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Kaze9999

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Everything posted by Kaze9999

  1. Version ABT

    46 downloads

    Template for a fantasy game I'm running based on the MHI descriptions
  2. Version ABT

    47 downloads

    Template for a fantasy game I'm running based on the MHI descriptions
  3. Version ABT2

    37 downloads

    Template for a fantasy game I'm running based on the MHI descriptions
  4. Version 6e Fantasy

    59 downloads

    Template for a fantasy game I'm running based on the MHI descriptions
  5. Version HDv6; 5th edition Hero S

    56 downloads

    Travis is a Texas native who grew up in a wealthy private boarding school with an absent father. Shortly before he was ready to graduate, Travis developed his mutant powers, and subsequently discovered that his father was a supervillian. In reaction to this, Travis pursued a career in law enforcement (he had previously wanted to be a professional athelete). Instead of college, he enrolled in the Amarillo Rangers Academy and hopes to be the one to bring his father to justice and redeem the family name! Travis is determined to prove his own loyalty to law and order at every opportunity. He is disgusted by his father's law-breaking, and by assosciation, doesn't really like to use his powers and thus has been reluctant to learn to develop them beyond their most obvious applications.
  6. I personally would suggest that you pick up Monster Hunter International (a licensed Urban Fantasy Hero System book based on a series of novels by Larry Correia) and run it 'out of the box' for your players. It is not cheap (though just the PDF could work), but it has pre-built: a ) Setting w organizations, a base, maps, races, etc. b )Multiple Magic Systems c ) Equipment lists (and Guns, lots of guns!) d ) Monsters I think it would be the easiest way to get a group up and running in Hero System, and very nicely illustrates the flexibility of the system for building whatever you want from whole worlds and ecologies to custom weapons (GUNS!). Just that one product (with the corebooks or Champions Complete or just asking for help here on the forums to explain some of the skills, maneuvers, and powers that are mentioned but not actually described in MHI) should be enough to give a gaming group a good "feel" for all the potential of Hero System, and then you pick up Hero Designer to do the math while you tap that potential! That's how I'd do it.
  7. Or, it could be a more philosophical meaning, still appropriate for a Dark Champions game, as in..."Sometimes the dragon wins."...?
  8. It's Dark Champions agents vs Champions (evil) Supers! Um...just saying, I'd love to see this as a Hero book! :-D https://play.google.com/store/books/details/Brandon_Sanderson_Steelheart?id=gkcKun43kYYC
  9. MHI refers to some skills and powers in its NPC and monster write ups that aren't described in the basic Hero System rules included in the book (Teamwork, Restant Advantage, etc.). I love MHI, and use if alot, but somone new to Hero System might find some references in it that they need to ask about here on this site, or buy the two main core rule books Volume I and Volume II of the Hero System 6th edition in PDF to refer to. Here's a thread that goes into detail: That said, again, I love the book, and believe it has everything you need to run a great campaign and introduce players to Hero System.
  10. You guys are making this a semi-regular thing! I'll look for a prominent evil mastermind named, "Steve" in a future installment of MHI!
  11. Hm...the corebooks are enough for an experienced Hero System GM to build everything themself...eventually. Having said that, I personally would suggest that you pick up Monster Hunter International (a licensed Urban Fantasy Hero System book based on a series of novels by Larry Correia) and run it 'out of the box' for your players. It is not cheap (though just the PDF could work), but it has pre-built: a ) Setting w organizations, a base, maps, races, etc. b )Multiple Magic Systems c ) Equipment lists (and Guns, lots of guns!) d ) Monsters I think it would be the easiest way to get a group up and running in Hero System, and very nicely illustrates the flexibility of the system for building whatever you want from whole worlds and ecologies to custom weapons (GUNS!). Just that one product (with the corebooks to explain some of the skills, maneuvers, and powers that are mentioned but not actually described in MHI) should be enough to give a gaming group a good "feel" for all the potential of Hero System, and then you pick up Hero Designer to do the math while you tap that potential! That's how I'd do it.
  12. I guess since Champions Complete has a physical book in stock and includes the PDF when you buy the book, it makes sense not to include it in an online PDF only sale...
  13. Huh, how weird is it that the corebooks and Champions genre book are on sale...but Champions Complete isn't?
  14. So, I know Hero Games just started a big Kickstarter, but per this review, the Forces of Darkness are already sniffing around the excellent Grimnoir Chronicles for another game system that must not be named! PLEASE DON'T LET THIS ONE GET AWAY! Book Review: Hard Magic (Book One of the Grimnoir Chronicles)
  15. Version HD6

    43 downloads

    NPC for "New World Order Academy": Michiko has never formally studied or trained in martial arts, but spontaneously exhibited an innate, natural ability which has no natural explanation! Michiko likes to act like "the baby' (when she's not acting like a rabbit), and adores rabbits and baby animals, most of all baby rabbits! "SO SOFT!" Michiko tends to fight defensively, hoarding her limited END until she sees a clear opening. She tends to stay very aware of all potential opponents and doesn't generally get "tunnel" vision in a fight. Trap. Seriously, there could not be a more innocuous seeming juggernaught of hand to hand punishment for a mean spirited criminal to take hostage to their peril! Michiko does tend to wear down quickly in any kind of sustained fighting, and one hit of even glancing strength tends to put her down for the count. Michiko is an adorable little girl with Asian features, dark hair, and big, chocolate brown eyes who is prone to giggle and hop around.
  16. Version HD6

    74 downloads

    New World Order Academy Up until 2012-10-22 the game world had no more real proof or experience with "real" supernatural or super powers than our own, Real World (possibly less depending on who you believe). The initial super powered (or supernatural) entities were from dimensional breaches into the game world, but after those breaches were (largely) closed in thwarted invasion 140 days later on 2014-3-11, it came to the attention of Homeland Defense that there seemed to be..."local contamination", that is to say, people native to the game world began to develop super powers as well. The phenomena is very rare, and seems to only happen in teenagers, typically younger teens, and these "native" powers are in general weaker and more erratic than the extra-dimensional ones, but after a few "incidents" it became the official mandate to identify and "contain" these people in a special place of their own. 6e 200 w 50 Complications PC's are all "mutants" age 12-16; most girls 12-13 and boys 13-14 Starting characteristics of "8"; any characteristics over "12" must be bought as powers. All equipment (foci) must be bought as powers All Talents over 3 cp's must be bought as powers. All Martial Arts after the first 3 cp's must be bought as powers. All Skills after the first 3 cp's must be bought as powers. All languages are INT-based Skills. All perks over the first 3 cp's must be approved by the GM, and may be required to be bought as powers. All powers are x2 cost unless they are 8- Activation Roll. Max Offense AP 45 (after doubling) Max Defense AP 60 (after doubling) Max Martial Arts 45 (after doubling) More light hearted than NWO: No psych lims stronger than "Strong"; no Berserks; Enraged only on 8-; etc. Preferred Limitations: Activation, Increased END Cost, & Side Effects Preferred Complications: Accidental Change New World Order Academy Campaign Complications 0 1) Distinctive Features: Minor/juvenile (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 0 2) Distinctive Features: Mutant (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 0 3) Social Limitation: Minor/juvenile (Frequently; Minor) 0 4) Watched: Watched by school/authorities/parents 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
  17. Version HD6

    98 downloads

    Up until 2012-10-22 the game world had no more real proof or experience with "real" supernatural or super powers than our own, Real World (possibly less depending on who you believe). Homeland Defense has created a small sub agency with a minimal budget (and even less office space) to "investigate" some of the strange occurances since 2012-10-22, but all the agents assigned (no volunteers for a clear career stopper assignment) are not going to be specialist in wierd. Just know that officially, the agents assigned to this are not the cream of the crop, but rather the ones that their previous departments felt would be least missed.
  18. Version HD6

    84 downloads

    BACKGROUND Adelle Drum is from a well to do family and was a brilliant medical student when her little sister was abducted. After two years during which she finished her medical degree and began her internship to be a pediatrician, her sister's body was discovered when a serial killer was caught and revealed the body's location along with those of 30 other children. Adelle applied to the FBI and got assigned to the division which profiles and hunts serial killers, though she also frequently helped out with 'stranger abductions' in child kidnapping situations. Truth to tell, she'd always known about her mental powers but had kept them to herself until her sister's fate was discovered. In the FBI, she continued to hide her mental powers, but used them surreptitiously to solve crimes as quickly as possible. Even with her powers, she could not single handedly stop all the predators or save all the innocents. And then there were the ones she couldn't prove were guilty. Knowing for a fact that they were going to commit further crimes, that they were in fact already planning their next crimes with the benefit of learning from the errors that had drawn suspicion on them this time, she began stalking the ones that 'got away' and using mental, psychic surgery to change their personalities and memories so that they would never commit a crime again. But this came with a cost. For each memory she removed became hers as if she'd committed the crimes, for a time. And each twisted belief or need she undid became a craving within her for a time. Though she could resist acting on these perversions within her mind, and they all faded away gradually as her mind 'healed' from each experience, they each took a toll and as she pushed herself to do more and more and allowed herself less and less time to recover between 'surgeries', she finally cracked. 'Mental breakdown' was the diagnosis, and the end of her career in the FBI. For a time, while still bedridden, she wrote books, dictating them in an effort to create a greater public awareness of the dangers among them. The predators who blended in, just waiting to single out a vulnerable innocent as their prey. Ironically, she became very successful and respected as an author, and her books added to her inherited wealth. Eventually, though she practiced as a physician and psychiatrist and helped people in other ways, she could not stay on the sidelines no longer and she sought out a position, any position, which would allow her to hunt criminals again. By finally revealing her super powers, though not admitting that she'd had them all along, she was able to become a '"Sanctioned Superhero". PERSONALITY Adelle feels tremendously guilty about having hidden her mental powers, irrationally (she knows) feeling that if she had revealed them sooner, she could have saved her sister or at least some few more of all the victims that she failed. She never revels in success, only berating herself for each perceived failure. And driving herself harder. Her decision to finally 'come out of the closet' as a telepath is a kind of pennance and self punishment as much as it is a strategy to continue the fight. No law enforcement agency would take her after the mental breakdown which ended her FBI career. Fortunately, "Super Heroes" are not held to quite as high a mental standard. POWERS/TACTICS Adelle is physically capable of surviving an encounter with most normal humans, but knows she is very vulnerable to others with super powers. She knows she needs to be with a group, a solid group that can work together and trust one another in order to survive an encounter with superhuman villians. Her most effective strategy is to stay out of direct encounters and pick out useful information from a villian's brain or locate a villian's hiding place in preparation for a group assault. Her most effective combat power is her ability to create a 'mental fugue' in a person's mind. Their thoughts repeat over and over in a cycle rendering them unable to move until they can muster the mental strength to break out. She can do this either to a single target, or more instictively, in a wide radius around her which affects all human adult minds around whether in her line of sight or not. CAMPAIGN_USE Primarily a support character in combat, capable of temporarily immobilizing opponents or crowds of minions or innocents for crowd control and providing immediate, battle field medical care. Out of combat she's an investigator and may be able to open investigative doors due to her background and skills and perks. The GM can limit her ability to make long lasting if not permanent changes to other characters' memories or Pschological Disadvantages to any degree, even making them only an interesting part of her background. In practice, to do either "Psionic" or "Psychic" surgery, she would have to spend hours with the unconscious subject, first using her Telepathy to plumb the depths or the subjects memories and or psyche and then applying one or both Transformation powers as many times as necessariy to overcome the subject's EGO (x2 EGO from cumulative transformation effects are required). As an unintended consequence, Mind Hunter can never use her Telepathy to memory or subconcious level on a subject after a successful mental surgery or else she will undo the effects of the surgery!
  19. Kaze9999

    Champion

    Version HD v6; Champions 5th edi

    61 downloads

    Johnny Nash was well known as the ultimate competitor, willing to do anything to prepare himself for competition. No one trained harder. Then, after winning the final Championship match of the 1999 'Ultimate Fighting Championship' held in St. Louis, Missouri, an act of heroism ended his career in competitive sports. The same night that he'd won the championship, Johnny partied until the early morning hours, and finally found himself walking back to his hotel, alone. He'd outlasted all of his entourage, leaving them at various bars around town or putting them in cabs back to the hotel during the night. It was then that he saw some 'bad guys', running out of a bank, alarms blaring behind them. Without thinking, a little drunk, he went after them. He was able to disarm one and then put down another before they could act at all! Then they activated some sort of teleport belts, and were gone. One of them had disappeared right out of Johnny's best 'sleeper hold'! Immediately Johnny's body ached and itched all over, and tingled. Then it glowed. Suddenly cold stone sober, Johnny turned around and tried to run, anywhere! Instead he disappeared and in a flash of light appeared across the street! Somehow the experience had caused dormant super powers to activate within Johnny's body! He managed to stumble back to the hotel and fell into his bed, instantly asleep. His life as 'Johnny Nash' came to an end the morning after his much celebrated victory. He woke up thinking he'd fallen out of the bed and slept on the floor, until he heard the pigeons and felt the breeze. He was on the roof! And when he wondered how to get back down to his roof, suddenly he was there! He was one of 'them'. A mutie. As a 'nat' he'd hated the muties, for their abilities which put his hard won conditioning and training to shame. Now he was one. What if he wasn't allowed to fight anymore!? It turned out to be worse then he'd thought. Not only was Johnny barred from competitive fighting in the future, but his many enemies within the sports commission got his previous honors declared 'void', by saying that he'd been a mutant all along, and had therefore had had an unknown and unfair advantage. Johnny was crushed, and went into an emotional hole, checking out on life and losing what money and friends he had left after the sudden end of his career. Over the years he lost himself in the bottle, and anyone who thought of him at all, even in passing, figured he was dead in the gutter somewhere. Ironically his mutant physiology carried him through seven years of hard living. And eventually, it got caught up with all that damage and neglect had done to Johnny, and even got ahead a bit. Johnny found to his dismay that he could no longer stay drunk for more then a few minutes, and that was if he drank hard and fast! That day his apartment building was robbed. A whacked out speed-head broke into the next door apartment, expecting no one to be in. The woman screamed, and Johnny simply 'ported over, and easily took down the burgler despite his gun. It felt good. And the incident got Johnny thinking. Maybe he could be a different kind of Champion, using his 'freak' powers to help people. Maybe he could hear cheers again. Now, a year later, Johnny has been fighting crime on his own, and has managed to irritate if not seriously hamper 'the forces of evil'. He is now looking for some public redemption, wanting to graduate up from being a minor, solo super hero to being a part of something larger. As his mutant physiology has seemingly 'kicked into high gear', Johnny has found that even when he walks around without being 'powered up', no one recognizes him. His voice is no longer roughened by hard living. His broken nose isn't broken any longer. And all his scars are gone, at least on the surface. In fact, much to his disgust, he looks like a punk kid of no more then eighteen! All this worked out to the good in his opinion, once mutants got real unpopular. Now, when he is 'being a big damn hero!', an aura of phase energy obscures his features and distorts his voice. But even when he's just walking around, he is completely unrecognizable to anyone looking for the failed disgraced former champion. He goes by the same name, but if pressed claims to be his illegitimate son with the same name, and loudly declares his disdain--ironically sincere--for mutants, and his complete lack of knowledge as to the whereabouts of his father.
  20. I think the VPP could work fine, but I do think you need to apply some limitations defining what it can be used for more specifically and probably toss in the points for the first spell so all the magic abilities are in the VPP. I run a lot of low powered Hero System games, so the idea of starting off with minimally effective abilities that are to improve with XP is totally feasible to me; note, this generally works much better if the player and GM are both clear on the expected "improvements".
  21. Really good point, being that "Low Magic" should mean, "Magic is scarce, period." and not, "Magic is scarce for the PC's...but not for their enemies!"
  22. I'd tend to give them a low amount of points to begin with, and then lay out story-based reasons for limiting magic based on the world, like for example having magic only be available from specific teachers, who require a lot of learning before you 'get to the good stuff' (i.e. required package deal which mandates buying other, 'related' skills like KS: Herbalism and Survival Skill and Paramedics and such for Healing magic, or Forensic Medicine Skill and KS: Anatomy for Necromancy, etc). Also, if necessary, for some groups I will flat out say they have to use pre-generated spells from the Fantasy Hero and or Grimoire books and 'express themselves' in the execution and tactics more than the design phase of their magic. Speaking of tactics...none of the other players helped to cut the poor guy loose from the Entanglement for the whole fight?
  23. And...yes, all of that is explained in the two core books (which can be got at the following store links, and the "damaged cover" books are a great deal, because the damage is very minimal, usually practically invisible): HERO System 6th Edition Bundle: Character Creation/Combat and Adventuring PDF HERO System 6th Edition: Character Creation (Book+PDF) HERO System 6th Edition: Character Creation (damaged cover) (Book+PDF) HERO System 6th Edition: Combat and Adventuring (Book+PDF) HERO System 6th Edition: Combat and Adventuring (damaged cover) (Book+PDF) And I am so sad to hear about the glaring omissions! I am a huge fan of both Hero System and Monster Hunter International, and love the MHI book and have been using it, but never noticed the missing rules because I've played Hero System for thirty years and never tried to look them up in the MHI book! Sorry for any defensiveness you got at first; we long time Hero System fans often see the game bashed as overly complex, when in fact, after you get through the character creation process, there are generally fewer rules to remember in game play than in most versions of D&D!
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