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About AlHazred

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    Mad Arab-American
  • Birthday 03/17/1969

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    New Jersey, USA
  • Biography
    Into gaming, movies, and food. Who isn't?
  • Occupation
    Field Analyst

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  1. I own that one, from my first gaming group in high school. I'll dig it out and look through it. Didn't some of it get updated in the Book of the Destroyer (which I also have, and have actually read)?
  2. I own that one and, while I have never run it, it seemed a little basic for a scenario IIRC. I shall reread to see if my memory is faulty. Not only does edition not matter, but I would venture to say that game system doesn't really matter either. I've been considering some V&V scenarios I own from the 80s (like, say, FORCE), and considering whether any of them are short enough to be worth converting for this one-shot. Hmmm... I've forgotten specifics about that. I remember the Anopheles making an appearance in Horror Hero and not being too impressed with them; I'll have to check out the scenario in C3D to see if it matches your high praise! So, I have homework.
  3. I have a friend who asks me every year to run a one-shot game for his birthday. Usually, I've run Delta Green (as he's a huge Lovecraft fan), but this year he has requested something different -- he asked for Champions. A funny element is that, although I've used Hero System as my go-to default RPG system for close to three decades, he didn't know that when he asked for Champions. I'm currently running a Traveller Hero 6E campaign, and for ten years I ran a Fantasy Hero campaign, but I haven't run Champions in probably 15 or so years. As a result, though I have a full roster of characters (both pre-generated PCs and NPCs), I am unfamiliar with any recent Champions scenarios that might have gotten good press. Normally, I'd just come up with my own thing, but I have only two-three weeks to prepare and would prefer not to rush. So, please provide me with suggestions on what scenarios you would recommend for a one-shot game. I remember having a lot of fun with some old modules (like The Coriolis Effect) but that was under a different version of the game, and a lot of material has been published for Champions in the interim. Scenarios from other superhero RPGs are also good fodder, since I have no problem "thinking in Hero" when reading material from other games.
  4. I could have sworn the Hero Plus products had stock numbers...
  5. Does anyone have a list of the Hero Plus publications that were released during the 4th edition era? Archive.org has failed me for the most part, giving me only a partial list due to the javascript used on the website during that time. HP001 Acrobat Reader® (free; cost is for disks) $5.00 HP002 The Ultimate Super Mage (3-disks) $20.00 HP002p The Ultimate Super Mage (3-hole paper, unbound) $40.00 HP003 An Eye For An Eye (1-disk) (Dark Champions) $10.00 HP003 An Eye For An Eye (3-hole paper, unbound) $20.00 HP004 The Ultimate Mentalist (2-disks) $15.00 HP004p The Ultimate Mentalist (3-hole paper, unbound) $30.00 HP005 The Ultimate Martial Artist (2-disks) $15.00 HP005p The Ultimate Martial Artist (3-hole paper, unbound) $35.00 HP006 Classic Enemies (1-disk) (Champions) $10.00 HP006p Classic Enemies (3-hole paper, unbound) $20.00 HP007 Widows & Orphans (1-disk) (Dark Champions Sourcebook) $10.00 HP007p Widows & Orphans (3-hole paper, unbound) $20.00 HP008 Bright Future (2-disks) (Science Fiction Campaign Book) $15.00 HP008p Bright Future (3-hole paper, unbound) $30.00 HP012 PRIMUS HP014 New Bedlam Asylum
  6. To contribute, I worked up the maneuvers of the card game Lunch Money as if it was a martial art. A prefab can be found here, and it's also on the Surbrook's Stuff page here. There was a thread here that I started about it, but it's gone into the ether... In the brawls that spring up in the yard over the lunch money each kid brings to school, it is the girl who fights with the most savagery, the most viciousness, who wins. The little girls, who have practiced their craft, develop the maneuvers and techniques that make up the essence of this art. They tend to be the ones walking away with a jingling purse while their opponents lie bleeding and unconscious on the asphalt behind them.
  7. I got some use back in the day with The Big Little Book of Punch-Out Golems. It had perforated sections on every page, with unknown runes on both sides. If you put them together correctly ("Insert Tab Aleph into Slot Sothoth") the paper golem animated and would follow your commands. Unfortunately, it was made of the aforementioned paper, so it could be destroyed if it got wet, and it wasn't very strong. It could inflict savage, poisoned paper cuts, though! There was an article in Dragon magazine issue #082, "Spells between the Covers" by Bruce Heard, which contains a bunch of magical tomes, such as Alterations of the Intrinsic Absolutes by Math the Magician and Ordinary Necromancy by Vecna.
  8. Hero System 6E had few actual rules changes from 5E, but FIgured Characteristics was one of them -- all Characteristics now have a base value and cost (costs were also revamped), and nothing is dependent on something else.
  9. On the Hero Combat Sheet, some of the letters are being cut off on the left side of the page.
  10. Version 1


    In the grimdark future of the Warhammer 40K universe space marines battle the enemies of Mankind, usually xenos or the minions of the Ruinous Powers, in a never-ending religious crusade based on their faith in the Emperor of Mankind. Divided into Chapters, these genetically-engineered supermen develop from the gene-seed of their Chapter Primarchs. Each space marine is the epitome of the human warrior, but this package deal forms the basis of their abilities. It is derived from the description of General Space Marine abilities in the Deathwatch RPG, as well as close reading of the Codex. It is not meant to be a full space marine -- even so, it clocks in at 150 points. The package contains a character file, a template file for the character (for starting a new space marine), a package deal (for applying to an existing character), and a document with the package deal in the old format.
  11. Version 2


    In the grimdark future of the Warhammer 40K universe space marines wear incredibly advanced power armour (the developers are British, so I have retained their proper spelling). The heaviest suits of power armor are the Tactical Dreadnought suits, essentially mounting vehicle weaponry on a man-portable platform. They also bear the Crux Terminatus, a powerful relic and award which wards the wearer from harm. The Deathwatch rulebook contains additional options which have been converted as well. This package contains the prefab, and an armor card.
  12. Version 3


    In the grimdark future of the Warhammer 40K universe space marines wear incredibly advanced power armour (the developers are British, so I have retained their proper spelling). These are precious, specially-fitted devices that are practically an extension of the marine himself -- the Black Carapace organ, when implanted, provides a neural link with the "machine spirit" of the armour, making it an extension of the wearer. The Deathwatch rulebook contains additional options which have been converted as well. This package contains the prefab, and an armor card.
  13. Version 2


    In the grimdark future of the Warhammer 40K universe space marines are subjected to an intense series of modifications to make them into the premiere "human" warriors. These modifications include the implantation of genetically-engineered organs to give them superhuman abilities. This package includes a prefab file and a version in standard "package deal" format.
  14. Version 1


    The 1992 computer game Darklands had an interesting alchemy system. This prefab replicates that system tor Fantasy Hero, using the Alternate Enchanted Item Creation Rules from page 320 of the Fantasy Hero 6E book. The package contains the prefab file, an alchemy document (giving real point costs, Alchemy Skill roll modifications, and Long Term END costs for all of the formulas) and a potions document (giving the effects of each potion, price and weight). In a game adhering closely to Darklands, only one or two potions should be for sale in any given city.
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