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Hrimhari

HERO Member
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  1. Re: The Hero System is bland and over complicated The other thing that helps with SAN in a CoC game featuring repeated encounters with mythos beasts are the optional rules for repeated exposures. I can't remember how these worked precisely, but I seem to remember they were as follows: Short term: once you've lost SAN equal to the maximum that one creature can inflict in one hour, you're immune to SAN loss from that creature type for the rest of the hour. So once you lost 6 SAN from seeing Deep Ones (1d6 SAN loss), you don't lose any more from the other ones you meet for the short term. Long term: once you succeed in a number of SAN rolls against a creature type equal to the maximum SAN loss potential, then you are treated as automatically succeednig in SAN rolls against that creature type forever. For example, a Deep One inflicts 1d6 SAN loss on a fail, 0 on a success... so once you succeed in 6 SAN rolls for seeing Deep Ones, you never lose any more SAN from seeing them, ever. In both caes, you're not helped when seeing Cthulhu. Given that he causes 1d100/1d10 SAN loss, by the time either rule kicks in, you've lost 100 SAN and are now permanently insane... unless the encounters were over time and you have some VERY good counselling. I think the rules made sense. They were printed as optional because they stood a chance of damaging the feel... but I think they're good and would probably use them.
  2. Re: Supers vs. Military
  3. Re: What's different about YOUR Champions Unvierse? Good one. More than just one ep, though -- it the guy that Barlett had blown away was a Qumari minister (if I remember correctly). I always thought it was a name that sounded like an actual real nation rather than sounding like a fictional one, so stole it.
  4. Re: What's different about YOUR Champions Unvierse? Hehe, nice use of Binder, too. The quote from Defender in his CKC writeup makes me want to use him more. Additionally, I think the world does need more villains who organise by charisma and inspiration than by 'I am tougher, you all obey me.' Consider your idea yoinked for future gameplay developments. =D thanks! It especially works in mine -- one of the characters has a (complicated) history with UNTIL. He's actually the fusion of two people into one mind... and one of those people once worked for Project Shiva as a deniable asset inside the US (while the ban was ongoing). He might be kindly disposed to such a development.
  5. Re: What's different about YOUR Champions Unvierse?
  6. Re: What's different about YOUR Champions Unvierse? I hate it when movies steal my plot ideas. Oh dear, the Replicator-Borg sound nasty. Have they come up in play yet? Using the spill as standard, or working in super elements? =)
  7. Re: What's different about YOUR Champions Unvierse? Nice. Official aliens, or homebrew species? Did PCs take part in the Battle of Detroit? How did that turn out?
  8. Re: What's different about YOUR Champions Unvierse? Yeah, I think a dead Doctor Destroyer does remove certain plots, but introduces a whole lot more. It's a minor change, really, but results in a very different world. I'm eager to see how this ends up in play. How did it work out for you? Hm... how did PRIMUS change in the ebook? that's really the only source for them I have. What information was around before that? The idea of Earth's Starfleet is good, too. With all the alien tech around, it makes sense that someone would start that. ^_-
  9. Re: What's different about YOUR Champions Unvierse? Yeah, I have a few 4th ed Champions slotted in, too. Sounds like you had a very long-running game. The idea of a Destroyer/Mechanon teamup sounds frightening. I didn't have a lot of 4e supplement material. What was different about the 4e VIPER and DEMON? (As for PRIMUS, I have the pdf available online, which looks like it was made for 4e... there seems to be little or no 5e material available. XD Am I missing something there?)
  10. Re: What's different about YOUR Champions Unvierse? Sounds pretty cool. I might steal some element of that for mine, if you don't mind. =) Put up tensions between various world governments and UNTIL again. So how did the US respond to that initiative in your game? And are there rebel supers who refuse to join?
  11. Re: What's different about YOUR Champions Unvierse? Haw. Nice idea, but not my source. ^_- Kumar's Indian, anyway!
  12. Re: The Hero System is bland and over complicated Anecdotal evidence has its place. If a particular problem is claimed to exist, anecdotal evidence can show that it DOES exist, though not how widespread it is. Your counter-evidence shows that it's not universal. So the problem is somewhere between 0.000001% and 99.999999%. I'm just sayin' that in my opinion, the extent to which it IS a problem, and to which there are various barriers to entry/understanding by new players, is underestimated by long-time Hero players. If you find something very easy, it's difficult to see how someone else can find it hard without being stupid. Those D&D players being made fun of in this thread? D&D is a big game not just because of the brand name recognition, but because it's exceedingly good at being the RPG gateway drug. If we want to increase the Hero playerbase, those are precisely the kind of people who are going to be the prime targets. The former is really the only point I've been trying to make, which is why this little tangent has been going on. ^_- It IS a problem. How widespread it is, that I can't prove and simply don't know. But it DOES exist.
  13. Re: Supers vs. Military Personally, I tend to scale down the stats provided for real weapons... but load them up with advantages. Generally they end up 25-40% lower in damage, but with multiple levels of AP, Penetrating, or whatever. This allows tanks to have lower levels of defences too (again, with multiple levels of hardness, at least on the front armour), so heroes (or villains) with sufficient brute force can do damage or even crush the tanks. It works very well for the supers genre. Keeps military heavy weapons dangerous, but not overwhelming; and tanks tough, but not invulnerable.
  14. Re: Killing Damage in 6e You're welcome. =D
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