Jump to content

Chris Goodwin

HERO Member
  • Posts

    5,876
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Chris Goodwin

  1. They do! 6e2 p. 41, Champions Complete p. 145, Fantasy Hero Complete p. 170.
  2. I'm looking at a Saturday or Sunday sometime between late June and late July to get started. The second session (session one) hopefully within a few weeks after that.
  3. I edited the post title, so I thought I'd add a post to explain a bit. I'd like to run a game in the old Champions style. Everyone sits down in a "session zero" and we talk about what we all want to play. I want to find the BAM moment that gets everyone (including the GM) excited and ready for session one. There won't be a big setting bible; part of creating the characters is seeing what comes out of the Disadvantages/Complications and weaving the world together from that. Revelations and backstory can come out during play, from a world that's hashed out in rough strokes at most. I'd like to run either Champions or Fantasy Hero this way. If it's Fantasy Hero, I'm going to disagree with "the GM must design every aspect of the world and magic system!"; if you want to play a wizard, create your wizard! I might apply some mechanical constraints for the beginning (anyone who's been reading my posts elsewhere on site can probably guess what they are ), but once characters are adventuring and gaining experience, those will be relaxed. I want players to make characters, help design a world, and tell me a story!
  4. According to the original poster on the Reddit thread, it's an abandoned jail in Cornwall. Or, I guess, that would be an abandoned gaol.
  5. Seen on Reddit, in r/AbandonedPorn (which, despite the name, is safe for work): No idea of the real world location, but it screams fantasy to me.
  6. It's hard for me to give much feedback because you let me read it already 🙂 But keep it up!
  7. 15 points on Damage Resistance is half the character's nPD and nED values... buy it twice to get the full value. As is it makes 13 and 10 resistant on 25 and 20 total, respectively.
  8. Found it. Enemies III, p. 7, Dark Angel. Has an RKA built Always On, and spent points to turn it off with Costs END.
  9. I've seen it done in this way as well; I don't recall when it was, but it seems like the 80's, with a character with Desolidification, Always On, and a "naked buy off" of the Always On with Costs END. The character could become solid with effort, but was otherwise desolid.
  10. I haven't seen this yet. Bundle of Holding is offering two more HERO System bundles! Fantasy Hero 4E & 5E Essentials includes in its Core Collection Fantasy Hero for 5e, Fantasy Hero Grimoire I and II, Monsters, Minions and Marauders, and HERO System Sidekick, all for 5th edition; adding the Bonus Collection gives you Fantasy Hero for 4e, the Fantasy Hero Companions I and II for 4e, Asian Bestiary I and II (5e), Fantasy Hero Battlegrounds, and Map Archive I for Martial Arts and Fantasy. Fantasy Hero Settings includes in the Core Collection Urban Fantasy Hero, Nobles, Knights, and Necromancers, The Book of Dragons, and Enchanted Items; the Bonus Collection includes The Turakian Age, The Valdorian Age, The Atlantean Age, and Tuala Morn. Ten percent of each payment (after payment gateway fees) for these two Fantasy Hero offers will be evenly split between the two charities designated by Jason Walters of Hero Games, the Electronic Frontier Foundation and Down Home Ranch. Thanks Jason!
  11. I'm willing to GM, Champions or Fantasy Hero. Looking to do a pretty highly collaborative "session zero" start. Any interest?
  12. From 4th edition to 5th, pretty much the only changes in character creation are in costs. It should be a matter of writing a rules template with the 4th edition costs, plus adding back in whatever few powers disappeared (e.g. Regeneration).
  13. I ran out of reactions for the day. I am enjoying them greatly and want to see more!
  14. I think in the stories it was more that the insurance companies forced cities to require training of supers because of widespread destruction that the insurance companies were paying on.
  15. Prosecutors hate secret identities. Whether hero or villain, they make their jobs a whole lot harder. It's possible that prohibitions against going in public masked will be applied to supers. They'll want to know who is out there on the streets throwing around cars and energy blasts regardless of which side they say they're on. It's very likely that police will have intelligence units devoted to gathering information on publicly known supers. OTOH, IRL there are some provisions for keeping personal information of law enforcement personnel confidential; in Oregon, at least, prison guards are permitted to keep official identification (including driver license) without their home address on it. The ACLU says no, you don't need that kind of information, and regularly sues to eliminate those intelligence units, as well as registration requirements, laws requiring disclosure of personal identity, etc. Those who do maintain double lives eventually end up abandoning them; the tropes that allow fictional supers to maintain them rely on people being dumber than they are in reality. Besides, even if a super doesn't need to eat, they often are married to or parents of people who do, and they need to pay rent or a mortgage; it's hard to maintain a double life when, after working an eight hour day, you then have to go patrol the city -- and not get paid for it. Besides, spouses tend to get suspicious when you don't come home and don't tell them where you've been... "Supers chic!" Powerful and well-known supers take on the same celebrity mystique as well-known actors, musicians, athletes, and so on. People want to be like them. Fashion takes on elements of superhero costuming; superhero fans and mundane criminals take on code names and wear masks. Cosplay and shipping are rampant in the fan communities. Supers have to deal with paparazzi, autograph seekers, groupies, tabloid gossip. (Some American supers really feel they've "made it" when they get a British tabloid press nickname.)
  16. My assumption is that the more in-depth law enforcement and firefighting skills would only be required of supers that are going into those careers. For instance, CERT doesn't expect people to rush into burning buildings or try to control a major fire, but they do want people to know how to use a fire extinguisher and keep their work area from burning down. Their purpose is partly to take pressure off the professionals by doing the scutwork they need done but can't justify pulling trained personnel off of the emergency work to do, and partly to -- if they are the first responder and Incident Commander -- quickly gather information and take control of the scene and other volunteers. It's pretty certain that supers who directly fight criminals will be required to take combat training, legal procedures and requirements, crime scene hygiene, and so on.
  17. This is how Espionage, Justice Inc, Danger International, and the other non-supers games worked. Things like weapons, poisons, gadgets, and so on, didn't have Power writeups; they were described in tables or prose. Normal vs. Killing damage, normal and resistant DEF, STUN and BODY damage, etc., all were explained, but only to the extent needed to run the genre in question.
  18. In the world of Super Powereds, there are a number of universities that offer the Hero Certification Program. Hero is a title regulated by the DVA (Department of Variant Human Affairs) and is reserved for those who have gone through the program. It's effectively a four year degree program. Students learn teamwork, leadership, keeping calm in an emergency situation, fighting (a lot of fighting -- most of it is learning how hard they themselves can hit, and being able to tune their attacks for takedown and nothing more, but also in avoiding collateral damage), additional uses for their powers, a great deal about the law and supers, a great deal about the other known supers (especially former Heroes who went bad, but also known Heroes and their weaknesses, because one never knows when a Hero might go bad), a lot about how city emergency services interact with super fights, when it's appropriate to kill, and a lot I'm probably not remembering. They require a two-year internship ("sidekick") period with a certified Hero after graduation as part of a group. Supers who don't become certified (either choosing not to take the training or failing out of the program) are not permitted to fight crime, but they often go into the private sector. Corporate security, consulting, post-battle cleanup, research & development, courier work, probably others I'm forgetting. Those who fail out or otherwise leave the program before graduating undergo mind-wipe to remove their knowledge of faces, names, sensitive knowledge, but not the majority of the training itself; those who exit on good terms are usually first in line for corporate jobs. In real life, FEMA recommends that a CERT standardized ten-person team be composed of: CERT Leader. Generally, the first CERT team member arriving on the scene becomes team leader, and is the designated Incident Commander (IC) until the arrival of someone more competent. This person makes the IC initial assessment of the scene and determines the appropriate course of action for team members; assumes role of Safety Officer until assigned to another team member; assigns team member roles if not already assigned; designates triage area, treatment area, morgue, and vehicle traffic routes; coordinates and directs team operations; determines logistical needs (water, food, medical supplies, transportation, equipment, and so on.) and determines ways to meet those needs through team members or citizen volunteers on the scene; collects and writes reports on the operation and victims; and communicates and coordinates with the incident commander, local authorities, and other CERT team leaders. The team leader is identified by two pieces of crossed tape on the hard hat. Safety Officer. Checks team members prior to deployment to ensure they are safe and equipped for the operation; determines safe or unsafe working environments; ensures team accountability; supervises operations (when possible) where team members and victims are at direct physical risk, and alerts team members when unsafe conditions arise. Fire Suppression Team (2 people). Work under the supervision of the Team Leader to suppress small fires in designated work areas or as needed; when not accomplishing their primary mission, assist the search and rescue team or triage team; assist in evacuation and transport as needed; assist in the triage or treatment area as needed, other duties as assigned; communicate with Team Leader. Search and Rescue Team (2). Work under the supervision of the Team Leader, searching for and providing rescue of victims as is prudent under the conditions; when not accomplishing their primary mission, assist the Fire Suppression Team, assist in the triage or treatment area as needed; other duties as assigned; communicate with Team Leader. Medical Triage Team (2). Work under the supervision of the Team Leader, providing START triage for victims found at the scene; marking victims with category of injury per the standard operating procedures; when not accomplishing their primary mission, assist the Fire Suppression Team if needed, assist the Search and Rescue Team if needed, assist in the Medical Triage Area if needed, assist in the Treatment Area if needed, other duties as assigned; communicate with Team Leader. Medical Treatment Team (2). Work under the supervision of the Team Leader, providing medical treatment to victims within the scope of their training. This task is normally accomplished in the Treatment Area, however, it may take place in the affected area as well. When not accomplishing their primary mission, assist the Fire Suppression Team as needed, assist the Medical Triage Team as needed; other duties as assigned; communicate with the Team Leader. CERT volunteers are trained to ideally be able to take on all of the positions with equal skill, in case one or more members aren't available for whatever reason. It's probable that the HCP in the world of Super Powereds requires this kind of training as well. The Skills, Talents, etc. involved: Combat Skill Levels of various kinds; generally relating to their powers, but specifically including levels with Pulling the Punch +5 PRE Teamwork PS: Leadership Minimum of 1 point spent on Analyze (supers) Minimum of 3 points spent on Power Skill Minimum of 1 point spent on Paramedic (not merely the 1-point Everyman) Minimum of 1 point each in PS: Firefighting, PS: Medical Triage, KS: Search and Rescue Techniques, KS: Radio Procedure, KS: Emergency Procedures (CERT specific) Minimum of 2 points each in KS: Supers and Law, KS: Use of Force Doctrine, KS: Known Supers Minimum of 1 point in AK: assigned city Perk: Certified Hero (or equivalent) Perk: Access to DVA facilities and equipment Perk: DVA related security clearance Culture Knowledge: Hero Certification Program (or the equivalent in your world) Skills related to dealing with law enforcement: KS: Criminal Justice, CK: Law Enforcement, KS: Evidentiary Procedure, etc. If the GM wanted to, they could combine a number of the emergency related KS and PS into the full 3-point Paramedic, PS: Emergency Response, KS: Emergency Procedures.
  19. Heh. Thought I'd check. I did the research (Google spreadsheet) quite some time ago; started looking through PDFs, remembered the spreadsheet, and saved myself a bunch of time.
  20. Did you mean Seduction? COM has been in every HERO System game before 6th edition.
  21. Seduction Skill appeared in the former four products I mentioned, but not the latter two. Both Greywind and Gnome Body (important) accurately determined what I originally meant from context.
×
×
  • Create New...