Jump to content

Kaze9999

HERO Member
  • Posts

    2,034
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Kaze9999

  1. Version Hero Designer Character

    48 downloads

    Sample character for a little different kind of Monster Hunter International game on www.herocentral.net http://www.herocentr...paignId=1202992 At 29 years of age, Al is a highly trained professional software engineer who inexplicably finds himself unable to keep--or lately get--a job. He is completely oblivious to his utter lack of personal hygene standards or work ethic, and believes his unwillingness to buy into the "Big Business Conspiracy" to make bad code ubiquitous is to blame. Al consoles himself by working, sporadically on his own software for a "killer game" that will make him rich and "show them all"...when he isn't gaming. Al finds all the commercial computer games too "flawed", so mostly plays with local gamers in face to face role playing and table top strategy games, though he is prone to side-tracking even these sessions to "fix the rules". Al prides himself on having "high standards" and won't even take on a project, personal or professional, unless it's going to be "done right". He tends to ask a lot of questions up front, and then lose interest when the time comes to actually do the work. He plays in other peoples' games, constantly talking about "improvements" he will make when he runs his own game, but never quite gets around to doing his own games. Al will put a lot of energy--relatively--into testing game systems and their assumptions, and has acquired basic familiarities with clubs, handguns and "home-made weapons" in the course of proving game system assumptions "wrong". Quote: "No, see that's not right. Everybody always gets that wrong." Al is a big guy, both in height and (moreso) in weight. He doesn't shave or get haircuts often, and doesn't seem to shower or change clothes very much either. He looks younger than his years due to his "baby fat", and always has a serious expression. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Face to face role-playing gamers become involved in events way beyond their experience and competency level when they encounter real-life monsters and learn they can get paid for killing them, which is the only way for them to survive the encounters anyway! Low powered, Hero System 6th edition as described in the licensed, "Monster Hunter International" rule and setting book. NOTE: CHARACTERS MAY DIE! "Low Powered" means teamwork will be essential, and just getting unlucky could result in a "party wipe out", so please don't play if having a character die would traumatize you irreparably. Character Creation: Starting characters to be built on fifteen character(15) points, total. All fifteen character points (15) must be matched by Complications. I. Things not allowed (or not included) in the MHI rulebook: Combat Luck, Missile Deflection, etc. II. Things imposed as Campaign "House Rules": Characteristics are Base 8 and Max 13 with x2 cost per point over 13; CV's base 3 with x2 cost over 4; Speed base 2 with x2 cost over 2; PD & ED base 2 w x2 cost over 3; Talents and Perks and Skills x2 cost after first 3 points. Characters are unemployed and geeks (pick an area of specialization: board games (includes strategy games), card games (includes deck based, i.e. "Magic" ™), comic books, computer games, movies (Action, Fantasy, Horror, SciFi, etc), Role Playing games, video games, etc). Player characters must be human with no magic spells or previous knowledge about the real world of monsters and magic Campaign disadvantages that all characters must take for no points: Wealth: poor Social Limitation: negative 3d6/-3 modifier to PRE-based rolls (special effect can vary from geek to geek) Distinctive Features: Geek Clique (Easily Concealed; Noticed and Recognizable) Hunted: Geek Clique character belongs to 11- (As Pow, NCI, Watching) Rivalry: Geek Clique character belongs to 11- (As Pow, NCI, Watching) Additionally, each character must have a Complication that keeps them from being on the actual, MHI team, something that either got them "washed out" of training or kept them from being invited at all, either Physical or Psychological or something else we collaborate on (it can be a "mystery complication" that the PC isn't aware of too). Each character needs to have an area of "Geek specialization" which represents a useless area of expertise. Examples: "Civil War Re-enactment", "Superheroes", "Star Wars", "Prime Numbers", etc. Characters will get six (6) free points of Knowledge Skills in this area of expertise, but they must be useless and impractical.
  2. Version Hero Designer 6e charact

    64 downloads

    Character template for a little different kind of Monster Hunter International game on www.herocentral.net http://www.herocentr...paignId=1202992 Face to face role-playing gamers become involved in events way beyond their experience and competency level when they encounter real-life monsters and learn they can get paid for killing them, which is the only way for them to survive the encounters anyway! Low powered, Hero System 6th edition as described in the licensed, "Monster Hunter International" rule and setting book. NOTE: CHARACTERS MAY DIE! "Low Powered" means teamwork will be essential, and just getting unlucky could result in a "party wipe out", so please don't play if having a character die would traumatize you irreparably. Character Creation: Starting characters to be built on fifteen character(15) points, total. All fifteen character points (15) must be matched by Complications. I. Things not allowed (or not included) in the MHI rulebook: Combat Luck, Missile Deflection, etc. II. Things imposed as Campaign "House Rules": Characteristics are Base 8 and Max 13 with x2 cost per point over 13; CV's base 3 with x2 cost over 4; Speed base 2 with x2 cost over 2; PD & ED base 2 w x2 cost over 3; Talents and Perks and Skills x2 cost after first 3 points. Characters are unemployed and geeks (pick an area of specialization: board games (includes strategy games), card games (includes deck based, i.e. "Magic" ™), comic books, computer games, movies (Action, Fantasy, Horror, SciFi, etc), Role Playing games, video games, etc). Player characters must be human with no magic spells or previous knowledge about the real world of monsters and magic Campaign disadvantages that all characters must take for no points: Wealth: poor Social Limitation: negative 3d6/-3 modifier to PRE-based rolls (special effect can vary from geek to geek) Distinctive Features: Geek Clique (Easily Concealed; Noticed and Recognizable) Hunted: Geek Clique character belongs to 11- (As Pow, NCI, Watching) Rivalry: Geek Clique character belongs to 11- (As Pow, NCI, Watching) Additionally, each character must have a Complication that keeps them from being on the actual, MHI team, something that either got them "washed out" of training or kept them from being invited at all, either Physical or Psychological or something else we collaborate on (it can be a "mystery complication" that the PC isn't aware of too). Each character needs to have an area of "Geek specialization" which represents a useless area of expertise. Examples: "Civil War Re-enactment", "Superheroes", "Star Wars", "Prime Numbers", etc. Characters will get six (6) free points of Knowledge Skills in this area of expertise, but they must be useless and impractical.
  3. I can only speculate, but it seems like monster hunter was a success as a KickStarter, but not necessarily a success as far as selling books after all the KickStarter participants got theirs. I base this on the inventory listing in the Hero Game store that shows nearly five hundred books available. I think that phase 3 of the process would have to be to heavily promote the book at conventions (running games for it and such) to try to generate continuing awareness of the game and eventually build up demand beyond the fans that were involved in the Kickstarter. The (RPG) book got good reviews, and should be a hit with gamers if they are exposed to it, but as posted above, that exposure likely won't be in the game stores because it was published as a Kickstarter project and has already sold to the core fans who funded it.
  4. I have my favorites too, but I know it is hit and miss what might be available or even just connecting with an author to find out; Monster Hunter International kind of just happened by coincidence, if I understand correctly, and "PS238" was a great license that didn't translate into commercial success, so it's still a gamble. That's why I suggest Kickstarter as a "crowd source", validation test as to whether there really is enough fan interest in the fictional book(s) to justify an RPG. Ultimately, it could well matter more how engaged the author is in promoting the Kickstarter to his/her fanbase than how "cool" the Hero System fans think the licensed setting is... On that note, Larry Correia (author of MHI) also has a fantasy/pulp series (Grimnoir Chronicles) that might not be Hero System fan's first choice, but might be worth inquiring about, if he had a good experience with the MHI RPG; Larry self-published his first MHI novel, so is no stranger to doing the work to market his projects to his fan base.
  5. Okay, I think the best chance for commercial success is, "Show not Tell" the advantages of Hero System, namely: 1) Aggressively pursue a licensed setting from an up and coming fictional work with its own built-in fanbase like Larry Correia's Monster Hunter International, which in my opinion Steve Long and Larry Correia made into an awesome, "Dark Champions Complete". 2) Work with the author of the fictional setting to showcase Hero System's incredible flexibility by NAILING the "look and feel" of the fiction that the fans of the works already love; with all the Hero System rules (and only the rules) necessary to that objective. 3) Accept the loss of traditional game store retail revenue stream, and fund by KickStarter, leveraging the non-Hero System fanbase of the fictional work to increase the Hero System fanbase and showcasing and marketing heavily at gaming conventions to build up direct online sales from the Hero Games Store. If enough fans are requesting it through game stores, they'll stock it too, some. Eventually. Or else become irrelevant to RPG books and continue to go more towards high ticket board games and miniatures and card games. Rinse repeat for Pulp Hero Complete, Star Hero Complete. To sum up, Hero System is like an awesome video game graphics engine; it makes the games great, but people buy the games, not the graphics engine. Did anyone by a video game because it uses Torque 3D graphics engine rather than Irrlicht, Ogre, Panda3D, etc? No. But if they buy a game and love the graphics, they will look for new offerings from the same company. Likewise, if they buy Monster Hunter International RPG because they love the setting, and find they really love the game play/character generation, they will be more open to the same company's licensed Fantasy setting, while fans of Hero System will be getting a new, licensed setting, not just the same old rules re-baked in a new, more concise format.
  6. LOL! A fair assumption Hyper-Man, but to be honest, I never liked the mechanics for Call of Cthulhu, though as you surmise, I loved the "atmosphere" and genre. Really any horror movie tends to have regular people we can identify with (or even feel superior to) as opposed to "Bug Hunt" movies which are a lot of fun, but tend to feature characters a lot more skilled and competent in tactics and warfare than most of their audience. Of course, in horror movies, a lot of those "every guy" characters tend to die in the course of the story...
  7. I thought it could make great inspiration for a Pulp Hero adventure!
  8. Support Your Local Geek Squad "Big Bang Theory meets Supernatural" Looking for interested players for a little different kind of Monster Hunter International game on www.herocentral.net http://www.herocentral.net/campaignInformation.htm?newCampaignId=1202992 Face to face role-playing gamers become involved in events way beyond their experience and competency level when they encounter real-life monsters and learn they can get paid for killing them, which is the only way for them to survive the encounters anyway! Low powered, Hero System 6th edition as described in the licensed, "Monster Hunter International" rule and setting book. NOTE: CHARACTERS MAY DIE! "Low Powered" means teamwork will be essential, and just getting unlucky could result in a "party wipe out", so please don't play if having a character die would traumatize you irreparably. Character Creation: Starting characters to be built on fifteen character(15) points, total. All fifteen character points (15) must be matched by Complications. I. Things not allowed (or not included) in the MHI rulebook: Combat Luck, Missile Deflection, etc. II. Things imposed as Campaign "House Rules": Characteristics are Base 8 and Max 13 with x2 cost per point over 13; CV's base 3 with x2 cost over 4; Speed base 2 with x2 cost over 2; PD & ED base 2 w x2 cost over 3; Talents and Perks and Skills x2 cost after first 3 points. Characters are unemployed and geeks (pick an area of specialization: board games (includes strategy games), card games (includes deck based, i.e. "Magic" ), comic books, computer games, movies (Action, Fantasy, Horror, SciFi, etc), Role Playing games, video games, etc). Player characters must be human with no magic spells or previous knowledge about the real world of monsters and magic Campaign disadvantages that all characters must take for no points: Wealth: poor Social Limitation: negative 3d6/-3 modifier to PRE-based rolls (special effect can vary from geek to geek) Distinctive Features: Geek Clique (Easily Concealed; Noticed and Recognizable) Hunted: Geek Clique character belongs to 11- (As Pow, NCI, Watching) Rivalry: Geek Clique character belongs to 11- (As Pow, NCI, Watching) Additionally, each character must have a Complication that keeps them from being on the actual, MHI team, something that either got them "washed out" of training or kept them from being invited at all, either Physical or Psychological or something else we collaborate on (it can be a "mystery complication" that the PC isn't aware of too). Each character needs to have an area of "Geek specialization" which represents a useless area of expertise. Examples: "Civil War Re-enactment", "Superheroes", "Star Wars", "Prime Numbers", etc. Characters will get six (6) free points of Knowledge Skills in this area of expertise, but they must be useless and impractical. If interested, please apply through the www.herocentral.net site.
  9. Just had to share this cool--true--story! http://en.wikipedia.org/wiki/Norge_(airship) Norge (airship) From Wikipedia, the free encyclopedia This article does not cite any references or sources. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (May 2013) Norge Other name(s) N-1 Type N-class semi-rigid airship Manufactured 1923 First flight March 1924 as N-1; April 1926 as Norge Owners and operators Umberto Nobile et al Fate Dismantled at Teller, Alaska for transport to Europe. The Norge was a semi-rigid Italian-built airship that carried out what many consider the first verified overflight of – and the first verified trip of any kind to (see below) – the North Pole on May 12, 1926. It was also the first aircraft to fly over the polar ice cap between Europe and America. The expedition was the brainchild of polar explorer and expedition leader Roald Amundsen, the airship's designer and pilot Umberto Nobile and American explorer Lincoln Ellsworth, who along with theAero Club of Norway financed the trip. Contents [hide] 1 Design & development 2 Polar expedition 3 Specifications (Norge) 4 See also 5 Notes 6 References Design & development[edit]Norge was the first N class semi-rigid airship designed by Umberto Nobile and its construction started in 1923. As part of the selling contract [as the Norge] it was rebuilt for Arctic conditions. The pressurised envelope was reinforced by metal frames at the nose and tail, with a flexible tubular metal keel connecting the two. This was covered by fabric and used as storage and crew space. Three engine gondolas and the separate control cabin were attached to the bottom of the keel. Norge was the first Italian semi-rigid to be fitted with the cruciform tail fins first developed by the Schütte-Lanz company. Polar expedition[edit] Mast in Vadsø Mast in Ny-Ålesund In 1925, Amundsen telegrammed Nobile asking to meet him at Oslo, where he proposed an airship trip across the Arctic. Because Nobile knew the currently flying airship, the N-1, was too heavy for such a trip, he suggested the airship N.[clarification needed] that was under construction. Amundsen insisted on being ready by 1926, so Nobile had to modify N-1 for long range and cold weather. The Norwegians then contracted to buy the N-1, renamed to Norge, which Nobile would prepare. On 29th March 1926, the ship was officially turned over to Amundsen and Ellsworth during a ceremony near Rome. The flight to the Arctic started off from Rome almost two weeks later, delayed due to bad weather. The first leg ended at Leningrad after a 17 hour flight marred by bad weather, on 15th April. The ship then proceeded to Vadsø in northern Norway, where the airship mast is still standing today. The expedition then crossed the Barents Sea to reach King's Bay at Ny-Ålesund, Svalbard.[1] There Nobile met Richard Evelyn Byrd preparing his Fokker for his North Pole attempt.[1] Nobile explained the Norge trip was to observe the uncharted sea between the Pole and Alaska where some thought land was; at the time he believed Robert Edwin Peary had already reached the pole.[1] This would be the last stop before crossing the pole. The airship left Ny-Ålesund for the final stretch across the polar ice on May 11 at 9:55.[2] The 16-man expedition included Amundsen, the expedition leader and navigator; Umberto Nobile the airship's designer and pilot; polar explorer and expedition sponsor Lincoln Ellsworth; as well as polar explorer Oscar Wisting who served as helmsman. Other crew members were 1st Lt. Hjalmar Riiser-Larsen, navigator; 1st Lt. Emil Horgen, elevatorman; Capt. Birger Gottwaldt, radio expert, Dr Finn Malmgren of Uppsala University, meteorologist;[1] Fredrik Ramm, journalist; Frithjof Storm-Johnsen, radioman; Flying Lt. Oscar Omdal, flight engineer; Natale Cecioni, chief mechanic; Renato Alessandrini, rigger; Ettore Arduino, Attilio Caratti and Vincenzo Pomella, mechanics. Nobile's dog, Titina, also came aboard as mascot.[1] On May 12 at 01.25 (GMT) they reached the North Pole, at which point the Norwegian, American and Italian flags were dropped from the airship onto the ice.[3] Relations between Amundsen and Nobile, which had been strained in the freezing, cramped and noisy conditions became even worse when Amundsen saw that the Italian flag dropped was larger than either of the others. Amundsen later recalled with scorn that under Nobile, the airship had become "a circus wagon in the sky".[4] After crossing the pole, ice encrustations kept growing on the airship to such an extent that pieces breaking off would be blown by the propellers and make holes in the hull. The ice forming on the propellors as we went through the fog, and hurled against the underside of the bag, had pretty well scarred up the fabric covering the keel, though it had not opened up the gas bags or caused any hydrogen loss. We had used up all our cement in repairing the fabric..."[1] On May 14 the airship reached the Eskimo village of Teller, Alaska where in view of worsening weather, the decision was made to land rather than continue to Nome.[1] The three previous claims to have arrived at the North Pole—by Frederick Cook in 1908, Robert Peary in 1909, and Richard E. Byrd in 1926 (just a few days before the Norge)—are all disputed as being either of dubious accuracy or outright fraud. Some of those disputing these earlier claims therefore consider the crew of the Norge to be the first verified explorers to have reached the North Pole. During the three day flight the Norge's radio was unable to transmit their status, until they landed at Teller, where they found a small radio. Specifications (Norge)[edit]General characteristics Capacity: Payload 9,500 kg (21,000 lb) Length: 106 m (347 ft 9 in) Diameter: 26 m (85 ft 4 in) Volume: 19,000 m3 (670,000 cu ft) of gaseous Hydrogen Powerplant: 3 × Maybach Mb.IV 6-cyl. water-cooled in-line piston engine, 190 kW (260 hp) each Performance Maximum speed: 115 km/h (71 mph; 62 kn)See also[edit]Arctic exploration Airship Airship Italia Roald Amundsen Umberto Nobile Farthest North North Pole Timeline of hydrogen technologies Notes[edit] ^ Jump up to:a b c d e f g Nobile Jump up^ Kumpch 1996 Jump up^ Kumpch 1996. Amundsen wrote in his notebook that at 02:20 in the morning they were at the North Pole, 200 metres high with a temperature of −11° Celsius. Jump up^ Kumpch 1996: "Zirkuswagen am Himmel" References[edit] Wikimedia Commons has media related to Norge. Roald Amundsen and Lincoln Ellsworth, First Crossing of the Polar Sea, Doubleday, Garden City, 1928. "Land or Ocean? Umberto Nobile Explores the North Pole Terrain". Kenneth Leish, Columbia University Oral History Research Office. Retrieved 2009-03-11. (Umberto Nobile interviewed in 1960 about the 1926 Norge Alaska trip, with transcript) Kumpch, Jens-Uwe (1996-05-11). "Tote Helden sind wahre Helden". Textarchiv (in German). Berliner Zeitung. Retrieved 2009-03-11.
  10. Category, Title, Series & Volume Number (if applicable), Author Superheroes, Invasion (The Secret World Chronicles #1), by Mercedes Lackey, Steve Libbey, Cody Martin, Dennis Lee People With Powers (Bad), Those Who Walk in Darkness (Soledad O'Roark, #1) John Ridley People With Powers (Bad), What Fire Cannot Burn (Soledad O'Roark, #2) John Ridley People With Powers (Good), Wild Cards (Wild Cards, #1) by George R.R. Martin (Editor), Walter Jon Williams, Melinda M. Snodgrass People With Powers (Good), Aces High (Wild Cards, #2) by George R.R. Martin People With Powers (Good), Jokers Wild (Wild Cards, #3) by George R.R. Martin (Editor / Author), Walter Simons, John J. Miller People With Powers (Good), Aces Abroad (Wild Cards, #4) by George R.R. Martin (Editor / Author), Edward Bryant, Victor Milán People With Powers (Good), Down and Dirty (Wild Cards, #5) by George R.R. Martin (Editor / Author), Melinda M. Snodgrass, Edward Bryant People With Powers (Good), Ace in the Hole (Wild Cards, #6) by George R.R. Martin (Editor / Author), Walter Jon Williams, Victor Milán People With Powers (Good), Dead Man's Hand (Wild Cards, #7) by George R.R. Martin (Editor / Artist), John J. Miller
  11. Hey...now that Hero Games has the "Print On Demand" thing figured out, how hard would it be to offer an official, 6th edition GM screen as a "Print On Demand"? I just haven't been up for figuring out how to get a soft copy onto cardboard for my gaming needs, and would rather pay someone else to do it and send it to me; I can't be the only one, right?
  12. Anybody? What's out of print in 6e? Advance Player's Handbook I is next, right?
  13. The 2013 edition of Pandemic includes two new characters—the Contingency Planner and the Quarantine Specialist—not available in earlier editions of the game.
  14. These guys aren't free, but good maps! http://fabledenvironments.com/wp/
  15. SO TEMPTING! NO TIME! Sorry for shouting, the MHI RPG is awesome, and the roll20.net site is pretty good; I set up two campaigns there and loved the interactive maps and the ability to build stats into tokens (and customize those stats to Hero System)! Unfortunately, the fact that the site emphasizes real time rather than play by post precludes my even playing much less GMing on it, but I still highly recommend the quality of the game and the site to anyone who hasn't used them yet.
  16. Yeah, plot options in books are different than in rpg's, and everyone's going to want a different "feel", but I think going dead or NPC and 're-roll' is the best way to create dramatic monster hunting tension, and besides once a single player gets "cool stuff" from getting infected, the game goes to Monty Haul.
  17. Oh! Wish list time? Advanced Players' Handbook One anybody?
  18. I remember that one! Yeah I think that'd work great; as I recall it was well written.
  19. In the past I've seen corrections uploaded quickly in HD packs, but that was when they had a larger staff; larger than one that is.
  20. I think...I'd lean towards a "re-roll" for the player character if at all possible, personally...because you're setting a precedent. What happens next in your game when a PC gets bit by a vampire, or a zombie?
  21. Can we make this thread a preliminary Errata until there is an official one? From the first post: "Special Agent Franks has a 20 STR list in the book and a 30 STR in character pack Tadeusz Byreika has a 6 DCV in the book and a 12 DCV in character pack. Skippy has a 6 DCV and a 12 Rec in he book and a 5 DCV and a 8 Rec in character pack. I also noticed errors in Holly and Trip." I also noticed errors with the Master Vampire write up. I don't remember what they were, but will check back when I can.
  22. Excellent, clean, versatile format; thank you!
×
×
  • Create New...