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Paradox

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About Paradox

  • Birthday 06/15/1976

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  1. I've finally gotten my sons into playing Champions and it has been a few years since I've run or played. 2017 my computer crashed and I found out that the Hero Designer CD I bought in 2003 wouldn't work anymore so I purchased a downloadable copy in 2017. The update options doesn't seem to work anymore. I'm assuming this is because it is over two years old. Are there any updates in the program since 2017 that would make it worth purchasing again? I don't mind doing it but only if it is worth.
  2. Sorry I haven't gotten back to you all. Thank you Schir1964 for the walkthrough. I'll try it when I get home from work and let you know how it works out. Thanks everyone.
  3. Yep your right that is what I was using back then. I didn't even realize it was gone. I'm not much of a programmer and I'm not sure to open the HTML's to add the page break line in the code. I have always used the HTML - Default Character Sheet (DefaultPrintTemplate.hde). Is there any other way to get the exported HTML to print?
  4. This may have been answered somewhere in the forums, however I can't seem to find it. When I go to print a character I cannot get the export to have the proper page breaks. It has been many years since I have been able to play and I know it used to work. I have my old character sheets. Is there something I'm missing that must be done to get the export to break after the proper container? Thanks
  5. Re: How do you work gaining Package Deals during game? Lastly, I just want to point out that judging from terms used in the OP, and my own personal knowledge, a lot of the vampire/werewolf fluff is being drawn from WoD, and that the OP has had a lot of experience running that system. Which brings up a good argument for the existing posted template. In V:tM, being embraced does not add to any set Attributes, but gives a few extra "dots" to be placed where the player wants the character to have them. It also allows the player to determine what (from a limited selection) of vampire abilities (Disciplines) he gains. I would restructure the template to allow this freedom as well (not adding to specific Stats, but allowing for a set number of points to be applied as the player wishes to the character's stats. Thanks Troile I've been running hero on and off since 4th edition. I haven't gotten into 6th yet. I don't want to shell out the cash for them yet. As for the theme of the game. Yes, I pulled a lot of inspiration from WOD for both Vampires and Lycanthrops. The package deal covers just what every base vampire get receives. The idea being that the player doesn't have to dish out more points for the base package. Any powers or Disciplines they want would have to be covered in xp. That is the reason for the points being even. The play may use xp to buy of some of the disadvantages that are not core to the race and they may buy any powers they wish within a set group. I'm already running the game and as of yet don't have any players interested in playing vampires or lycans. So far things are going well. Are there any more ideas out there?
  6. Re: How do you work gaining Package Deals during game? Of course at the end of the day, its a game. If you and your players want to play in a world like this then you can simply allow it to work like that. The new 6E rulebooks mention this sort of thing REPEATEDLY. You, as GM, just state that in your game players may become more powerful through gaining one of these templates (as they are now known). I highly recommend you make sure your players are on board with this kind of a game, but if they are it sounds like it might be alot of fun, just make sure that a character that gains such power doesn't totally overshadow the rest of your players. I'm not using this package for the players right now. But I am trying to put together the elements for the future. IE. if at some point a PC would like to get embraced, i'd like to have the system figured out. Or that NPC that has been meeting with the PC gets turned, how does he appear when the meet him/her next. I want a playable package that should certain events happen a character can shift forms for lycanthropy, become embraced, or learn magic. The Were-forms and the magic were easier for me to complete. It was the vampire package that I was reaching out for advise on. I've had a couple individuals flat out say that it was to weak for a vampire. I'm not concerned about the point total of the characters so much as I am a believable concept. I've run games where the characters are all created with the same base of points but with different amounts of xp awarded for age and good backgrounds. The extra 80 points are alot. Especially in the level of game I'm running, but I don't think that it is an unbelievable number for a fledgling vampire. I always try to run a game for with the ideas of concepts and backgrounds then to strict point totals. So far my players enjoy it. I am however always looking for ideas and critiques from other storytellers.
  7. Re: How do you work gaining Package Deals during game? Sorry its took me so long to respond to this. I think I found a workable package that I like. This is the package that I put together for the Vampire. Its based around the idea that a fledging vampire isn't the powerhouse that an old vampire would be. The "Creation," is based in ritual. It must be taught to vamprire by another. The cost and disadvantage points balance out and the character can add other vampire powers with XP if they wish. The only other thing that they would have to buy off is Normal Characteristics Max. Val Char Cost 14 STR 4 15 DEX 15 12 CON 4 12 BODY 4 10 INT 0 12 EGO 4 15 PRE 5 10 COM 0 5 PD 2 4 ED 2 2 SPD 0 5 REC 0 24 END 0 25 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 40 Cost Power 4 Undead Resilience: Damage Resistance (6 PD/6 ED) (6 Active Points); Costs Endurance (-1/2) 5 Fangs (Retractable): Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) 10 Regeneration 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (45 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Does Not Work On Some Damage Faith, Sunlight, Fire (-1/2), Self Only (-1/2) 6 Vampire Senses: +2 PER with all Sense Groups 15 Undeath: Life Support (Longevity: Immortal; Self-Contained Breathing) Powers Cost: 40 Total Character Cost: 80 Pts. Disadvantage 5 Dependence: Blood Weakness: -3 To Characteristic Rolls and related rolls per time increment (Common; 6 Hours) 10 Soulless: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Subject to Faith 20 Susceptibility: Sunlight 2d6 damage per Turn (Common) 25 Physical Limitation: Subject to Commands of the Sire (All the Time; Fully Impairing) 5 Vulnerability: 1 1/2 x STUN Faith Blessed Attacks (Uncommon) 5 Vulnerability: 1 1/2 x BODY Faith Blessed Attacks (Uncommon) Disadvantage Points: 80 I'm not sure I would allow a PC to play an Abomination (Vampire/Lycanthrope). I've played with them in the WOD by White Wolf, but I don't think I'd allow it for a PC. That being said. Lycanthropy isn't a disease in my game. It is an inherited trait that displays itself somewhere around puberty, normally. I don't have my Lycanthrope package deal with me but it is built as a multiform with three different forms. Animal(can be "Dire" sized), Crinos, and human. The Crinos form is the primary form and the human and animal form are both built off 150 points. I will have to apologize to everyone for not responding to everyone's points and advice individually like I would. Work takes up more than its share of my time, so I don't get online a lot. But thanks for all your responses.
  8. Re: How do you work gaining Package Deals during game? Thanks for the responses everyone. I think i'm going to use the packages as is without adding disadvantage points, But let the players have the option of trading out disadvantages with some on the package deal if they make sense for the template. So far it seems to be going fairly well and seems pretty balanced.
  9. Re: How do you work gaining Package Deals during game? That was one option I was looking at. I'm working on the package deals for my HD program and that seems to be the only way to get the disadvantages not to add. I have not figured out how to have the program exclude disadvantage points over the max. BTW were still using 5th edition revised. Does anyone else handle thing differently?
  10. I’ve searching through the forums to see if this was addressed. I found some topics that were close but nothing that fully satisfied me. So I’m reaching out to see what other people have come up with. I’m running a Modern Urban Fantasy game. It has a combination Dresden Files, World of Darkness, Supernatural, and Anita Blake feeling to it. So I have psions, mages, vampires, lycanthropes (different species), fae, sprits, etc. The players are starting out human but may at some point become more. I have no objections to one being turned into a vampire, suddenly becoming a lycanthrope (It is passed on by the parents, not a disease) or learning magic. The problem I’m running into is adding package deals to current player characters. Adding a package always runs the disadvantage total over the min and adds the extra points to the base character. I’m just curious on how other people have handled package deals and how they are added to a character during the game. IE do you just add the package and adjust the min and max disadvantage totals for the character or do you have some other way you track it. Thanks for the help.
  11. Re: question about multipower magic pools I'm still using 5th edition rules (btw) This going to depend on how you allow your characters to build their wizards. For my game I apply the -1/4 "Magic spells" to the MP pool, then buy the slots and insert created spells. I know that the cost of each slot is based on the MP pool not the active points of the spell, but in my game the players have to learn at least 30 real points worth of spells before they can buy the MP. Also this is going to depend on how your magic is separated IE schools, classes, elements etc. With mine each Element requires its own MP pool... This could get long winded and thats not what i want to do. So in answer to your question it depends on how you want the magic to feel. If you have a list of common limitations that ALL spells require then you can place them in on the MP pool. Other wise if you say that all spells require at least say -2 in limitations then Killerstrike's idea works wonders. A lot of it all depends on how you want the feel of it be. General mages, specialist wizards.. etc
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