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Posts posted by BigJackBrass
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How’s the cover on your copy? My recent experiences with PoD have been positive but the cover stock tends to be a little thinner than I’d like.
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4 hours ago, steriaca said:
Is more really better? Hero Games outnumbles The Bible with Horsemen of the Apocalypse.
Sure, but the bible was written yonks ago. Stands to reason that a few more would have been written in since then.
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After telling myself (repeatedly) that I absolutely did not need it and certainly would not be buying it, I gave in and treated myself to the mammoth box set Venus, Cupid, Folly & Time by The Divine Comedy, an enormous collection of remastered albums, demos, live performances and juvenilia. And it's glorious.
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After digging around on the Wayback Machine and trawling through the forum here I’ve found enough information to interest me in The Kandris Seal from Hart-Felt Productions but not quite enough to answer a couple of questions about it. So:
1) Does anyone know a source for the free downloads (maps, character sheets etc) which used to be available from the now defunct Hart-Felt Productions website? The only file I could retrieve from the Wayback Machine was a PDF preview of the main book.
2) Does the supplement Steam, Savants and The Kandris Seal contain Hero stats? On balance I don’t think it does, but RPGgeek.com says otherwise. If not, do you think there’s enough other content to make it a good buy for adapting to Hero?
Thanks for any help on this.
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It’s a long time since I last played Savage Worlds but something I recall finding very useful for that system were the regularly released “one sheet” (i.e. two sides) adventures. Brief scenarios in different genres with a consistent visual style and a concise but usable format. Now, Hero stat blocks might be a bit bulky for a two page adventure, but they can be cut down to the essentials. I reckon that four pages including text, sketch map if needed, stats and an illustration or two would work.
They’re not epics, not campaigns or detailed investigations, just solid adventures you can set up and run easily and quickly. An evening’s entertainment when you haven’t had time to prep, or something to show to a new player. Get a small library of those together along with some pre-gen characters and I reckon it would make the game look a lot less overwhelming.
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4 hours ago, tkdguy said:
What a grim vision of the future that is 🙁
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8 hours ago, Duke Bushido said:
Evidently there were only four copies of the 25th anniversary book ever published, too! 😠
*cough* I uh wonder who has the other three…
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Merry Christmas, heroes!
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I liked Tri-Stat when it debuted as Big Eyes, Small Mouth but it grew increasingly clumsy as they tried to apply it to wider genres. In particular, it was a d6 roll under system, but they came up with the peculiar idea of having higher power characters use larger dice (d10 for typical supers, d12 for the likes of The Authority ). Obviously that makes it harder, not easier, to roll under a given number. There was a fudge I don't recall which made it work, but it always felt like a fudge, as if they'd forced the idea to fit.
And then they went and called the book of female characters Country Matters …
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According to Champions Complete page 144, no.
"… Mental Combat works on a Line Of Sight basis; if an attacker can see the target, he can attack him without suffering the Range Modifier. Typically, none of the Combat Modifiers apply either."
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40 minutes ago, DShomshak said:
Okay, so "Tekumel HERO" might be a hard lift. But I'd buy it.
In a heartbeat!
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2 hours ago, wcw43921 said:
Names?
Well, mum's is called Winnie. No idea about the rest.
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23 hours ago, Ternaugh said:
The Court Jester: Danny Kaye classic, remastered from the original VistaVision elements, and on Blu-ray for the first time, this is highly recommended. (Blu-ray)
I've not seen a remastered version but the original is certainly enchanting and entertaining. Kaye's talent seems to spill out from the screen, more than a mere movie could contain.
Such a pity that, by very many accounts, he was a deeply unpleasant person to work with. A favourite comment from Vincent Price: "Yes, it amuses me how many people thought I was like the monster in the Edgar Allan Poe movies and thought Danny Kaye was a nice man."
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6 hours ago, Duke Bushido said:
And I know you weren't looking for solutions, BJB,
Well, I've been passing some of the suggestions along to my player and honestly they're all helping us to get a better grasp of the rules and options.
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Thank you for that. I passed it along to the player and he's happy that it gives him some options as well as confirming his thought that the pre-designed power from the cards is a good, quick place to start but not quite what he wants. After the first adventure wraps up he's going to do some work on it.
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My group started The Island of Dr Destroyer recently, 6E rules using Champions Complete as our primary source. I'm running it, but my usual GMing approach is rules-light (Tunnels & Trolls , for example) and much hand-waving, whereas I'm hoping to make better use of the Hero mechanics. One of my players who is, to say the least, considerably more technically minded than I asked a question about sustained Flight for his character and I'm hoping that more experienced brains can offer an answer or point me in the right direction.
The character was designed using the Champions Character Creation Cards and his flight is part of a Multipower:
Not urgent, and I'm seeking knowledge rather than arguing for a
particular interpretation.NewMind has (as part of a multipower, but that's not relevant) Flight:
20m, ×8 noncombat, 7 END to use.He has SPD 4 and REC 12.
So if he goes all-out in flight he spends 28 END and recovers 12,
losing a net 16 per round, so his 70 END lasts roughly 4 rounds. During
each of those rounds he's flying 20m ×8 ×4, 120mph, so he's covered a
bit over a mile and a half. Fair enough.OK, what if he wants to go further than a mile and a half? Presumably
if he turns off Flight for a phase he starts to plummet.With a normal power you can use it at a lower intensity for less END.
Does that apply here? I'm guessing that's just the headline number
(speed in this case), not a total power redesign, but I need to know
how the power works to get the numbers right. So:Flight 20m [20]
Position shift [+5]
×8 noncombat [normally ×2, +5 per doubling is +10]
total 35Combat Acceleration/Deceleration (+1/4)
No Turn Mode (+1/4)
No Gravity Penalty (+1/2)
for a total of ×2which matches the 70 active points listed for END 7. Good.
I need to get that down to END 3 to be sustainable, so maximum 30
active points; 15 before the multipliers; and Position Shift and
Noncombat take up that 15, leaving nothing for movement.In "economy mode" I can run Flight at 5m, for 40 active points; that
gets me a 30mph airborne amble, with an END cost of 4 per phase so a
net loss of 4 per round. That flattens END after about… hmm, a mile
and three quarters.(The multipower effect on all this means that I don't get to spend the
pool points on anything else even if I'm using it at lower intensity,
because it's a Fixed slot.)So I think my question is: how much power redesign can one
legitimately do when using a power at a lower intensity? Is it, as I
have assumed, just the value of the primary effect that gets scaled
back, not any adders etc.?Cheers,
R
Does that make sense? Thanks for any assistance.
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A fair point, certainly.
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Nothing relevant to the current episode, but thanks for adding to this thread which finally, after months of blindly overlooking it, popped up and caught my attention. Listened to the first episode and thoroughly enjoyed it.
RIP Scott Bennie
in Non-Gaming Discussion
Posted
A name I quickly learned to associate with quality material. He’ll be missed.