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Killer Shrike

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  1. Like
    Killer Shrike got a reaction from Steve in It Was 20 Years Ago Today...   
    Indeed, I recall my excitement back in the day when this came to pass. I have many fond memories of the materials you guys produced over the years and the purposes I put them to. Make mine Hero! and happy holidays.
  2. Thanks
    Killer Shrike reacted to Steve Long in It Was 20 Years Ago Today...   
    Believe it or not, it was 20 years ago today that Darren Watts, Jason Walters, the Secret Masters, and myself bought the HERO System (and its related IPs)!
     
    It's been a wonderful, amazing journey ever since -- one with its ups and downs, like any journey -- but still an awesome one. My deepest thanks to all the HERO fans out there who have made it possible!
  3. Like
    Killer Shrike got a reaction from HeroGM in Using the pretty dice   
    The main thing to consider about using polyhedrals for DCs instead of some # of D6's is linear results vs a curve. But, if you don't mind the swingyness of the ranges, it's doable.
     
    Personally, before COVID I was transitioning to a Cortex Prime hack of mine which has similar character building expressiveness to Hero but looser resolution. It uses all the poly's from d4 to d12 in a single dice pool per action / reaction type of resolution. Individual traits (aptitudes, powers, etc) are rated as d4, d6, d8 whatever. For a given action or reaction a character forms a dice pool by taking the die for up to one relevant trait from each set of abilities they have and rolling all the dice. Two dice are chosen and added together as their total result, and a third die is chosen as their effect...the step of the effect die determines the magnitude of what they achieve...thus an effect die of d4 would be marginal while an effect die of a d12 would be extreme. Various stunts (called SFX "special effects") interact with these basic dice pool semantics...for instance the Area Effect SFX allows the inclusion of more dice in the pool and the keeping of additional effect dice to apply to multiple targets, other SFX allow a third die to be added to a result in certain circumstances, or the effect die to be stepped up to the next higher die step under certain circumstances, etc.
     
    I love the Hero System, and have brought many groups into using the Hero System to replace / migrate away from a D&D or other more mainstream game engine. It can be a worthwhile endeavor.
     
    However, if one or more of your players just love them some polyheedz and you want to explore some free form adventure driven by what makes sense to the characters, the setting, and the emerging narrative of your campaign you may find some value in trying out my Cortex hack...
     
    http://www.killershrike.com/Cortex/Heroic/Fantasy/
     
    Most of the sample characters I provide for the hack are actually conversions / re-imaginings of Hero characters from one of my Fantasy Hero campaigns from back in the day. For instance, the warrior blacksmith Saemund in my Cortex hack...and a version of the original player character from back in the day in 5e Hero. And the cantankerous obermancer Kjar in my Cortex hack...and a version of the original player character from the 5e Hero days. 
     
    If you do end up going the Fantasy Hero route though, maybe you'll find something useful among the Fantasy Hero resources still up on my site...
     
    http://www.killershrike.com/FantasyHERO/HighFantasyHERO/FantasyHERO.aspx
     
     
    Good luck...
  4. Thanks
    Killer Shrike got a reaction from Mr. R in Fantasy Hero Builds   
    I'll try to answer any direct questions about the material you might have or that may come up, but unfortunately I'm currently too busy w/ real life to dig into the builds.  
     
    However, I'm really glad to see you getting usage out of this material. This kind of thing makes it worth it to continue keeping the site up.
  5. Thanks
    Killer Shrike reacted to Asperion in Fantasy Hero Builds   
    125 pts is quite doable.  I have made powerful normals who can take out most agents and even your standard fantasy mage with effectively this level of points. 
  6. Like
    Killer Shrike got a reaction from Durzan Malakim in I miss this campaign   
    I miss it as well; we had just gotten to the climax of Act 2, poised for the home stretch. And then...quarantine! I still suspect it is all merely a stratagem of Mr. Timothy Ledoux; the difference between fiction and reality are as naught to one such as he; the 4th wall is the least thing he has shattered in a long existence occupied by the ceaseless pursuit of unwholesome power.
     

     
    I have kept my hand in with Here There Be Monsters a bit in the interim however, slowly but surely chipping away at porting content. I finished porting the Zombie Apocalypse Vignette this weekend and am pretty happy with the results...
     
    Zombie Apocalypse
  7. Thanks
    Killer Shrike got a reaction from fdw3773 in Has anyone played "Wearing the Cape?"   
    I'm a big Fate fan, but I've not checked it out specifically.
     
    While I have much love for Fate and Fate Accelerated, it doesn't quite do it for me when it comes to supers. I'm fully familiar with how to "solve" for superheroes using that system and even did some modeling along those lines back when I got into Fate in the first place, but for narrative supers I greatly prefer Cortex Plus Heroic (better known from its turn backing Marvel Heroic Roleplaying) or the more recent evolution of it in the form of Cortex Prime.
     
    I also really like the very similar Sentinel Comics: The Roleplaying Game; I've not yet been able to play at the table but I really dig the game design.
  8. Like
    Killer Shrike got a reaction from Scott Ruggels in Has anyone played "Wearing the Cape?"   
    I'm a big Fate fan, but I've not checked it out specifically.
     
    While I have much love for Fate and Fate Accelerated, it doesn't quite do it for me when it comes to supers. I'm fully familiar with how to "solve" for superheroes using that system and even did some modeling along those lines back when I got into Fate in the first place, but for narrative supers I greatly prefer Cortex Plus Heroic (better known from its turn backing Marvel Heroic Roleplaying) or the more recent evolution of it in the form of Cortex Prime.
     
    I also really like the very similar Sentinel Comics: The Roleplaying Game; I've not yet been able to play at the table but I really dig the game design.
  9. Like
    Killer Shrike got a reaction from dialNforNinja in Quote of the Week from my gaming group...   
    Forgot about this one. In yesterdays session the PCs had a small press conference, thier first, and the media asks Gravitic, the Grandmaster of Graviolis what the source of his superhuman powers are.
     
    In his typical 4-color voice, Gravitic answers,
     

    "Why, my super HUMANITY, of course!"
  10. Like
    Killer Shrike got a reaction from dialNforNinja in Quote of the Week from my gaming group...   
    Why dont you call somebody in charge?
     
    This happened in yesterday's champions session.
     
    One of the players is the Silver Avenger of Millenium City, John Wrath (Agent of PRIMUS!!!!).
     
    The player was up all night trying to get several projects wrapped up, making last minute changes to an emulator due on Monday (he's a UCSD Computer Science student), and his car disintegrated the day before as well. He's frazzled and off his game, and had to show up a couple of hours late because he was getting his car taken care of (but hey, he showed, which is more than some players would have done ), so he's joined the game in progress and hasn't quite gotten his brain fully engaged yet.
     
     
    Now keep in mind, this is our 4th session of play. His authority has been well established heretofore. He's been to PRIMUS HQ on several occasions and the generals of that backdrop have been fleshed out, though not all the specifics have been ironed out as yet. The motor pool, R&D, and the Station Chief have all had some work, and some of the necessary facilities such as holding cells and questioning rooms, and private rooms from which to enter ones personal information in the process of getting sanctioned by PRIMUS have been covered, and other facilities alluded to. However, so far its been a place to stop in on in the pursuit of the story, rather than an ends unto itself. So, basically, as something comes up where it would make sense and serve the story, PRIMUS HQ turns out to have something suitable to support it.
     
    In this particular session, the party met up at PRIMUS HQ. ALL of the PCs other than John Wrath have a jealously guarded Secret ID and have no way of getting in touch with each other, and several of the members had initially refused to sanction in fits of paranoia. This has hampered the forward progress of the storyline considerably. To make a long story short, in game events lead to the group meeting at PRIMUS HQ, and the remainder of the PCs went through the sanctioning process. Then the group finally rallied together and moved forward in one direction, assisting the Silver Avenger in the investigation of the supercrime which had initially drawn them all out to combat in the 1st session.
     
    So they follow up a lead regarding a suspicious security guard who was fired from the plant that was struck in the 1st session, after one of the security guards at that location said it was kind of suspicious that the criminals seemed to know where all the cameras and security devices were located -- he suspected an inside job.
     
    The PCs find this guy, a total story-serving mook criminal, and after some questioning John Wrath takes him into custody.
     
    John Wrath gets a call from PRIMUS Dispatch notifying him that a superhuman wanted for questioning with a general APB out on him has been spotted overflying the city.
     
    John Wrath is harried from riding herd on the PCs and this is clearly one too many straws on his back. He says through his mike:
     
    "Uh....Why are you telling me? Dont you know I'm busy? Why dont you call somebody in charge?"
     
    Out of character we all laugh at him, one of the other players says Out of Character something the effect of "You are in charge, you idiot--You are the gawd damn SILVER FRICKING AVENGER! You are THE person in charge of handling crap like this for the entire CITY"
     
    So the player of John Wrath says, "What? Im obviously too incompetent for that kind of responsiblity! Besides, if Im in charge, why does the Station Chief keep yelling at me?"
     
    The group laughs at him
     
    The other players says "Because he keeps having to pick up your slack, thats why!"
     
    The the player of John Wrath says, "Well if Im in charge, I should have an office or something!"
     
    To which I reply, "You DO have an office -- the Office of the SIlver Avenger, Millenium City."
     
    The player is suprised and says, "Really? Where's that at? Do I have a secretary?"
     
    Pretty much the whole table bursts out at once with variations of, "ITS AT PRIMUS HEADQUARTERS YOU IDIOT"; where the entire party had just met up and left together from before all of this transpired.
     
    And I respond with something along the lines of, "Your office is at PRIMUS Headquarters on the top floor, and yes you have a secretary, but they cant keep the position filled because you are too much of a hard ass on the help, so they keep rotating admin personnel in and out. You are never actually in your office because you are too crusty and hard charging to do office work--thats for pencil pushers and sissys after all. You are JOHN WRATH, leader of the Growling RECONDOs in Vietnam, who followed that up with 10 years of teaching uneducated natives of pisshole countries how to overthrow thier oppresive governments for the benefit of the CIA, who's been a Silver Avenger for 18 frickin years; you're a FIELD OPERATIVE, a WORLD FAMOUS "SECRET" AGENT, with a liscence to kill and cigar. You live for this crap! Now are you going to respond to the APB or not?" (ie, I reminded him of his own character concept )
     
    Once he got his head in the game, things took off, but we all laughed ourselves silly over his initial confusion...
  11. Like
    Killer Shrike got a reaction from tkdguy in Some good abilities for warriors and rogues   
    I've not found martial / caster disparity to really be a problem in the Hero System. As others have mentioned, characteristics, Talents / Super Skills, and gear offer plenty of design space for non-casters to be impressive or extraordinary. 
     
    Here's some materials I provided back in the day for Fighters, Rogues, and other D&D type classes suggesting various ways to model common tropes, but it's not hard to dial in the awesome for non-casters using the tools provided by the system. 
  12. Like
    Killer Shrike got a reaction from Christopher R Taylor in Some good abilities for warriors and rogues   
    I've not found martial / caster disparity to really be a problem in the Hero System. As others have mentioned, characteristics, Talents / Super Skills, and gear offer plenty of design space for non-casters to be impressive or extraordinary. 
     
    Here's some materials I provided back in the day for Fighters, Rogues, and other D&D type classes suggesting various ways to model common tropes, but it's not hard to dial in the awesome for non-casters using the tools provided by the system. 
  13. Thanks
    Killer Shrike reacted to Lord Liaden in New idea for bad guys   
    I would also point out that the magical nobility need not have been born with powers. A talent for magic may or may not be rare, but they might still have to study it to attain any significant power. But it's been very common throughout history for certain classes or professions to jealously guard knowledge which gives them power in their society. Like our Dean Shomshak likes to say, "Knowledge is not power. Knowledge that other people don't have, is power."
     
    If magic is something that can be learned, then the highest crime among your nobility would probably be sharing knowledge of it with the commoners.
  14. Thanks
    Killer Shrike got a reaction from fdw3773 in Any Experiences or Memories of New and Lesser Known Superhero RPGs?   
    The ones you list that I'm familiar with:
     
    Brave New World - I owned it and a couple of its supplements, never played it. Good production values, but not a very good system IMO.
     
    Aberrant - Skimmed it, did not care for it at all (system or setting), never played it.
     
    Guardians - Heard of it. Not into "retro-clones" / OSR per se...I played "old school" D&D when it wasn't old at all and don't have nostalgia-colored lenses re: early days of game mechanics.
     
    Wild Talents - read the books (based on a Superworld rpg campaign, supposedly), owned the GURPS supplement, played very briefly in a Wild Talents game run by someone or other. In a roundabout way Wild Talents is what led me to the Hero System back in the day so while I did not care for the game itself, it is partially to thank for me finding a system I've gotten several decades of enjoyment out of...so there's that.
     
    Truth & Justice - I'm familiar w/ PDQ but if I were in the mood for that style of game I'd probably just use Risus or Fate which are pretty similar at root.
     
    Sentinels Comics RPG - I own the deluxe leather bound version and have made some characters with it. Pretty similar to Cortex Plus Heroic (and Cam Banks is credited among others on SCRPG so no big surprise there) with some intriguing additions and a semi-random character generation system that I actually don't hate...brought back happy memories of randomly generating characters using FASERIP Marvel + Ultimate Powers Book. I'm a huge Cortex Plus Heroic / Cortex Prime fan, and also a big Sentinels of the Multiverse card game fan, and enjoyed the afternoon I spent messing around w/ Sentinels Comics RPG. I hope to be able to play a small session using it at some point if the stars align. I recommend checking it out.
  15. Like
    Killer Shrike reacted to Mr. R in Too many Magics?   
    Thank you!
  16. Like
    Killer Shrike got a reaction from Scott Ruggels in Too many Magics?   
    Personally, I prefer multiple magic systems in a Hero Fantasy setting because I feel it offers additional opportunities for character differentiation and highlights one of the Hero System's strongest features.
     
    In general it can be difficult to balance different means of empowerment against one another in a given context such as a setting, particularly if those means of empowerment are implemented as orthogonal sub-systems of arbitrary rules. The Hero System and similar game systems influenced by it (or independently evolved) that have a strong notion of separation between fluff and mechanic and a common unified effects model provide a lot of lift to overcome that difficulty. 
     
    And so on...I don't have time to wax loquacious on generalities, so I'll forbear further abstraction for now and move on to specifics.
     
    The various Fantasy Hero magic systems I offer are meant to be used either together or separately. Some are better for particular power levels or tones, some are more suited to be used as general systems while others are more niche, and some are more by-the-book while others introduce custom mechanics or some structured hand-wavium. However, they are all basically compatible. 
     
    As an exercise in dogfooding, back in the days when I was building the bulk of those systems, I made the custom setting of San'Dora with a meta goal of including every single one of those magic systems in one setting. I taped together a bunch of blank paper to make a blank map and drew in a centralized Mediterranean like coastline then passed the otherwise blank canvas around the table of my players at the time and they each extended the map's coastlines, delineated continents, added mountain ranges, forests, rivers, and further geographical embellishments. I then had them each make a list of their favorite genre sources and concepts (books, movies, comics, whatever) and each list 3 things they wanted incorporated into the setting, etc. Then I synthesized all of that into various ages and peoples to incorporate all of it and assigned various magic systems to different cultures, influencing the nature of those cultures and their histories based upon the qualia and power level of their native magic systems. And so on and so forth. This fed back into the magic design, inspiring many of the variants and specializations within the broader systems.
     
    Thus, the various magics systems and their relative power levels, tone, etc, actively influenced that particular setting and vice versa, which results in a grounded / organic feel, reinforces cultural notions within the setting, suggests / drives historical detail, and generally acts as an important part of the worldbuilding process.
     
    I would recommend a similar approach be taken to ground your chosen magic system(s) and other means to empowerment such as religious and knightly orders, martial styles, significant professions, and so on directly into your setting. And to be clear, not just the superficial "now" of your setting, but from the bottom up starting at the foundation of the setting's conceptual core, layering thru the history / back story thereof unto the present / current era where play will begin. Having taken this approach, a rich tapestry of character origins with verisimilitude and internal consistency will present itself from the resting state of your worldbuilding rather than being no more than a bullet list of tacked on, bolted together choices lacking resonance or contextual relevance.
     
    And finally to get maximally specific: my Metier, Runecrafting, and Totemic Shamanism systems all work together reasonably well and I would not expect you to encounter any special problems if you allowed all three. The one caveat there is, as mentioned somewhere in the Runecrafting documentation, as a magic system that revolves around making magic items, you should first work out how you plan to handle magic items in your setting before deciding to incorporate Runecrafting as the assumptions I made when designing that system are based upon how I handled magic items (also documented on the site) which may differ from your assumptions / preferences. 
  17. Like
    Killer Shrike got a reaction from Christougher in Too many Magics?   
    Personally, I prefer multiple magic systems in a Hero Fantasy setting because I feel it offers additional opportunities for character differentiation and highlights one of the Hero System's strongest features.
     
    In general it can be difficult to balance different means of empowerment against one another in a given context such as a setting, particularly if those means of empowerment are implemented as orthogonal sub-systems of arbitrary rules. The Hero System and similar game systems influenced by it (or independently evolved) that have a strong notion of separation between fluff and mechanic and a common unified effects model provide a lot of lift to overcome that difficulty. 
     
    And so on...I don't have time to wax loquacious on generalities, so I'll forbear further abstraction for now and move on to specifics.
     
    The various Fantasy Hero magic systems I offer are meant to be used either together or separately. Some are better for particular power levels or tones, some are more suited to be used as general systems while others are more niche, and some are more by-the-book while others introduce custom mechanics or some structured hand-wavium. However, they are all basically compatible. 
     
    As an exercise in dogfooding, back in the days when I was building the bulk of those systems, I made the custom setting of San'Dora with a meta goal of including every single one of those magic systems in one setting. I taped together a bunch of blank paper to make a blank map and drew in a centralized Mediterranean like coastline then passed the otherwise blank canvas around the table of my players at the time and they each extended the map's coastlines, delineated continents, added mountain ranges, forests, rivers, and further geographical embellishments. I then had them each make a list of their favorite genre sources and concepts (books, movies, comics, whatever) and each list 3 things they wanted incorporated into the setting, etc. Then I synthesized all of that into various ages and peoples to incorporate all of it and assigned various magic systems to different cultures, influencing the nature of those cultures and their histories based upon the qualia and power level of their native magic systems. And so on and so forth. This fed back into the magic design, inspiring many of the variants and specializations within the broader systems.
     
    Thus, the various magics systems and their relative power levels, tone, etc, actively influenced that particular setting and vice versa, which results in a grounded / organic feel, reinforces cultural notions within the setting, suggests / drives historical detail, and generally acts as an important part of the worldbuilding process.
     
    I would recommend a similar approach be taken to ground your chosen magic system(s) and other means to empowerment such as religious and knightly orders, martial styles, significant professions, and so on directly into your setting. And to be clear, not just the superficial "now" of your setting, but from the bottom up starting at the foundation of the setting's conceptual core, layering thru the history / back story thereof unto the present / current era where play will begin. Having taken this approach, a rich tapestry of character origins with verisimilitude and internal consistency will present itself from the resting state of your worldbuilding rather than being no more than a bullet list of tacked on, bolted together choices lacking resonance or contextual relevance.
     
    And finally to get maximally specific: my Metier, Runecrafting, and Totemic Shamanism systems all work together reasonably well and I would not expect you to encounter any special problems if you allowed all three. The one caveat there is, as mentioned somewhere in the Runecrafting documentation, as a magic system that revolves around making magic items, you should first work out how you plan to handle magic items in your setting before deciding to incorporate Runecrafting as the assumptions I made when designing that system are based upon how I handled magic items (also documented on the site) which may differ from your assumptions / preferences. 
  18. Thanks
    Killer Shrike got a reaction from Mr. R in Too many Magics?   
    Personally, I prefer multiple magic systems in a Hero Fantasy setting because I feel it offers additional opportunities for character differentiation and highlights one of the Hero System's strongest features.
     
    In general it can be difficult to balance different means of empowerment against one another in a given context such as a setting, particularly if those means of empowerment are implemented as orthogonal sub-systems of arbitrary rules. The Hero System and similar game systems influenced by it (or independently evolved) that have a strong notion of separation between fluff and mechanic and a common unified effects model provide a lot of lift to overcome that difficulty. 
     
    And so on...I don't have time to wax loquacious on generalities, so I'll forbear further abstraction for now and move on to specifics.
     
    The various Fantasy Hero magic systems I offer are meant to be used either together or separately. Some are better for particular power levels or tones, some are more suited to be used as general systems while others are more niche, and some are more by-the-book while others introduce custom mechanics or some structured hand-wavium. However, they are all basically compatible. 
     
    As an exercise in dogfooding, back in the days when I was building the bulk of those systems, I made the custom setting of San'Dora with a meta goal of including every single one of those magic systems in one setting. I taped together a bunch of blank paper to make a blank map and drew in a centralized Mediterranean like coastline then passed the otherwise blank canvas around the table of my players at the time and they each extended the map's coastlines, delineated continents, added mountain ranges, forests, rivers, and further geographical embellishments. I then had them each make a list of their favorite genre sources and concepts (books, movies, comics, whatever) and each list 3 things they wanted incorporated into the setting, etc. Then I synthesized all of that into various ages and peoples to incorporate all of it and assigned various magic systems to different cultures, influencing the nature of those cultures and their histories based upon the qualia and power level of their native magic systems. And so on and so forth. This fed back into the magic design, inspiring many of the variants and specializations within the broader systems.
     
    Thus, the various magics systems and their relative power levels, tone, etc, actively influenced that particular setting and vice versa, which results in a grounded / organic feel, reinforces cultural notions within the setting, suggests / drives historical detail, and generally acts as an important part of the worldbuilding process.
     
    I would recommend a similar approach be taken to ground your chosen magic system(s) and other means to empowerment such as religious and knightly orders, martial styles, significant professions, and so on directly into your setting. And to be clear, not just the superficial "now" of your setting, but from the bottom up starting at the foundation of the setting's conceptual core, layering thru the history / back story thereof unto the present / current era where play will begin. Having taken this approach, a rich tapestry of character origins with verisimilitude and internal consistency will present itself from the resting state of your worldbuilding rather than being no more than a bullet list of tacked on, bolted together choices lacking resonance or contextual relevance.
     
    And finally to get maximally specific: my Metier, Runecrafting, and Totemic Shamanism systems all work together reasonably well and I would not expect you to encounter any special problems if you allowed all three. The one caveat there is, as mentioned somewhere in the Runecrafting documentation, as a magic system that revolves around making magic items, you should first work out how you plan to handle magic items in your setting before deciding to incorporate Runecrafting as the assumptions I made when designing that system are based upon how I handled magic items (also documented on the site) which may differ from your assumptions / preferences. 
  19. Like
    Killer Shrike reacted to Asperion in Too many Magics?   
    I was attempting to emphasize the point of how rare they are,  which explains other comments I made.  
     
    Back to the original topic  - the "correct" amount of magic is the amount that you and your players believe is the correct amount. DO NOT let some arbitrary person in some random discussion board (even this one) say what is write or correct since they don't know the unique situation that is involved at your table. 
  20. Like
    Killer Shrike got a reaction from Panpiper in Limiting RSR rolls   
    For heroic / gritty levels of play, I normally apply a skill maxima across the board, which incidentally applies to magic systems that require skill rolls.
     
    Skill Maxima is one of the rows in my "Assumptions" checklist I use for various campaign settings; you can see it in detail along w/ links to various "paradigms" such as High / Epic / Low fantasy, and a worksheet for you to fill in your own if you wish, here:

    http://www.killershrike.com/FantasyHERO/HighFantasyHERO/campaignParadigms.aspx
     
    And here is an example from an actual campaign:

     
    Assumptions The following options are assumed to be in effect for this paradigm. Option
    Selected Option
      No NCM   X NCM Powers Available O   Powers Not Available Super Skills Available O   No Super Skills Available Combat Luck Allowed X   No Combat Luck Allowed No Deadly Blow Allowed   O Deadly Blow Allowed   Literacy Standard X   Literacy Not Standard No Weapon Familiarity   X Weapon Familiarity No Armor Familiarity X   Armor Familiarity No Transport Familiarity   X Transport Familiarity No Skill Maxima   14- Skill Maxima No STR Minima   X STR Minima Superheroic CSL Conversion   X Heroic CSL Conversion   No Encumbrance   X Encumbrance Knockback   X Knockdown Generalized Damage   X Hit Location Damage No Long Term Damage X   Injury & Impairment Damage Normal Damage Default   X Killing Damage Default No Long Term Endurance   X Long Term Endurance END Cost = Active Points / 10 X   END Cost = Active Points / 5   Equipment Costs Points   X Equipment Doesn't Cost Points* Bases & Vehicles Cost Points   X Bases / Vehicles Don't Cost Points* Followers Cost Points   X Followers Don't Cost Points*   *Resource Pools as described in the Starting Character guidelines are in effect
    O: By Origin X: Selected  
     
    @Mr. RNote: as you are interested in using my Metier magic system, it might be relevant for you to know that I consider it to be a low to mid power level magic system and suggest it as being serviceable for Sword & Sorcery and Epic type settings.
  21. Like
    Killer Shrike got a reaction from Pattern Ghost in Top Secret [TSR]   
    I did not play the original Top Secret, but I did own Top Secret / SI plus the green boxed set (high stakes something or other) and many of the supplements back in the day, and ran and also played it via a series of linked together one shots or bursts of sequential session in a loose sort of campaign with the main group I ran w/ in high school, interwoven amongst the handful of other rpgs we were playing back then. I don't remember a lot of details as it has been many years, but I do remember liking the percentile dice resolution, the vehicle cards, dossier style character sheets, and so on.
     
    The ORION vs WEB metafiction was fun, and me and another gamer in the group had a good time coming up with colorful characters; the other person was into Bond and similar lighter spy fare while I was more into John le Carre type stuff, but between the two of us we somehow managed to find a workable middle ground. The other players weren't that into the spy genre per se, but liked the modern action / violence aspects of it. 
     
    It definitely had an influence on my gaming style and preferences for gritty but cinematic modern action in rpgs, and I'm glad I got to experience it. 
  22. Like
    Killer Shrike reacted to Hermit in Real People Who Would have Been Supers In A Supers Universe   
    Hedy Lamarr
    1) Incredibly talented actress
    2) Inventor, self taught mostly, who worked for Howard Hughes at one point, also helped invent the Frequency Hopping Spectrum to jam Nazi torpedos (Tech would later be incorporated into Wifi)
    3) During World War II, the Office of Strategic Services invented a pyrotechnic device meant to help agents operating behind enemy lines to escape if capture seemed imminent. When the pin was pulled, it made the whistle of a falling bomb followed by a loud explosion and a large cloud of smoke, enabling the agent to make his escape. It saved the life of at least one agent. The device was codenamed the Hedy Lamarr.
    4) Incredible Recluse particularly later in her life
     

  23. Like
    Killer Shrike got a reaction from Christopher R Taylor in Regenerating other stats than Body   
    I've allowed Regen Stun using the APG option for many years; feels pretty good and intuitive in play. Also Regen per Segment, which is quite strong but allows for certain cinematic / genre tropes which per Turn never quite jived with for my preferences. Things like:
     
    30  Lycanthropic Regeneration :  Regeneration (2 BODY per Segment), Can Heal Limbs, Per Segment (APG), STUN Also (APG) (+1/2) (61 Active Points); Does Not Work On Some Damage ([Common attack]; Damage From Silver; -3/4), Perceivable (by Supernatural Awareness; -1/4)
  24. Like
    Killer Shrike got a reaction from Ternaugh in House rule for Dispels and Suppress   
    This is the House Rule I've used for Dispel in various settings...works for me but YMMV:
     
    DISPEL (5e & 6e) DISPEL DICE OF EFFECT + DICE ROLL When used as per the rules, Dispel suffers from point disparities which generally result in a Dispel ability either being very narrowly defined and corner case, or so encumbered by advantages that the dice of effect are too low to be reasonably capable of affecting equivalently pointed target abilities. Due to this lack of teeth, Dispels are rarely ever actually taken by player characters, unless their cost can be subsumed into a Multipower or Variable Power Pool, and in general Dispels tend to go unused during play as they hardly ever work vs creditable opponents. This house rule allows a reasonably defined Dispel with some degree of Expanded Effect to still be viable vs abilities with equivalent Active Points. Dispel grants a base effect equal to the number of dice the character has in Dispel, plus the roll. Thus a 6d6 Dispel confers +6 points of automatic effect, while a 12d6 Dispel confers +12 points of automatic effect, and so on. ABORT TO DISPEL Even though Dispel has a defensive use (countering attacks before they can take effect), the Power is not flagged as a "Defensive" ability, and is flagged as an "Attack". The rules more generally allow a character to Abort to a defensive action, but does not allow characters to Abort to an attack. It has been a long standing house rule of mine that a character can abort to a Dispel if it would protect them from harm. A character with a relevant Dispel can Abort to Dispel an incoming attack that would harm them.
  25. Like
    Killer Shrike got a reaction from theinfn8 in House rule for Dispels and Suppress   
    This is the House Rule I've used for Dispel in various settings...works for me but YMMV:
     
    DISPEL (5e & 6e) DISPEL DICE OF EFFECT + DICE ROLL When used as per the rules, Dispel suffers from point disparities which generally result in a Dispel ability either being very narrowly defined and corner case, or so encumbered by advantages that the dice of effect are too low to be reasonably capable of affecting equivalently pointed target abilities. Due to this lack of teeth, Dispels are rarely ever actually taken by player characters, unless their cost can be subsumed into a Multipower or Variable Power Pool, and in general Dispels tend to go unused during play as they hardly ever work vs creditable opponents. This house rule allows a reasonably defined Dispel with some degree of Expanded Effect to still be viable vs abilities with equivalent Active Points. Dispel grants a base effect equal to the number of dice the character has in Dispel, plus the roll. Thus a 6d6 Dispel confers +6 points of automatic effect, while a 12d6 Dispel confers +12 points of automatic effect, and so on. ABORT TO DISPEL Even though Dispel has a defensive use (countering attacks before they can take effect), the Power is not flagged as a "Defensive" ability, and is flagged as an "Attack". The rules more generally allow a character to Abort to a defensive action, but does not allow characters to Abort to an attack. It has been a long standing house rule of mine that a character can abort to a Dispel if it would protect them from harm. A character with a relevant Dispel can Abort to Dispel an incoming attack that would harm them.
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