjurors must also get the hostages home. Artifex erases the traumatic memories from the catatonic Sara-Maria. Madame Zora decides that she’d rather not remember this, either. Judge Talmadge and Mr. Doyle, however, decide to keep their memories. The Judge is just plain tough: After several years with a son he had to chain in the basement every full moon, not much fazes him. Mr. Doyle simply doesn’t want anything from his worthless son. He excoriates Artifex for never telling his parents that he was still alive. Artifex responds with his usual I-am-not-who-I-was, self-made-man speech. As Artifex Gates Mr. Doyle back to South Boston, Mr. Doyle bitterly says that it’s quite all right if Artifex never speaks to him again. Finally, the heroes assemble again for the resurrection of Zeta Krafft. At last, Mulciber pours the soul-metal into the mold, breaks it open and animates her new body with a plunge in the quenching-vat. Zeta is shocked and dismayed with her new form: It’s rough and schmutzy. Well, duh: It hasn’t been burnished and polished yet. Mulciber tosses Artifex a jar of polish and says, with a leer, that he expects Artifex will want to help with that part. Artifex blushes, for the first time that any of the other Konjurors has seen. Aftermath: Artifex does *not* put any moves on Zeta; he doesn’t have any. In fact, he knows almost nothing about relating to real women outside scripted, artificial roles such as singles bars. Zeta is still dealing with shock. If anything develops between Artifex and Zeta, it’ll take time. They discover, though, that for metal bodies a good burnish is the equivalent of a massage. The heroes will certainly see some fallout from this adventure. Mulciber’s defection shifts the balance of power between the Imaginal Realms and is sure to infuriate the Descending Hierarchy. Artifex now owes a favor to Rick, which is no biggie, and two favors to the Emperor, which is. His soul is in hock as much as it was when he signed Mulciber’s contract. Zeta was travelling when Sagana captured her, and has no home at the moment. And what will Mulciber himself do? Will his subordinate demons poof back to the Netherworld if dispelled or knocked out? Talbot is pretty sure they will, unless they obtain immigration permits too or Mulciber transforms them in some way. A few days later, though, the Babylon newspapers (who obsess on the story for the obligatory nine days and no more) report that Mulciber has hired a marketing agency to find what consumers and businesses want in a demonic artisan minion, and he’s advertising the services of Mulciber Craft Associates Inc. Mount Mulciber itself shifts from Central Park to co-locate with Vesuvius, accessible by way of the Pompeii district — an eerie journey. It also co-locates less continuously with Lantau Peak (Hong Kong) and is sometimes seen in the distance from the Seattle, Naples and Tokyo districts, where it replaces the volcanoes seen from those cities. ----------- Dean Shomshak
  20. 1 point
    Chris Goodwin

    What happened to HERO?

    There's no reason at all, regardless of what edition you're playing, that a GM can't import a particular rule or power from a different edition. Instant Change for later editions or Change Environment for earlier ones are pretty obvious choices to me, for example.
  21. 1 point

    What happened to HERO?

    Well IMO 5th and 6th set increasingly higher levels of complexity. Yes, secret ID can be replaced by a social complication. But really, what was achieved besides added hoops to jump through. 5th and especially 6th was riddled with low or no value changes that catered to rule accountants rather than rpg fun. Also all just my opinion. But "cool! I'll buy Instant Change" is way more funner than "so I want to Instantly change into my costume, that is cosmetic what?" Not intuitive at all. Still just my opinion.....
  22. 1 point

    In other news...

    Malnourished dog finds forever home by accident https://www.wcjb.com/content/news/Malnourished-dog-finds-forever-home-by-accident-566268961.html
  23. 1 point
    Chris Goodwin

    Confused Old Timer

    Additional rules, but yes. Champions III, not the 3rd edition corebook.
  24. 1 point

    What happened to HERO?

    I feel like I need to echo ScottishFox's last post... D&D starts innocuously enough but quickly degenerates into a soup of modifier addition, rules, exceptions to the rules you just learned, spell interpretations, and don't forget GM house rules. The more levels you get get the worse it becomes and the more laborious actually playing it becomes. Sure at first level it seems pretty damn easy but it spirals out of control quickly once you get a few levels under your belt. My GM literally has a flowchart that we use to tell if our rogue can use his backstab. And it's not a trivial flowchart... I don't think a canned adventure with pre-gens is a magic bullet but I think it's one giant leap forward from where we are. Actually breaking down the characters and showing you how to build would be another huge step forward for new players. It's giving a man a fish and teaching them to fish... best of both worlds. Put it in the HoC and make it "Pay What You Want" to get the best effect. Someone needs to step up and do it... maybe a collaboration between people on this board needs to happen.
  25. 1 point

    Change the points cost of CHAR?

    You'd need to create a custom rules template (.hdt) for that, redefining the Characteristics that you want to recost and removing those that you want to eliminate.
  26. 1 point

    Quote of the Week From My Life.

    Ain't that the truth. I've taken to calling ours "office goddesses" and buying them treats when Great Harvest Bread Company comes in every other week. Seems to keep them happy.
  27. 1 point
    Not to mutilate a horse's corpse too much further , but to really perceive the full extent of Kal-Turak's influence in Ambrethel requires reading through a lot more of the text. He is capable of great subtlety; the story behind his orchestration of the protracted war between Szarvasia and the Drakine Realms is an outstanding example, and the GM's Vault has quite a few others which few suspect he's behind. But because those schemes are in fact subtle or obscured, how far the Ravager of Men can reach, and already has, is generally underestimated. Ever since Kal-Turak proclaimed his presence to the world, "evil things" of all stripes are said to have been drawn to Turakia. Unnatural products of the "experiments" he's reputed to perform are probably included among his followers. Of course the Undead make up a major fraction of his forces, which are nightmarish enough for most people. But a few other such creatures are specifically mentioned, including "ogre-zombies," "demonic birds," and "plague-spreading colossi." The Ravager is also rumored to be breeding a new type of dragon "whose breath is frosty cold instead of fiery hot." The products or byproducts of K-T's magic could include the God of Worms, a gigantic intelligent "carrion worm" of unknown origin which rules other carrion worms in caverns beneath Kal-Turak's Wall, as well as being worshiped as a god by Orcs and evil Men, some of whom it's transformed into worm-featured humanoids. The God of Worms is mentioned in Monsters, Minions, And Marauders, and fully written up in The Book Of Dragons. (For my own games I had the GOW pledge itself to K-T, and in his name govern the region of the Sunless Realms under Turakia.)
  28. 1 point

    The Academics Thread

    Possibly also any sort of sea-going activity.
  29. 1 point

    Crisis on Infinite Earths

    Yes. An animated Kirk Alyn.
  30. 1 point
    I'd love to go! But it's a bit out of my commute range, I'm afraid....
  31. 1 point

    The Last Word

    That is frelling brilliant, mate.
  32. 1 point
  33. 1 point

    In other news...

    I say--honi soit qui mal y pense.
  34. 1 point

    In other news...

    Another reason to stay far, far away from Twitter. Brrrr.
  35. 1 point

    In other news...

    Put it under spoiler tags if you post that. I really don't want to know.
  36. 1 point

    What happened to HERO?

    I always found the application of the math in Champions/Hero System to be quite intuitive and exceptionally clever from a design standpoint. And you know, basic arithmetic is real easy with a calculator by your side. I just think that in order to get the most out of the Hero System, especially for superheroes, you have to dig into the math to fully understand how the whole game design really works, and that's just too much intellectual effort to ask of most RPGers. Deep down, the Hero System is a detailed man-to-man combat simulation wargame dressed up as an RPG, and that will only ever appeal to a limited gaming audience. That's unfortunate from the perspective of anyone who wants to see the game vastly grow its player base, but that's just how the system is. You can't change that without it becoming an entirely different game.
  37. 1 point
    Lord Liaden

    Funny Pics II: The Revenge

    Ah, the Professor: a man who could build a nuclear reactor out of coconuts and sea water, but couldn't fix a six-foot hole in a boat.
  38. 1 point
    Just to clarify, the fantasy content on my site is not _just_ conversions. In fact, the conversion content is a small fraction of the material. And, even within the area of conversions, there is more than one way to "convert" from one game system to another, including a full reboot...which I talked about in this document: http://www.killershrike.com/FantasyHERO/SystemConversionStyles.aspx The "Reboot conversion", which sounds like the approach you are taking, says this: Reboot Conversion Another approach to conversion is to basically leave the old system behind and just use the mechanics of the new game system as is, reinterpreting characters in the new system and simply ignoring anything from the old game that doesn't match up. The setting and background information from the old game is retained, but the mechanics are junked or at best used as inspiration for expressing ideas in the new systems terms. PROS This method offers a lot of advantages. It is by far the simplest means of conversion since you really aren't bothering to do an actual conversion. This means it is also the quickest way to convert. Since you're not tweaking around with the new system's mechanics you are also unlikely to run into major rules issues. CONS However, there are some downsides to this method as well. There will be some (or even many) elements of the original game that simply do not translate into the new system without some conversion effort, and thus are left behind. This can have a huge effect on the general "feel" of the setting going forward. In some cases this all works out, with the setting mutating in a fashion that is agreeable to the GM and players, but in others it can cause the people involved to lose interest in the game as the elements that they liked about the original setting are lost. Similarly, the archetypes that were rooted in the old game's mechanics may find themselves eclipsed by new archetypes that stem from the mechanics of the new game, which can also take the setting in new directions. Players whose liking of the old game was largely based upon a fondness for a particular sort of character will definitely be disgruntled if their favored character type fades away or turns out to be disadvantaged in the new system. HOW CAN YOU USE THIS SITE TO DO THIS KIND OF CONVERSION? If this style of conversion is your preference, good news! Much of the content in the conversion resources will still be useful to you since they merely demonstrate how to use the HERO System to model concepts from the original game. But, more significantly all of the generic High Fantasy HERO content provided by the site is immediately useful to you as a buffet line / cafeteria style resource for you to cherry pick from. So, to be clear, it isn't a big deal to me either way if you are uninterested in using the material, but if you are passing on it due to an incorrect preconception of what the material is then you might be excluding some resources that could help you. I provided some content for "campaign paradigms" for fantasy...the root document is here: http://www.killershrike.com/FantasyHERO/HighFantasyHERO/campaignParadigms.aspx One of the types I covered was "Super Fantasy", aka "Capes & Plate". The main takeaway is mechanically it's the same as running a Champions game, the only difference is setting and SFX. http://www.killershrike.com/FantasyHERO/HighFantasyHERO/Paradigms/SuperFantasy.aspx I wrote up a document for GM's coming from a class & level type of game into the Hero System on differences in how to present opposition to characters in a points based game. It's here: http://www.killershrike.com/FantasyHERO/Conversion3e/Conversion3eOpposition.aspx The main takeaway I have for you is to stop thinking about "appropriate opposition" or similar "level based encounter" meta considerations. Instead, populate the scenario with things that make sense per internal consistency, and pay attention to action economy, relative combat values, total DC in attacks, and average defenses. Having said that, Hero System combats tend to take a while. The combat system is very granular and tactically oriented. If you are running 2.5 hour long sessions and expect to have four "encounters" or lets say story beats to put a little distance away from D&D semantics...including at least one combat, then you are going to be challenged to use the Hero System. You could speed that up by just keeping opposing forces defenses a bit subpar and various GMing techniques, but all in all be aware that a decent Hero System combat between four PC's and evenly matched opponents can easily take 2.5 hours or more all by itself. Depends on how "heroic" vs "realistic" you go. If you go whole hog, with all or many of the lethality and injury options toggled on, then yeah the PC's will be in constant danger of getting killed or maimed. If you stick to straight heroic with maybe Hit Locations and Encumbrance turned on, then the PC's are not particularly fragile but can unexpectedly die to a head or vitals shot. Personally, I prefer to run the Hero System at the "cinematic" heroic level, particularly under 6e rules. I'm currently running a face to face heroic urban fantasy campaign, discussed in the open on this forum under the "clubs" section. You can check out the PC's and a lot of the enemies they have faced thus far here if you are interested. Though it is set in a modern setting, it is an urban fantasy and is only superficially different from a fantasy game...imagine swords and bows and chainmail instead of guns and kevlar and its the same thing. https://www.herogames.com/forums/forum/89-topics/
  39. 1 point

    A world building exercise

    Loooong over due for an update here. Since July we have played depressingly few sessions. One of those sessions was really a BBQ with about an hour's worth of game chat tacked on the end. So the game has moved only very slightly. The following took place over 2 sessions: The heroes talked their way out of trouble with the Inquisitor. It helps that three of the party can work as the Face. All three together can be a formidable bunch of bullshit artists. That being said the heroes decided they weren't staying around long enough for the Inquisitor to appeal to higher authority; their librarian friend had given them a rough idea of where to go to find the Dooms of Ra and they went. They hired a ship and sailed south. (The sea they are sailing is basically the Red Sea. It is long and narrow, the western shore is the coast of Kemet, the eastern shore is basically the Arabian peninsular.) Their plan is to sail south, past the southern border of Kemet, make landfall and head west. About 3 days into their journey they are hit by a sudden squall and they see a huge water spout form before them. It comes straight for the ship, they tack but the water spout changes direction and continues to rush toward them. Just as it is about to smash over their bows the spout stops and transforms into a huge (20' tall) woman - a marid! She introduces herself as Hai al-Sabd, the sultana of the Narrow Sea. The heroes greet her with suitable platitudes and humility. Pleased by their humility the sultana asks them to perform a task for her, in return for which she offers a casket filled with pearls. All the heroes must do is rescue her lover. He is being imprisoned by her great enemy, the dragon-turtle Ahtalilla. Her lover is actually being held in a cage suspended from a tower, that itself sits atop a high crag, far above the sea. It is difficult for Hai al-Sabd to reach it, and would put hers at great risk. Not to mention there is a good chance it is a trap. After some negotiations the heroes accept. She gives them a piece of enchanted coral that will summon her if dropped in the sea. On the marid's advice they take the ship's long boat to the island. The hope is that it is small enough to escape notice, especially in the storm. The plan almost succeeds. A patrol of Sahuagin does notice the boat and comes to investigate. They catch the heroes upon a narrow pebbly beach just as they are looking for the best way to ascend the crag. In the ensuing fight the halfling sorcerer comes within a whisker of dying but is rescued by a heroic, last moment run by the cleric, who dodges past 3 or 4 enemies to reach the halfling and lay some healing magic on them. The fight was much bloodier than I anticipated but the heroes burn some healing and continue on. About half way up the crag they find a deep pool. The path past it lies between the pool and a long drop. Carefully, watching the pool for monsters, they begin to edge around the pool. To no-one's surprise a few large drakes leap up out of the water, their wings beating as they take to the air. In the battle I knock the ranger of the cliff, but that's okay as he has awesome reflexes and is able to catch himself before plummeting to his doom. After this the only tempting target was the halfling sorcerer, who was also standing on the cliff's edge. A drake charges him and... misses. The drakes are then dispatched quite quickly and the heroes carry on up the steep crag. Finally at the top of the crag they approach the tower. The imprisoned lover sits in a small cage that hangs from the parapets at the top of the tower. One of the heroes (the paladin I think?) calls out to the prisoner "Don't worry, we'll rescue you." Several other characters sigh deeply. The tower door swings open at their approach and a warm, welcoming light streams out into the cold, wet night. The heroes peak through the door and see a room that is decorated like an undersea grotto; all shells, frescoes of frolicking dolphins, etc. Amidst the room stand three beautiful women who welcome the heroes into their home. Not even the paladin is falling for this one but they enter anyway. The women claim they are goddesses and that their prisoner has committed the crime of spying upon them while they were bathing. At this point my wife, who knows me too well, says "They're hags under an illusion aren't they." Me: "Er...no?" But the heroes are still the good guys and don't go all sword-swingy without provocation. While the heroes converse with the "goddesses" they are being subjected to their Evil Eye power. This has the effect of staggering the target. (Think of it as SPD drain.) The heroes must make PER rolls (actually sense motive rolls) to notice the hags' subtle attacks. It takes a round but one of them (the cleric I think) does notice and accuses the "goddesses" of cursing them. Weapons are drawn and the fight is on. It's a bit drawn out, the SPD drain slows things down and the hags are able to retreat up the stairs to a higher level of the tower. Two characters (dwarven twins, both warriors) go down under the hags' Evil Eye, cursed and dying. But in the end the hags are not able to match the heroes in a stand up fight. Luckily the heroes had shown some forethought and had purchased potions to remove curses and both twins were saved. They then rescue the marid's lover, a man called Sherbad. He looks like a young Omar Sharif. As quickly as they can they get back to their boat and sail away, to rendezvous with their ship. Back aboard the Wave Cutter they set all their sail and head away from Dragon Turtle island as fast as they can. The heroes have of course been talking to Sherbad and how his lover sent them to rescue them. Up until now Sherbad had been playing with a very good poker face and hiding his true feelings. But now, many miles from his prison, he admits that he isn't all that keen to see Hai al-Sabd again. He had in fact been running away from her when he'd been captured by the hags. He begs and pleads with the heroes not to call the marid. There followed a pretty long debate about what to do. Som epeople pointed out that Sherbad was clearly a douche. (He is. No doubt about it, I played him that way.) In the end they decided to get to where they needed to be, and be onshore when they summoned Hai al-Sabd. From the safety of the dunes, about 50m back from the waterline, Sherbad explained that he was no longer keen adn that they should see other people. It was, he explained, him, not her. That's about when Sherbad legged it inland. Don't worry, he'll be back. The heroes then go on to argue that Hai al-Sabd now owed them a casket of pearls. They Point out that she had asked them to rescue Sherbad, which they had done. Angry, hurt, and crying the marid throws the casket of pearls upon the sands and leaves. The heroes have reached the land of Axum and are now planning their journey westward to find the mountain known as The Pillar of the Sky and the Valley of Dead Fire that lies inn its shadow.
  40. 1 point

    What happened to HERO?

    That is me with anything zombie right now.
  41. 1 point
    GM Joe

    What Are You Listening To Right Now?

    I'm continuing to listen to Hank Williams' repertoire. The guy was freaking amazing. I have not been a country music fan, but my maternal grandfather was, and I wanted to check out what the fuss was all about. Man, that Hank could write. As the book with the "Complete Hank Williams" CD set says, when he died at the age of 29 while on the way to a concert, he had "recorded sixty-six songs that were released under his own name, an astonishing thirty-seven of which were hits. The standard was so impossibly high that no other singer has come close to eclipsing it. When you consider that Hank wrote almost fifty of those sixty-six songs and that many of them are still among the most performed songs in country music, it underscores just what a brilliant, incendiary career it was." He suffered from a congenital back problem that caused him pain his whole life. His first marriage was to the great love of his life, Audrey, but their marriage was torture for both of them and ended badly. But still, when she died decades later, she was buried next to him (despite him marrying someone else after divorcing her!). He died in the back of a car, on the way to a concert, from a combination of pain pills prescribed by a quack doctor and his painkiller of choice, alcohol. But from all that pain came a lot of great music that has since been recorded by scores of artists. It's really stunning to me. I knew about Janis Joplin, Bon Scott, and other artists who died young and left an amazing legacy. But I didn't know much about Hank Williams until now. Now that I do, I feel closer to my grandfather (who died before I was enrolled in kindergarten) and I better appreciate a type of music and a musician that I'd given short shrift to in the past. And that makes me happy.
  42. 1 point

    Starting point values / AP limits?

    Welcome to Hero! You're definitely on the right track with trying to create the characters based on their feel and not trying to completely reproduce the original characters. That's the road to hardwork and disappointment. As far as level of play, you're going to want to stick with Heroic, methinks. Start with what feels like a reasonable amount of CP to build the characters (225, why not?). But don't be completely wedded to that number. You might find that the characters are adequately represented, but they might also not be. In that case, bump it up a bit. (Conversely, if you *really* trust your players, tell them to build their characters and don't really pay attention to the end cost of the character.) There are a ton of dials that you can turn and switches you can flip in Hero, so don't be afraid to test some out as a group and make a collective decision on them. You are also going to need to figure out how to make magic work for you. If your wizard has spell analysis paralysis then be careful with the method you choose. Variable Power Pools that can be changed on the fly are awesome and powerful, but if you think choosing from a list of spells slows you down, this can be worse. As was said, combat doesn't change pace much as you get to higher levels. But there are some things you can do to speed it up a little. You can ignore hit location for now (but it does add a fun new dimension to combat.) Make a chart with everyone's speed that shows what phases they act on and has their major combat stats. I put mine in a plastic report sleeve so I can write in the bad guys and notes as the combat goes along with a dry-erase marker. Then I just erase it when I'm done. You didn't say which books you have, but I do recommend getting the Fantasy Hero genre book if all you have is the core book(s).
  43. 1 point
    Duke Bushido

    What happened to HERO?

    Specifically, I thank you for this. "Modern HERO," "Action HERO," "Danger, Interational," _whatever_. Anything-- and I mean absolutely _anything_ -- "Dog Turd HERO" would have better pull potential than "Dark Champions" to someone not familiar with the brand, but already "well aware" that Champions is "too mathy" or "too much work." [EDIT: It also doesn't have that cringe Edgelord thing going on with "Dark this" and "Dark that....]
  44. 1 point
    GM Joe

    What happened to HERO?

    4th Edition is my preference, but I still see why someone would want 3rd despite the rules have becoming better defined over time. The advantage of 3rd was that the game was what was in the book(s) of that one game, not what you selected from the available options in a book-of-all-games. It's the difference between a house system and a universal RPG. Products made with a house system can be cobbled together by GMs to make a universal RPG if they want, but each game can be played as-is by anyone. A universal RPG can't be played as-is. It needs the GM to understand it first, and to make decisions about which optional rules to include and so on. Universal RPGs require more work up-front from the GM, and there's always more potential for mismatches between player expectations and GM plans regarding which bits to use, etc.
  45. 1 point
    I've gone down this road with two groups now. This is highly variable, but once everyone knows their maneuvers and numbers (OCV, DCV, Damage, etc.) then it is just slightly longer than a D&D round. Primarily because hit locations introduce an extra roll and a little math. Although, I've found that D&D 5e fights tend to take much longer in T3-T4 due to ever increasing hit point totals. In HERO the fights take about the same amount of time at all levels as long as offense & defense are scaling with villain offense & defense. Short answer: Yes. HERO system characters (super & heroic) do not generally scale their BODY scores much. In D&D you can start with 10 hp and be well over 100 later in your career. A D&D 5e fighter can leap from a 300 foot cliff, take 70 HP of damage and walk off in relatively good health at higher levels. A Fantasy HERO character that takes that drop is probably unconscious and somewhere between dead instantly and severely injured. My players quite enjoyed that at the end of their careers they could blow through a troup of bandits like golden gods and still get hurt enough by a lucky long bow shot that they couldn't ignore the threat any armed opponent represented. Also, congrats on bringing another group to HERO. D&D 5e public play is a great place to meet players and bring them to the D6 Side.
  46. 1 point

    What happened to HERO?

    I agree that there was rules bloat going from 4th-5th-6th, BUT, dear Lord, 3rd edition over 4th?! I played Champions back in those days, and 4th is a HUGE improvement over 3rd. One of the biggest reasons for the increasingly "lawyerly" descriptions is that the rules as written back in the day were often clear as mud. And there were new powers in 4th because a lot of kludges were needed to cover new instances. Plus a lot of mechanics were reworked to be more workable and balanced, like: mental powers, presence attacks, martial arts, etc. "3rd Edition Hero System" is comprised not just of Champions 1/2/3, but also Justice, Inc, Espionage and Fantasy Hero 1st Ed, IIRC. Lots of rules and abilities different between those games, so not universal or consistent. Less than a couple dozen skills for Champions players to buy. End Reserves were a mess. The vehicle rules... 3rd Edition Hero System basically is non-existent. And 3rd Edition Champions is an inferior product, in presentation, consistency, options and flexibility compared to 4th. It's like comparing MS-DOS to Win95. Yes, some people preferred MS Dos, but it was problematic for similar reasons.
  47. 1 point


  48. 1 point

    HS6E GM Screen

    Version 1


    This is a GM screen I created using a combination of tables from Champions Complete (mostly), and Hero System 6E Volume 2. I made minor tweaks to some tables because of spacing needs, but otherwise the tables are straight from those sources. The pages are laid out to use in a landscape 11" x 8 1/2" format. I use a four panel vinyl landscape 11" x 8 1/2" screen I bought online. Of course you can also use the tables on a laptop during play. Enjoy!
  49. 1 point


  50. 1 point
    Old Man

    HFFL '19: Revenge of the Browns

    Lost to the damn dirty Apes this week. I think it's time for the Ancients to panic.
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