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Territan

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  1. Thanks
    Territan reacted to Brennall in Tabletop Simulator   
    @Territan I suggest linking in this thread for latest information
     
    The mod is already released in Beta and active with over 1000 subscribers to date.
     
    If you wish to help out with the mod and the work to move it to full release join use on the Discord here: -
     
    https://discord.gg/HcUJvJH
     
    Please msg me on the discord if you need any help.
     
    To see what the latest changes and tutorials you can find and subscribe to them here: -
     
     
     
    Enjoy!
  2. Haha
    Territan got a reaction from Duke Bushido in So, your two statements... What are they/would they be?   
    Reality cracked, and the superhero age officially began, due to a mystic conflagration on August 21, 1945. Scientific studies around the Los Alamos Laboratories almost always generate surprising and unwanted results. (Admittedly, anyone who puts together that time and place will start down a particular rabbit hole. I just had to make it a little more twisty to open up all sorts of paths.)
     
     
  3. Like
    Territan got a reaction from Pariah in So, your two statements... What are they/would they be?   
    Reality cracked, and the superhero age officially began, due to a mystic conflagration on August 21, 1945. Scientific studies around the Los Alamos Laboratories almost always generate surprising and unwanted results. (Admittedly, anyone who puts together that time and place will start down a particular rabbit hole. I just had to make it a little more twisty to open up all sorts of paths.)
     
     
  4. Like
    Territan reacted to Gnome BODY (important!) in Should Villains Be More Powerful Than Heroes?   
    It's an easy enough conceit to deimplement.  Just have sufficient mooks of sufficient quality and/or villain teams. 
    That's what I'd do if I were running HERO, just because 4v1 is an action economy curbstomp. 
  5. Like
    Territan got a reaction from drunkonduty in Clue Aversion   
    I have to ask now, because I have trouble believing that I'm being that difficult...
     
    Let's say, just as a hypothetical, you found yourself in a situation where your DNPC's car was found burned out off the access road behind a bunch of warehouses. Someone else was driving it. There was almost guaranteed a meta behind that strike.
     
    At a later furtive meeting, she confides that she had been getting information from the woman who was driving her car when they were attacked; she got away, but not without watching that other woman die in her place first.
     
    Then, shortly after that, she calls in and asks frantically, "Quick, can you tell me if Benjamin and Theresa Duffey reported a burglary in their house on the night of December 18th?"
     
    Perhaps dealing with that group for so long has blunted my understanding of how to run a mystery, but...
     
    Would the rational, responsible, heroic thing to do under those circumstances be:
    Do nothing about the mystery, claiming that "I don't have any leads; I'm just waiting for information at this point," Go on a drunken bender hard enough to end up in another state, or All of the above?  
    I think I can be excused for thinking I need better players.
  6. Like
    Territan got a reaction from Cassandra in The Arms Race Must End   
    I'm getting fed up with my group, enough so that I may spike the campaign I'm currently running with them, even though they enjoy it immensely.
     
    I describe my players as "diabetic kids locked in a candy store for a weekend." They've built the most densely top-heavy combat-based characters imaginable. They don't forget skills or merely neglect their skills as backhand them out of the way as they pass that rack on the way to pick up more powers. Sometimes during play, they may say "I need to pick up that skill," but after the session ends, invariably they reach for the Powers book first and the skill list a distant seventeenth.
     
    How do I stop this? Throwing tougher opposition at them merely validates their decision to power up. I prefer to think I run a fairly heavy skill- and interaction-based game, but the one time a skill-based character nearly "got away with it," the gnashing of teeth and threats to ragequit the investigation were impressive indeed. (Maybe that's the way I need to go?)
     
    Additional point of information: This game has gone on for a while now, so some of these characters have crested 500 points (400+100XP). Those points have to go somewhere. And these people pretty much cut their teeth on Marvel, which was powers first and skills a distant seventeenth, so...
     
     
  7. Like
    Territan got a reaction from tikiman in Experiences teaching people Hero Game system   
    I'm currently running the "superhero" game in two separate groups, one at the local game store on Thursday nights and the other in a person's basement (so no, that one's not public, sadly). They are their own campaigns, set in different cities, with different cosmologies and different threats facing them.
     
    When it came time to set up the first group, many years ago, I had Hero Designer and not a whole lot of experience with 6th Edition. Still, I created serviceable characters for them which they've stuck with for the most part. (It's interesting to note that the one of the players in that group who I had played with before, and knew the most about the Hero System, created the character that most quickly became ungainly and clumsy for him, necessitating a recent switch.)
     
    I let them decide what they wanted in their character, and entered their choices in Hero Designer. I got serviceable characters out of that, and they've managed the occasional combat I've thrown at them. Fortunately they're easily amused by the unusual situations I throw at them (currently they're trying to reason out why the CEO of a small security company got car-bombed, how it was done with an explosive so small it fit in the fuel line, and what a pistachio-eating teleporting undead ninja has to do with any of that. Unfortunately they seem a little selfish and cowardly, concerned with what I'm going to throw at them next and how they can defend against it. Let's face it, anyone who feels the need to take Life Support  (Eating: Character only has to eat once per year; Immunity: All terrestrial poisons; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) and eyeing putting even more points into it is trying to hedge his bets.
     
    Group #2 got a little faster start, because by that time I had the Champions genre book. Have you ever taken a good look at that thing? Toward the back there's a collection of templates called the Superhero Gallery, and it contains skill groups, complication groups, and twenty different prefabricated mix-and-match character archetypes. That allowed for faster character creation, except for the one guy who had some idea what kind of character he wanted, and I built that for him. And he seems happy with it. Combine it with the Hero Designer package for that sourcebook, and you can crank out characters pretty darned fast.
     
    I will say, though, that neither group really gets it. The one group hangs onto my copy of the Champions Powers book (and the Hero Designer package for that is a must too) and uses it as a power sourcebook instead of a book of worked examples of what the power system is really capable of. They play enough other games that they sometimes forget the whole 11+OCV-3D6=DCV Hit thing, and that they roll 3D6 and aim low to succeed at skills, but what they do for playing the game they still manage to enjoy immensely, almost to command-performance levels. And they are learning how to count Body and Stun, so there's that. And yes, I seriously doubt it's because I'm That Good.
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