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Beast

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  1. Like
    Beast reacted to Zarthose in Question about "only in Hero ID"   
    If someone has "only in hero ID" I'm unclear on how that works? As a rule of thumb, should that be 30 seconds to switch IDs? Oe just a segment? If they want a completely different look ( human to demon) is that something they have to pay for ( shape change, transformation ect) or is that free? I just want to be fair, and am looking for guidance. Thank you for your time. 
  2. Like
    Beast got a reaction from Brian Eye in GURPS Traveller Deck Plans as Source Material   
    here are a bunch from Independence games(formally Gypsy Knight Games)
    they do their own traveler universe using the Cepheus engine(modded Mong Traveller 1st ed)
     
    https://independencerpgs.com/collections/all
  3. Downvote
    Beast got a reaction from Chipmunk in The perennial M&M/Champions conversion question   
    use PL 10 to simulate 20 DC
     
  4. Like
    Beast reacted to tkdguy in More space news!   
    The NASA manned mission has just launched. This is the first time in years we've gone to space without hitching a ride from the Russians.
  5. Like
    Beast reacted to Christopher R Taylor in Champions Begins!   
    A while back, we spent some time discussing how Hero needs a way of introducing people into the game for modern players.  In the past, it was fine to print a book of rules and hand them to people, because folks were more accustomed to long-form reading, studying, and figuring rules out on their own.  For those who like this sort of thing and still do it, well that's great.  But for many others, especially younger players we want to draw into the hobby, we wanted something more. Also, its not that Hero is complicated or difficult to learn, but it has gained that reputation in recent years, and its useful to help people see that isn't the case.
     
    From this discussion came the idea of building a "tutorial" for Champions, a scenario that each session gave the players and GM more of the rules until they knew the full structure of the game and how to play it.  The name we came up with for that was Champions Begins (a riff on Batman Begins).
     
    The concept was this: a simple scenario of superhero-ing in several parts, each of which introduces more of the rules step by step.  With that would be tips on how to run a game for the GM and how to play RPGs for players.
     
    I've started writing on the main sections of the book, and am almost done with scenario 1.  My idea was this: use the old Viper's Nest scenario as expanded in Viper 4th edition, because its great at bringing players into the scenario a little bit at a time and is a classic for the game. With its six chapters, that gives us 6 sections to teach people the game with.
     
    I figure for each character we give them only what they will use for each scenario, adding with each one points and abilities then added in the next chapter.
    For example, chapter one is just pereception rolls, very basic combat (no END use, Body damage or special attacks), and movement.  So Character X gets stats, a few powers that let them hit things, move, see, and not be hurt.
    Chapter two adds skills and presence attacks, so Character X now gets a list of skills added to the sheet!
    These upgrades can be treated as "experience points" in lumps that help players get used to the game.
     
    Much has been said about how we could and should step up more to help our hobby out.  Much has been discussed about how we can reach new players and excite them with Champions by putting out new content and running games.  Well, here's your chance!   You can help out and contribute materially to this goal, by giving the game a tool that would help players learn Champions and become familiar with real role playing games.  They've played computer games.  They've watched movies.  Now they can BE a hero.
     
    Pitch in and help us out!

  6. Thanks
    Beast got a reaction from DreadDomain in Where to start   
    I's start w/ Champions complete pdf at 20$
    then add the current Bundle of holding for 4th ed as this will give you tons of earlier source material that can be converted to 6th ed or go with 4th ed as the rules are there also
    4th edition is a bit simpler in building characters
    the bundle is currently at 30.52$ for everything
    hurry as it will be going up
    https://bundleofholding.com/presents/Champions4Essentials2020
     
     
  7. Like
    Beast reacted to assault in Where to start   
    Champions Now is a bit of an outlier. It's not part of the "family" in the same way as the other editions. Basically, a lot was changed.
     
    Champions Complete is the "current product" in terms of the main continuity of editions.
     
    If you want to run published scenarios, Champions Complete would be better. Champions Now is aimed at Do It Yourself campaigning. It's also much less compatible with other editions.
     
    Of course you can also run 5e, or whatever set of rules you feel most comfortable with. Only some players care about "the latest!" edition.
  8. Thanks
    Beast reacted to Duke Bushido in Bundle of Holding   
    For those who missed it last time, the Bundle of Holding offer starting today is the complete HERO 4e.
     
    I haven't had time to look, but here's hoping that this time around it contains Western HERO and Horror HERO. 
     
    EDIT: ERRONEOUS ASSUMPTION!  ONLY 4E CHAMPIONS AND RELATED BOOKS THIS TIME AROUND. 
     
    Sorry for the confusion. 
  9. Thanks
    Beast got a reaction from Tjack in Swords in science fiction -- why?   
    This guy

    http://www.todayifoundout.com/index.php/2013/09/the-man-who-fought-in-wwii-with-a-sword-and-bow/
  10. Haha
    Beast got a reaction from Duke Bushido in Champions: The Super Role Playing Game (4th edition)   
    well 3 if you count the pdf or 4 if the back up counts
    and the whole 4th ed bundle when it came out
    besides at 5$ it was hard to turn down
  11. Like
    Beast reacted to Gnome BODY (important!) in How Would You Create an "Anatomical Separation" Power?   
    I'd call that Stretching, Does Not Cross Intervening Space and Clairsentience, Only to Locations Stretched To. 
    Main difference between my construct and dsatow's is that my version permits your detached bodyparts to be attacked to hurt you.  If that's not what you want, definitely use dsatow's version. 
  12. Like
    Beast reacted to Jason S.Walters in Champions: The Super Role Playing Game (4th edition)   
    Champions: The Super Role Playing Game (4th edition) is now available POD in black-and-white softcover on RPGNow.
  13. Like
    Beast reacted to Koop in Roll20 HERO Support   
    @Beast My experience is similar. I set up basic 3d6 die rolls and a simple damage roll using macros that were available in the Roll20 forum. For a Champions-based game like mine, that's 90% of the rolls anyway.
  14. Like
    Beast got a reaction from drunkonduty in GURPS Traveller Deck Plans as Source Material   
    here are a bunch from Independence games(formally Gypsy Knight Games)
    they do their own traveler universe using the Cepheus engine(modded Mong Traveller 1st ed)
     
    https://independencerpgs.com/collections/all
  15. Like
    Beast reacted to shadowcat1313 in GURPS Traveller Deck Plans as Source Material   
    the new T5 kickstarter had a -package of deckplans incluided that might prove useful
     
    theres also a really sweet  book of deckplan geomorphs that is a **FREE** download, it says unofficial, but Marc Miller has approved it being distributed, it just cant be sold.
    I was the one who took it to Marc for verification of permission, and can provide such if ever needed. its not my work, I just happen to talk to Marc a fair bit, usually by accident
    http://travellerrpgblog.blogspot.com/2018/10/the-starship-geomorphs-book-if-finally.html. for scale reference 2 hero hexes=1 traveller square
     
     
     
     
  16. Like
    Beast reacted to Christopher R Taylor in Western Hero 6th edition   
    I have completed and sent Western Hero to Hero Games to look over and build a cover for.  Its a complete book with all you need to build characters and play the game (minus powers and modifiers etc, as not applicable in a heroic game) with a full campaign setting adapted from the original Western Hero 4th edition, plus tons of adventure ideas, campaign tips, background, maps, etc.
     
    Also, I have uploaded a file of The Greatest Guns Who Never Were, a file containing almost 50 fictional characters of western and western-inspired background from books, comics, movies, television, and radio, from Hopalong Cassidy to Mal Reynolds and all points in between.  Its free in the Downloads section and includes full Hero Designer write ups as well as a pdf containing them all and some notes on how they were made.
  17. Like
    Beast reacted to Christopher R Taylor in Western Hero 6th edition   
    OK I have completed the build and uploaded the companion file The Greatest Guns of History as well.
     
    This includes dozens of historical figures of many various types, free for download and use in your game.
  18. Like
    Beast got a reaction from pawsplay in Swords in science fiction -- why?   
    This guy

    http://www.todayifoundout.com/index.php/2013/09/the-man-who-fought-in-wwii-with-a-sword-and-bow/
  19. Like
    Beast reacted to Brian Stanfield in What makes a complete game "complete"?   
    I love your list of countermeasures! You should run with this as a game! Maybe if you write it up as a "setting," you could put it up in the Hall of Champions.
  20. Like
    Beast got a reaction from Duke Bushido in What makes a complete game "complete"?   
    I agree Basic should have been called Sidekick or something simular
     
    there is nothing stopping the writer from setting some dials as a suggestion
    really the power  level suggestions on the bottom of page 14 of the Basic(Sidekick I loved that name also) rule book pretty much sets most of the dials there
    the rest of the dials are pretty much what the GM and PCs agree on
    there is also no stopping the publishing of pre-gens for PCs to look over and maybe with help of the GM to swap skills,talents,perks, and equipment

    I know how to fake it good

    1920/30's bores me to tears unless there are low power supers

    what probably is needed are a 10 to 15 monster/villain pdfs for beginner games
    get HSB(Sidekick) and maybe a free or really cheap Splat pdf like above, also a setting that will have followups in the future and maybe an over all storyline to follow(like TORG,VtM,7th Sea, etc)
    this begging stuff should be cheap, maybe recycle some art, monster and villains
    you might even get it down to say WildStrike sized
  21. Like
    Beast got a reaction from Vanguard in What makes a complete game "complete"?   
    was stuff left out or was new stuff created after 4th ed came out?
    now I know 6th ed APG's where done with stuff left out of 6th ed but was also never in 5th ed or FREd as Steve Long said that before 6th ed was printed
  22. Like
    Beast reacted to Brian Stanfield in What makes a complete game "complete"?   
    The ideal I have in mind is to use a game like this as an incentive for players to want to buy the toolkit and fiddle with it themselves. This is basically what we did back in the '80s (right, @Duke Bushido?) and is not a new concept, or even a difficult one to grasp. We can go to the HERO store, for example, and buy HERO Designer, but for people who are really curious, they have the option to buy the source code for HD and fiddle with it themselves. Same concept: HERO System is the source code and programming language. The game is the consumer-side interface.
     
     
    I may have to create an entire game with nothing but heroes bitten by kangaroos. . . .
     
    The supers genre is a bit more complex to figure out, at least for me. People have so many ideas of what they want to do, it seems a hard sell to create a game with only some of the powers included. I know that's not exactly what you mean, but by the time you create several kind of Blast options (AoE, NND, Indirect, or whatever variations), you may as well simply use the entire Powers list and expect people to figure it out. I think maybe this is the PhD of HERO System gaming. I think this is peculiar only to the supers genre though. 
     
    I think it fits really well for Fantasy HERO though, with specific spell lists and such. People are already "trained" to use spell lists, magical items lists, special skill lists, and stuff like that from D&D or whatever else game they came from. 
     
    In each case though, if this were to be the model for supers or fantasy, I think maybe they'd have to start with a setting in order to explain and understand the "settings" for the Powers in the game. We don't have to reveal the builds, but we do have to explain why wizards can't use armor, or why there are two spell systems (arcane and divine, for instance), or whatever else. These decisions imply a setting, and half the setting work is already done by the time these decisions are made. Again, I think it works less well for supers, but maybe it's still workable. 
     
    Can you imagine if a new setting book came out for Champions that made these sort of decisions? Do you think it would work, at least as a starting point for new gamers? Experienced HERO players may not like a more setting-limited approach, but non-HERO people may. Since Champions was the first game I learned after a few years of D&D, I'm used to its wide open approach. I'd be a bit disappointed if I could only select from pre-defined powers lists. In fact, this is why I never picked up other supers games, because they seemed to be too limited. I can't tell if others would feel the same.
  23. Like
    Beast reacted to Doc Democracy in What makes a complete game "complete"?   
    I would caveat that.  HERO is probably not for a group where NOONE has played TTRPGs before.  Given a good GM with HERO experience, willing to put in some groundwork, it is no worse than any other game.
     
    Doc
  24. Like
    Beast reacted to PhilFleischmann in What makes a complete game "complete"?   
    This is a very good point, and you're probably at least 90% right.  As much as I would like to attract gamers to HERO as their first RPG, it may always be a small minority of the RPGers.  I know of one person who has played Champions, but never played D&D (or any other RPG).  But he's the exception.  I'm certainly not an exception.
     
    So maybe the selling method is more along the lines of, "You've tried the rest.  Now try the Best!"
  25. Like
    Beast reacted to Duke Bushido in What makes a complete game "complete"?   
    I'm not here to bust your chops, Sir.  I am here to deliver amusing information, but in order to do that, I have to point out that both of those are actually _third_ edition games.  Danger, International really got no support: there was "Here There be Tigers," an adventure published in 1986 claiming to support both Danger International and its predecessor: Espionage! (the exclamation point, apparently, is mandatory), which, like the majority of HERO games support material, introduced new "core rule" things like Skills in addition to a couple of bestiary contenders.
     
    Interestingly, Espionage, published in 1983, received its first bit of support material ("Border Crossing" from HERO Games) in 1983, and nothing else from HERO Games.  However, many MSPE products (notably those written by the truly talented Michael Stackpole) would continue to include "Champions" characteristic blocks for the characters inside and list themselves as being compatible with---  Espionage!, even after the publication of Danger, international.  In fact, support for Espionage continued on deep into the _FOURTH EDITION_, with the last product known as listing itself to support Espionage! being published for the first time in 1992!  (I am sorry; I do not know the date of the one reprint of that adventure).
     
    Seems I'm not the only person who liked 2e the most.     Thank you, Mr. Stackpole, who, with Deb Wykle, published Mugshots Number 2: Taking Care of Business,  proudly proclaiming support for 2e even after _3e_ was gone and nigh-forgotten.
     
    (just try to ignore the little note in the introduction that refers you to Mugshots Number 1 for the reason that these books were seven years behind schedule.    )
     
     
    Yep.  That had no purpose other than to entertain you, Brian.  
     
    I hope you enjoyed it.  
     
     
     
    I've got to level with you:  I would think, personally, that Supers or Fantasy would be the _easiest_ to create a "complete" game for, simply because, as others have pointed out, there is so much social tradition and social consciousness behind them: we have a cultural awareness of, if you will, "what superheroes are" and what their world looks like.  Seriously:  take a survey.  Stand around at a busy mall---
     
    wait.  Scratch that.  I don't think there's been one of those since Mugshots Number 2 was published....
     
    Stand around a busy grocery store and see how many people will play this game:
     
    Excuse me, Ma'am.  I'm taking a survey-- no; I don't need your name.  I would like to say something to you, and tell me the first name that comes to mind:  "Super hero."
     
    Of course, you will have three columns on your record sheet:  Superman, Spiderman, and "other."
     
    See what I mean?
     
    As a general rule, we "just know" that superheroes operate in a world that is, more or less, our modern world.  All you need for "setting" is the locations of the individual scenes, and cultural awareness sort of fills in the rest.
     
    Don't believe me?  When was the last time you saw someone playing "Underground?"  Yes; it was a superhero game, and I mean it was a _damned weird_ one!  Do some wikipedia on that thing, if you've got time to be both fascinated and horrified.
     
     
    Same sort of thing goes with Fantasy:  One column for Tolkien / D&D; one column for Conan / Red Sonja, one column for "other."
     
    All you really need to do is set the tone, imply a frequency of magic, and list a few creatures you might encounter:  "manticore, Balrog, wyvern,"  or "Horse, bear, wolf."  You've done your work.  Describe the locations of the action scenes, and done.
     
     
    It's those things with which are less-aware as a culture that would present the biggest problem.  Honestly, i figured that's why Justice, Inc had such a nice campaign book in the first place, while Champions and Fantasy HERO (the early works for each) really didn't:  Supers and fantasy needed less explaining to jump in and have a good time.  
     
    Anyway, I've got a few other things to take care of.
     
    Enjoy your new trivia!
     
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