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00Machado

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  1. Re: CHAMPIONS OF THE NORTY -- What Would You Like To See?
  2. Re: CHAMPIONS OF THE NORTY -- What Would You Like To See? Yeah. What he said. Those would all make the book very useful and likely to inspire campaigns to be set or brought to Canada, which would make the book an idea generator instead of just a resource to be mined for "stuff"
  3. Re: CHAMPIONS OF THE NORTY -- What Would You Like To See? I agree with the above suggestions. I'd also like to see a section in how to bring the elements from the book (heroes, villains, plots etc.) into the U.S. champions capmaigns, and vice verse for cross polination of US elements into your Canadian based campaign. This would help with the way I'd probably incorporate the material into various campaigns. *Guest starts, and recurring plot themes being one way *Occasionally play the Canadian supers. Sometimes the adventure plot is local to Canada. Sometimes there's some bleed over from the US, or wherever. This would be sort of a campaign within a cmpaign, that we played when taking a break from the main US-based campaign
  4. Re: THE ULTIMATE MENTALIST -- What Do *You* Want To See? I'd like to see examples of elegant ways to build the mental dominator archetype, complete with thralls and subtle influence throughout the city, government, etc. If this already exists somewhere, just point me to it. Thanks.
  5. Re: CHAMPIONS UNIVERSE II - What Do You Want To See? This is an excellent idea. I'd like to see that in the book. I also think that it needs to include plot hooks, to the point that it's overflowing with them. I don't mean a meta plot that enforces some type of continuity into everyone's game. But the gambits, schemes, or whatever they were called from the 1E Freedom City book was great, and I'd like to see this book have something similar for villains and organizations. I'd also steal an idea from San Angelo, and leave some heroes unnamed, and some history attributed to . Basically, so the GM gets a red carpet to populate those elements with their PCs and NPCs. Along the lines of evolution of plots from previous sources, I'd like to see both where the plot is now (if the PC's haven't been involved/if the GM didn't use that hook yet), and where things are at assuming some hero group has stopped the aforementioned plot (i.e. if the GM has used it and wants to revisit that villain/group). I think this builds a lot of usefulness into the product. It is useful on its own, and it expands the usefulness of previous products that you own.
  6. Re: Which 4e books should I discard in favor of the newer versions? Thanks for all the helpful feedback. I think I will go with the archiving old books in the garage solution. Apparently there are too many useful tid bits in any given book to discard whole cloth. While I was cleaning, I also came across the 4e Fantasy Hero, Fantasy Hero Companion 1, and Fantasy Hero Companion 2, and the spell book by Aaron Allston and Mike Nystul. Does anyone have thoughts on the value of keeping them vs. the 5e Fantasy Hero suite (Main book, Grimoires 1 & 2, and the Monster Book that I can't recall the name of at the moment)? Also the 4e bestiary, and what I think (but it goes back to before my time with hero system so I'm not sure) is the 3e bestiary, vs the 5e version? I figured I'd post here rather than the fantasy hero forum to avoid a new thread of dubious value. Thanks again for any advice.
  7. Okay, I'm trying to clear room on my bookshelf. I have a number of older books that I think (but can't confirm because I haven't read them all the way through yet) would be superceded by newer versions. I have Viper 4e and Viper 5e. Any reason to keep both? Equipment, art, better adventure ideas, one organization more interesting than the other? I have Primus and Demon 4e, and Demon 5e. Also considering picking up the Primus PDF from the online store. Any reason to keep the original? Mystic Masters and The Ultimate Super Mage. Any reason to hold onto the original Mystic Masters book? If it matters I also have the Mystic World, Arcane Adversaries, and the Ultimate Mystic. Justice Not Law 4e and Hudson City 5e. I post the question here instead of under dark champions since I'll mostly use my dark champions books to run a Batman comic/animated series style game, and rarely if ever use the newer dc genre spin of modern action hero (although occasionally maybe espionage or cinematic spy stuff like James Bond or True Lies style). If I ever run a game in Hudson City, it will definitely be a Batman or Daredevil style game. I'd run anyting non-super hero in a real city. Dark Champions 4e, and Dark Champions 5e, plus Dark Champions the Animated Series 5e. I suppose I should keep whichever version has the best Supers version of the card shark organization, since I'd like to use them in my Batman style game. I also have An Eye for an Eye 4e. Any reason to hold onto that? How about Ninja Hero 43 vs 5e, and The Ultimate Martial Artist 4evs 5e? Thanks for the help.
  8. Re: Advice on converting some Marvel rule mechanics to HERO Thanks for the info. I'll check it out.
  9. Re: Advice on converting some Marvel rule mechanics to HERO Regarding the third mechanic again... I've been thinking about it further, and tried to bring it down to a reasoning from effect basis. I broke down what I'm trying to achieve into two effects. Effect 1 - Experience and skill in using a power determines success of opposed powers in addition to the dice of effect of each power. Example - 4d6 of sound dampening (generalized to power A), suppresses 4d6 of sound (generalized to Power , based on a skill roll, rather than rolling 4d6 of effect for each power. The idea might be to generalize dice of effect into damage classes (at least for powers that are going head to head): If Silence Guy is trying to suppress the power of Noise Man, and they both have 4d6 of effect, resolve the action with a skill roll, rather than rolling 4d6 for each power. Furthermore, if someone has a higher Damage Class with their power, they can still be beaten by the person with the lower power (just like 3d6 of effect might roll higher than 4d6 - on occasion). But rather than leaving it up to pure chance, give the person with the lower DC a negative modifier to their opposed skill roll. Given enough skill levels, they still have a chance of winning. I suppose, you could consider not even rolling at this point, and handwave that any two opposed powers of equivalent DC of effect, resort to whoever has more skill levels. If neither person has skill levels they both roll an ability check. And if one person has fewer Damage Class levels in their power, give them a negative modified to their skill/opposed check of N (maybe 1, maybe more. Anyone have an idea?) per DC or 1/2 DC of difference. It gives a nod to skill and experience in using your power. Alternatively, it could be an ability check to simulate an iron will effort, instead of skill. I'd probably lean toward simulating the iron will effort through pushing, or via an opposed will roll only when their power skill rolls were tied, or soemthing. In either case, the point is that skill with using your powers matters. And, building on the above, only targeted effects get an opposed roll. So if Silence guy with power A is trying to dampen 4d6 of noise. We'll call it someone's annoying radio. An effect (in this example, 4d6 of noise) that is not a targeted action (i.e. the radio is on, or ambient noise from the crowd in the subway, etc), gets no defense roll. Whereas Noise Man generating the noise that Silence Guy is trying to suppress means that you resort to opposed skill checks, taking into account a difference in damamge class as described above. Effect 2 - You can tweak your area of effect at the cost of DC if effect. If Silence Guy can suppress 4d6 of sound in a signle hex, then the effect I want is for him to be able to shift the area and do 3d6 of effect in a 1 hex radius, 2d6 of effect in a 2 hex radius, 1d6 of effect in a 3 hex radius, and I guess 1/2 DC of effect in a 4 hex radius. The power would reach it's limit at that point, and have 0 effect if Silence Guy tried to dampen sound in a 5 hex radius (not factoring in pushing the power, I suppose). Now, one question I have, is how to do this. Should it be a VPP? A MultiPower with each slot being a different area and DC of effect? Also, does it make more sense to allow the effect to grow for 1" radius for 1 DC, 1" radius for 1/2 DC of effect, A doubling of radius (or 2 hexes of radius), for 1DC of effect, 1/2 your effect, etc. You get the idea. Basically, what should the trade off be in terms of DC of effect for N (being expressed either in multiples, or in pure inches) increase in radius. Perhaps the rules already cover the appropriate cost somewhere thus eliminating my need to think about it? Opinions?
  10. Re: Advice on converting some Marvel rule mechanics to HERO The idea behind the third mechanic is that the effectiveness of your power is not always clear cut. Using the example fo the sound dampening power. In Marvel, if you wanted to dampen sound in a certain size area, you make an ability check of the ability tied to that ability (I think. It's been a while since I played the game too). In any case, the goal of what I wanted to achive was - if you roll well enough on your check, you can have your power effect a certain size area, or suppress a certain strength of fire, etc. If you don't roll high enough, you can try again next round. In Marvel, the roll would have to be better if your power was weaker, and could be less good of a roll for the same effect if your power is weaker. In thinking about it further, I realise though that instead of an ability check to determine whether your roll is good enough, your damage roll also serves as a mechanic to determine whether you can have an effect of a certain strength or not. At least, in many cases. I like the idea of the success being tied to a sort of skill, or gritty determination ability check, instead of raw dice of power effect though.
  11. Re: Advice on converting some Marvel rule mechanics to HERO Cool idea. Thanks.
  12. I tried posting this a few days ago to the HERO System questions forum, but didn't see it up. Champions may be a better place for the thread anyway, so I'm trying a re-post here. Flipping through an old Marvel Advanced box set from the late 80's that I came across the other day, I noticed three rule mechanics, and started wondering how to mirror the effects using HERO. Does anyone have suggestions for the following? 1: Spending Karma to succeed at tasks: I was thinking maybe luck as currently defined in hero, or giving each character some luck points, or even just calling them Karma points and awarding them for super hero staple actions like rescuing innicents, defeating villains, etc. 2: Power stunts - Basically, pushing your power to new effects. Initially rarely, then more frequently until you can do that power stunt routinely after 10 successful attempts. For this, I thought about maybe letting players pay 1/5, or 1/10 the cost of a new power, or power advantage, that fits into an existing concept. After paying 5/5, or 10/10, they have in effect purchased the power for full time use. I also wondered if there might be something to consider in the mechanic for pushing. Any thoughts on this? I really like the idea of flexible impacts of a power, instead of absolute effects, and always knowing that you will either succeed, or shouldn't even bother trying because you can't succeed. 3: This one I really liked, and am the one I'm having the toughest time thinking through. In Marvel, you could have a power at a certain strength, and then make a skill roll to use that power to a certain effect. An example would be dampening sound in an area. If you have stronger sound dampening power in terms of raw strength, the ability check (could be skill check, feat check, etc, but Marvel had these checks tied to ability checks) would be easier. If your raw power level was weaker, you would need a better roll, but you could still attempt, and sometimes succeed at the same feat that someone with a stronger power could do, especially when considering the first mechanic of spending karma points to impact die rolls. Well, that's it. Any suggestions are appreciated. I'm planning to start a campaign soon, and would like to be able to model some of this into the game from the beginning. Thanks.
  13. Re: PULP HERO -- What Do *You* Want To See?
  14. Re: PULP HERO -- What Do *You* Want To See? Some other ideas on what I'd like to see: maps travel times, costs, and even likelihood of delays and transit being delayed and/or suddenly canceled between areas, by vehicle type. Prices and availability of goods and common leisure activities. Tying your pulp heroes game to later Champions games, and vice verse. Kind of like, prequeling, or building sequels to, the other game, and also evolving heroes to fit in the supers genre over time. Didn't batman start around the pulp days? Adventure ideas Ways to deal with getting the mcguffin out of your players hands over and over again. I suppose how to build the logic into the campaign, such as "it belongs in a museum", or the government takes it away, or something, so that if you want the Indiana Jones feel, there aren't a bunch of mystic powered artifacts in the hands of players after a few adventures. The criminal world. Art and antiquity theft and smuggling, tomb looting, underground auctions or "acquisitions", etc. How did the economy for all this stuff work, perhaps jazzed up for readability and playability of necessary. And corresponding law enforcement actions/info. Neat-o sites around the world to use as set pieces in your adventures. By name, not so much maps. I'll look up nice glossy pictures in the library for reference. Some elements of the scary pulp stories. Integrating horror. I don't mean HP Lovecraft so much as I mean if they had made Indiana Jones and the Temple of Doom into a frightening movie, instead of a movie with scary trappings. Bridging classic pulp bits into present day, and adapting them for the modern genre, i.e Michael Crichton's Congo (novel not film), Tomb Raider, and things of that nature. Advice on pacing in the GM section. How to keep things moving at a brisk pace while at the gaming table without rushing the players through things too quickly, and giving breathers to allow for a build up to higher tension later, both in general, and specific to all the hero system game mechanics that both help and hinder the goal of pacing toward a cliff hanger ending I'd like illustrtaions art to show representative fashions of the time. Costumed Hero, People dressed up to go out, dressed casually, on expedition, military uniforms, some non western types of dress, etc. A good smattering of pictures to show. Info on the sensibilities of the time that we don't have today. How they were more conservative in some areas, less conservative in others, and social issues that we care about today, but which they didn't then, or vice versa. A sidebar or small amount of info on the real archaeology of the time, instead of the fictionalized, so you could use it to run a more grounded in the realistic "feel" treasure hunt adventure. Not only when technology was invented, but when was it realistically available, and where. What was it like growing up in that day and age, especially from the point of view of coming to an adventuring aged adult in "prime pulp era" A totally eye catching cover illustration that looks like the cover of some "astounding tales" short story compilation, instead of a comic book like cover. I'm thinking along the likes of Alex Ross painting, and other that I can't quite articulate right now. Any notes on major geographical features that were different. Golden Gate bridge wasn't built until when? What did they use before it? Ferries? The sunset area in San Francisco was beach and sand dunes (too bad it's not still, it sounds neet the way grandma describes it). I know those are bay area specific, but they illustrate the idea. New Orleans? Hey why not, it's a neat-o place. I like the idea someone mentioned about the "oh yeah, i remember him villain" Different world outlooks people might have based on where they come from. How are an American and a Brit different? What will a Chinese person (either from US/UK, or from China), think of them? You can go on and on with a list of countries. Tropical diseases. Rules for catching some, curing some, and maybe some cultist spells for inflicitng some. Maps of places where the action might happen... planes, boats, and trains, museums, cultist lairs, tombs, lots of stuff like that. Maybe a rule mechanic for how early in an adventure the villains are hard to beat, and as the heroes persist, they have a greater chance of successding. All I can think of right now.
  15. Re: PULP HERO -- What Do *You* Want To See? Yes to the Victorian thing. I second the nomination. Though it may not fit the genre, I would find it a selling point, not a detraction.
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