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Legendsmiths

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Everything posted by Legendsmiths

  1. Re: How do I determine this... I agree. 33 STR would be 24x normal, so somewhere between 30 and 33. "faster" can mean a lot of things. Reflexes, Actions, and Movement are the three most common aspects. Reflexes: DEX 30 is probably fair. No human will ever have initiative on them in most situations. Actions: 20x doesn't really work here. At least from the shows they are about SPD 6, maybe more if they just fed. Movement: Clearly stupid fast. Flying aside, they can run at probably 200mph. A human can manage 10-15mph, so if they are 20x that you are at 200-300mph. I would also say that is generally non-combat movement, but not all of it. To put that into movement terms convert to kph: 330-500. Let's go with 360kph (about 215mph). Get movement per Turn 360 kph * 1000 = 360,000 meters/hour 360,000 / 60 minutes per hour = 6000 meters per minute 6000 / 5 Turns per minute = 1200 meters per Turn [*]Divide by SPEED to get meters per Phase 1200 / 6 SPD = 200 meters per Phase [*]Divide by NC multiplier (let's use 8) 200 / 8 = 25 meters per Phase, combat movement So, Running 25m, x8 NC Multiplier with a 6 Speed and 30 DEX. This seems about right to me. They can get to anywhere in the immediate vicinity as a half or full combat move, and can get across town very fast. Whether or not that costs END, or how much, is up to you. I suggest an END Reserve for their Vamp abilities that can only REC by drinking blood. Or apply the same to their REC characteristic.
  2. Re: Google Spreadsheet Hero 6E Character Sheet Template I added a Power Design spreadsheet to the Templates as well. It is a separate document, which I think works out better since not all characters require detailed power builds. You can also find it on our site. http://www.legendsmiths.com/downloads
  3. I added a Power Design sheet to Google Templates. You can find any of these by searching for "Hero System" when you choose Create From Template. They are also on our site. http://www.legendsmiths.com/downloads
  4. Re: Record Sheets You mean, not from HD?
  5. Re: Kickstarter Politics I think the gist of your post Epiphanis is more about the issue of change, rather than the specifics of crowdsourcing or otherwise. In your situation, with your set of preferences, I can see how this would not be a welcomed change. I'll make a general observation about resources however. Steve Long is only capable of writing X words per month. Now I know his X words are volumes greater than most, but it is still, contrary to legend, finite. So, Steve isn't any more likely to work on his next project now than he would otherwise. However, from my perspective the opposite is true. Rather than waiting around for one book or another to be printed, and maybe buy it or not (a few recently I haven't bought). With this model, and additional incentives, I have contributed more than I would have for those projects, significantly more, and I am motivated to help ensure the project gets completed. It allows me to feel more part of the process than ever. If a project comes along that I'm not particularly interested in, such as Profit & Purity, I would still contribute 10-20 bucks to help make sure it gets done for those that are really interested in it. I think the model makes a lot more sense for a small market. I think it is far more ideal when you have a limited set of resources to ensure that those resources are applied to the most popular projects. As for hard copy vs. ecopy. I think that is a debate/discussion/argument that will fade in time. While we transition to ebooks, there is of course turbulence, but even with my current preference for PDFs I am growing weary of their lack of interactivity and am already looking forward to the next evolution to something more dynamic than print or PDF. I for one welcome our new Kickstart overlords. Especially if it allows Hero to continue publishing the quality books they have been.
  6. Re: Google Spreadsheet Hero 6E Character Sheet Template Encumbrance compares the amount of weight you are carrying, summed on the Back page against the Encumbrance table (from the rules). It will then ">##<" a number if you are at that point or higher. so, for instance, with 10 STR if you are carrying 10kg or more you will be at the first level of Encumbrance, which will show ">10<" until you are carrying 25kg or more where it will show ">25<" and so on.
  7. Re: Building a Computer Virus Healed by a Backup doesn't quite work for me. The Backup is more of an action on its own, to duplicate the data, independent of whether or not the Virus exists. Mental Defense is a good overall value for simulating system security. Determine what the common threat level is (Active Points) and then the amount of these defenses would be relative to that. Since most of what you are doing while hacking are Mental Powers, Transform excluded, Mental Defense makes more sense. Kazei 5 has a good approach to this. Have Transform resisted by Mental Defense is AVAD (+0), so there is no impact to the cost. For example, if your basic attacks are as follows: Cheap Hack: 3d6 Street Hack: 6d6 Good Hack/Basic Commercial: 9d6 Strong Hack/Enhanced Commercial: 12d6 Elite Hack/Military Grade: 15d6 Then your baseline defense profile would look something like: Cheap Hack: 3 Street Hack: 12 Good Hack/Basic Commercial: 21 Strong Hack/Enhanced Commercial: 30 Elite Hack/Military Grade: 39 Or something like that. What you should consider is whether the Transform is partial or not. Stopping it based on skill is a great idea for a heal condition, but then you should consider the skill penalty, otherwise it is too easy. It should be something that scales, based on the complexity of the hack. What comes to mind is either a -1/10 active points of the Transform with a time requirement of 1/2? the time to destroy the data (or something). Or, -1 per X% of progress the virus has made and requires 4 Phases (1 Turn) to execute. This allows the player to decide to hack it in 1 Phase (-3) or take time (1 Minute for +1, 5 Minutes for +2, etc.) if he has the luxury of time (i.e. he has run a scanner that tells him there is a logic bomb attached to the data). Something like that. One of these days I'll get around to putting my notes together, but I can't recommend Kazei5 enough for a well thought out, powers based hacking system. The setting is anime style, but that style isn't really tied to the hacking, psionics, and equipment which are very well done. It is a great resource. With such a rich power-based system, you could have your Hacker Skill used to enhance the use of the tools. Something like this: To use any tool, make an appropriate hacking roll (computer programming, security systems, or systems operation as appropriate). On failure, you get half the effect of the tool. On success, you get the listed effect. For every 2 points of success you get +10% of effect (or +5 active points if you prefer). This allows a Hacker with a high skill to use the tools better than a regular user. Take a guy with Computer Programming 17-, rolls an 11, he would increase the effect by 30%. If he rolled a 7, he would get +50%. That way skill is rewarded, but also requires the proper tools.
  8. Re: Google Spreadsheet Hero 6E Character Sheet Template Fixed. I had cleaned up that formula and forgot to correct it. If you have a character and want to fix it, change the formula by adding *2 to each "rounddown" function: =rounddown((B8-10),0)*2+if(and(B8>Rules!B15,ncm),rounddown((B8-Rules!B15),0),0)*2
  9. Re: Google Spreadsheet Hero 6E Character Sheet Template Yeah, the Rules page is a little ugly for now. I am thinking of including a Power Build sheet that would allow you to put in your base power, ads, and limitations and calculate the stuff for you. That's pretty straightforward. You could then summarize that power on the back of the charactersheet in a shorthand, knowing that the full specs are in the document. My group and I use googledocs to share a lot of stuff -- it is a very handy way to ensure that when you share a doc, it is the most up to date version. Many of our players track their character online during the game, so damage and notes are always current.
  10. Re: Google Spreadsheet Hero 6E Character Sheet Template I'm sure I don't know what you are talking about In other words... /fixed.
  11. I have just completed a character sheet that gets as close to the published sheet as I can, with a couple of tweaks. While I am an avid Excel and Numbers user, I really wanted something I could use online and share with my players and GM. I also wanted a simple sheet, like exists in the book, but with a few options for Heroic play (i.e. equipment) which I really need to avoid confusion for my Fantasy Hero Quick Start effort. Feedback is welcome. I also have a blank pdf version that is not form-fillable just for printing. To use it, in Google Docs click on Create and select "From Template". Do a search for "Hero System" and it should pop right up. Alternatively, you can visit my site to get it: http://www.legendsmiths.com/downloads/hero-character-sheet This is not meant as a replacement for HeroDesigner at all. Some of my newer players don't quite grok Hero well enough yet to get a copy of HeroDesigner but a spreadsheet they can handle.
  12. Re: Hero System Sixth Edition Concise I think weapons and equipment are good examples of what should be in a Quick Start book. The rules for creating equipment, plus maybe 6 or so examples from common genres (some basic fantasy weapons/armor, common firearms, and some sci-fi weapons and armor) would be sufficient for the concise rules, but even the BR has too much EQ as far as I'm concerned.
  13. Re: Hero System Sixth Edition Concise Excellent idea. What I would like to see are all the rules, as you've described, outlined in a single book. Then put all of the exception noting and esoteric applications of powers into a single APG. I think this could fit into a single 256 page book, if not smaller. I am having a hard time articulating this, but what I would like to see is a rulebook + a reference guide. The rulebook includes all the powers, but with just their stated effects and summary -- the essentials you need to know in order to understand the mechanics of the power and how much it costs. The reference guide is essentially what's already in Volume 1 -- it's a book you go to when you want to explore a power, think about its impact, and review any exceptions or fringe cases. If you look at the Basic Rulebook it already does this very well, and with a few more additions would be complete. Campaign Quick Starts could be used to then provide an easy understanding of how to do GenreX without cluttering up the rulebook. CQS come in 2 parts: player and GM. The player portion is free in PDF form and includes campaign guidelines, equipment, templates, etc. The GM portion has a price associated with it and includes an adventure plus additional discussion of key rules as they apply to the adventure. This way every player can have a copy of the rules as well as the basics of how to make a character for the campaign, the GM has a primer to the genre through an adventure with advice on how to run it, and anyone can have a reference guide if needed to clarify any rules debate that might occur. I think the sum of FAQ style knowledge that has been accumulated should absolutely be maintained to ensure that players don't have to rehash arguments that have already occurred and been resolved. That's the role of the reference guide. To a certain extent you already see this in the Ultimate Skill. If the rulebook you proposed had a Basic Rulebook level summary of all skills, the Ultimate Skill serves as the reference guide for skills. Create a book called the Ultimate Power, include all the stuff from APGs and the main Vol and you have the reference guide. Ultimate GM could include all the other GM fiddly bits, rules options, and so on. That's my .02 plus interest.
  14. Re: Starting a Hero System Podcast .... who is interested? I would be game to participate. Are you thinking of hosting this with a single facilitator and a panel?
  15. Re: Possible HERO System Supplement Kickstarters From Steve -- What Interests You? Or Dark Danger Cyber Action, Inc... cover all the bases!
  16. Re: Legendsmiths Considers: Genre Quick Starts you'd like to see Derek: campaign quick starts is definitely what I had in mind. Torch: there is a challenge to separating the campaign from an adventure: context. I can't write a fantasy adventure unless I know the campaign details.
  17. In addition to Narosia, and idea I have thought ripe for Hero is the idea of Quick Starts. Essentially, build the campaign guidelines, basic character templates, equipement, powers, etc. to get a campaign off the ground. Perhaps it is tied to a setting, perhaps not, or a setting might evolve out of the Quick Start if popular enough. For example, a Dark Fantasy Quick Start might have some unique races, define everyman skills, set campaign guidelines, equipment, spells, adventure seeds, and provide an adventure to get things going. The difference between this and a traditional setting book is mostly size and detail. You could also have each Quick Start be a part of a larger puzzle. For instance, a Contemporary Espionage campaign guide might be broken into Espionage Firefight (with appropriate gear), Espionage Infiltration (with appropriate gear), Espionage Targets (with appropriate NPCs and organizations). While all combined it could reach the volume of a full setting book, taken in pieces it might be enough to get things started for a GM. There are a lot of great GMs out there that just need a boost to get their campaign going, and stuff like this might help. If you are familiar with the genre books that have 4-6 mini campaigns detailed in them, those would be examples of the basic material that would be included, enhanced by more specific campaign guidelines, power sets, and equipment, plus an adventure (1 session) to kick it off. Quick Starts can only rely on the Basic Rulebook, to reduce the cost of buy-in. So, what kinds of Quick Starts would interest you most? My short list? Fantasy Hero (this is more to get people introduced to how one might start a fantasy game in Hero) Western Hero (and really, with all the material out there, what more do you need than a quick start) Steampunk Hero Pulp Hero (Pulp Hero is awesome, but a quick primer to getting things rolling might really help those people try it out) Star Hero Action Hero (Modern, non-supers, non-cyber)
  18. Re: Susano Considers His Next Possible Projects (What Do You Want To See?) If funding Things will get you the opportunity to do even more, then I am for that. I kind of feel like your Fearsome Critters could be rolled into Mythic America. If that does get momentum, I've got a Quick Start idea (low-cost PDF) that would be perfect for it.
  19. Re: Possible HERO System Supplement Kickstarters From Steve -- What Interests You? Mythic Hero: $50 for PDF & Book Cyber Hero: $50, $100-200 if you are taking requests Dark Champions: $25-50 STORMlords: $50-100 for PDF & Book In many ways Cyber Hero is a subgenre of Dark Champions. Perhaps the two could be combined. By taking requests, I mean that the donor levels often include incentives to get people to spend that amount. If for $100 I can request something like "All gear, including cyberware, has to have Mass and $ values in the context of a viable money system instead of resource points" then I will pay more. If $200 gets me even more opportunity, great. I think you might be surprised to find out how much some people will pay to help shape a product, especially if those people help get the product out the door with your core idea intact. I would definitely like to see a gritty Cyberhero book. Kazai5 is great for the anime style, and I think Susano did a great job with that, but I like my cyber in the alleys and dirty. I want to see my players thinking about the ethics of harvesting the cyberarm off some muscle that just tried to intimidate them, or scraping together funds to get a disposable missile launcher to take their plan over the top. More Burn Notice, less Bond. STORMlords is the setting book that I think Hero needs. Something uniquely cross-genre that makes people standup and pay attention. Dark Champions - I never run the genre and only steal stuff for the cyber games I run. Cyberhero, I believe, also is a retrogenre. Much of what we railed against in cyberpunk has come to pass - corporations as people, money & politics, wage slaves, voiceless masses, no digital privacy - it just didn't happen with the darkness and the rain, which in some ways makes it more insidious. As a result, I think it is hard for anyone NOT from the 80s to "get it". If you extrapolate on current tech you end up with Eclipse Phase more than Cyberpunk, which is awesome in its own right. Having run several Eclipse Phase Hero games I can tell you that it is a lot of fun, but the genre can be challenging. Anyway, my point is that I'd like to see something more about fighting the establishment, corporate espionage, and so on... and it might require a bit of alternate history to do it at this point. Updating Hudson City to a Cyberpunk setting I think would be a great way to get it into 6E. The current incarnation is fine as is for Dark Champions - a pdf supplement can update NPCs if necessary. But building off that beautiful city for the heart of a cyberpunk game would be a good combo and might be a great draw to someone interested in Cyberpunk to see that city at least summarized, with the map, in the cyberpunk book (maybe alluding to a release if sales of cyberpunk go well enough). Anyways, I will pretty much throw money at whatever you do Steve... just let me know where to sign up and start dropping quarters.
  20. Re: Stealth Build? I concur with cptpatriot, you are only mildly diminishing the value of the levels in the first place and losing a smoothly graduated effect. -1/4.
  21. Re: Casual STR and Grab I also agree with Christopher. It is up to you as a GM whether a limp body is easy to grasp - I would say no, as it is an unbalanced ragdoll with no clear "handles". I might allow grabbing the body with casual STR to not be an attack action if you just grabbed an ankle or something and dragged it, but grabbing it with sufficient control to use it as a shield I think would require enough focus to warrant an attack action.
  22. Re: Casual STR and Grab Multiple Attack 6E2 73 Perform a Grab By while making another attack. Specifically Grab and Block (APG 168). Basically, it's a -2 OCV Block maneuver. There is a lot of leeway under the rules about what can be part of a Multiple Attack. It is a Full Round action (unless you have Rapid Attack) and puts you at half DCV. Using Casual STR means that the character will not be penalized further (e.g. Encumbrance) for carrying a person. I think this is a perfectly reasonable action and very dramatic. In essence, both players are right. When I GM I don't often spend time looking up the rules. The basic Multiple Attack mechanics are Full Phase, -2 OCV (per attack, cumulative), 1/2 DCV, if one attack fails the subsequent attacks fail. If you can remember that, you can pretty much cover any situation. Does he have to make an attack roll to pick up the unconscious character? Yes, but the character is 0 DCV so even though he will be -5 OCV (-3 for Grab By and -2 for Multiple Attack), he still has a good shot at it. His 2nd attack will be at -2 OCV as well. Now, you can't combine defensive maneuvers with offensive maneuvers, so technically this phase he can't block with the body BUT since he declared that's what he wants to do, I would have the body provide him cover (+2 DCV) until he can abort to a block. That's a modest reward during this phase because he is at -4 DCV and then halved for his multiple attack action, but that is the price you pay for being cool. Player: "But I am using the body as a shield, why am I worse off DCV-wise" GM: "You aren't. The problem is that you are trying to do too much in a single phase. It is definitely a cool sequence of actions, but doing that much in a single phase, while moving, means you can't focus on your defense. If you don't like it, do a Grab and Block this phase and move on your next phase." Use of Casual STR does not constitute a free action, it just means that you aren't exerting yourself. Grabbing something, shoving something, all have to be accounted for in your actions. Does that help? Have a nice vacation.
  23. Re: Meadyaon That's all wonderful story - the game effect is up to you.
  24. Re: Meadyaon NND, Does Body: What that means is that unless the target has "Life Support (Safe in Extreme Cold)" as a power he will take the damage regardless of his defenses. That way it will always bypass any amount of armor. Killing Attack - Ranged essentially means it returns with every throw automatically. If it could be caught somehow, then you are correct... a -1/4 limitation for Restrainable or Physical Manifestation is approrpriate.
  25. Re: Meadyaon Well, I'll take a stab at this. 1. "Stronger than Hercules". Well, that all depends on how strong Hercules is in your setting. There is no "official" version of Herc, so.... you have to set the baseline. If a Titan is STR 50, and every +5 is 2x as strong, then you can figure it out from there. 2. "Magical Weapon" is built like any other power. Killing Attack - Hand to Hand is the power you want, but it also sounds like you can throw the spear (and probably do other things). This implies a Multipower. One slot would be Killing Attack - Hand to Hand, the other would be Killing Attack - Ranged (returning is just a special effect - essentially it isn't all that different than if he could throw an ice bolt every phase). The additional cold damage is easy... it's additional cold damage linked to the multipower. As for "indestructable", that's simply part of how the Focus limitation is defined. -- POWERS -------------------------------- Cost Powers 30 Hoarfrost: Multipower, 60-point reserve, all slots OAF Unbreakable (Spear; -1) 3f 1) Thrust: HKA 4d6 (4 1/2d6 w/STR) - END=6 3f 2) Thrown: RKA 4d6 - END=6 25 Elemental Cold: RKA 1d6, Attack Versus Alternate Defense (Life Support (Safe in Intense Cold); All Or Nothing; +1/2), Does BODY (+1); Linked (Hoarfrost; -1/2) - END=4 3. "Lose powers with hair cut" - a bit trickier. The easiest is a -1/4 limitation to all powers "Not after hair has been cut". 4. "Control Weather" - See Change Environment power. There you would select the effects of controlling the weather (e.g. visibility = penalty to sight PER, thunder/rain might = penalty to hearing PER, wind would be wind levels or telekinetic strength). 5. What do you mean by "Lost Lands". There is a "Hidden Lands" official supplement talking about hidden continents and such, that might fit. 6. "Technology" That would be a significant Physical Limitation (since he can't overcome it through force of will) 25 Physical Complication: Cro-Magnon Sensibility (Very Frequently; Greatly Impairing) 7. "Hatred" that would be a Psychological Limitation. Psychological Complication: Jealous God (Uncommon; Total) I hope this helps. The Hero Basic book is pretty good about walking through this stuff. Definitely read up on Multipowers - there may be other cool stuff you want him to do with the spear.
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