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Cantriped

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  1. Like
    Cantriped got a reaction from Hyper-Man in Building a Light spell is harder than I thought   
    Killer Shrike's site is a wonderful trove of ideas and concepts. In the 5th edition era his site was an invaluable resource, but he sort of fell off the face of the earth after 6th edition came out. Most of the site was never updated to 6th edition, and being the rules lawyer that I am, I don't trust anyone's work without auditing carefully first... Hell, even I make mistakes and have to come back and correct them later.
     
    I am of the opinion that a D&D-like Light​ Spell should be built more or less as follows:
    Light​:  Images to Sight Group (+4 PER), Area of Effect (4m Radius; +1/4), Half END (+1/4), Uncontrolled (+1/2), Usable As Attack (Recipient Can Go Anywhere; +1 1/2) (77 APs); No Range (-1/2), Only To Create Light (-1). Cost:  31 points.
    Notes: Costs 3 END per Phase (paid upfront as per Uncontrolled). UAA makes this power No Range to Grant, but it takes No Range anyway because the target themselves shines, and it sticks to a moving target... because technically speaking, you're granting them the ability to produce light at No Range and then forcing them to use it. I've excluded common spellcasting limitations because those vary by campaign, and would muddy the up the build. However, Gestures (-1/4), Incantations (-1/4), and Restrainable (-1/2) would reduce the cost to 22 points.
     
    Naturally, this is not the 15-30 APs most people expect of a Cantrip. Light​ is so expensive because Hero System makes you pay for what you actually get. I can't tell you the number of stories I've heard regarding all of the shenanigans players have pulled off with the Light ​spell. It is a truly valuable utility spell that mitigates one of the biggest obstacles in dungeon crawling, darkness (and the need to carry consumable, and often fragile light-sources).
    In D&D this spell can be cheaper because the casting system doesn't rate spells just on how powerful they are, but also based on when the designers want players to gain access to them, and how often they want player to be able to cast them... Character's need access to Light right at the beginning of their careers, and they ​need to be able to cast it frequently. Therefore it was made a 0th level spell. Also, nobody is gonna want to blow a 4th level spell slot for Light​ when they can cast Empowered Fireball instead, even if the two spells are equally powerful on paper and similarly useful depending upon the circumstances.
  2. Like
    Cantriped got a reaction from Steve in Orcish Martial Arts   
    The first thing that comes to mind is a style based on Axemanship and various orcish axe designs. When I imagine orcish hordes, I can't help but put axes in their hands.
  3. Like
    Cantriped got a reaction from Christopher R Taylor in Stunned without losing STUN?   
    If we are just going to be trolls: It could equally fairly be said that there is a puzzling tendency for those inexperienced with their wagons to believe that they can do a better job reinventing the wheel than the people who built the wagon (the wagon being the game system, and the wheels being the individual rules that make up that system). Sadly this is rarely the case, which is why we pay professional game designers to produce higher quality games than we can.
     
    I'll admit though, It is often easier to just hit "F**k It", and make something arbitrary up. It looks really simple on paper to just type out: Stun Target (11- Roll) as a power instead of some "obtuse build", and if everybody is one the same page it works just fine... However, every element of one of those obtuse builds you complain about has a defined meaning within the game system, and it's function can be understood at a glance by anyone actually familiar with the mechanics of the system. Conversely, there isn't any RAW defining what "Stun Target (11- Roll)" means, how it works, or anything else about it. So one has to consider if it still a more elegant solution if you are still going to have to write up this new power and its mechanics and keep them somewhere the players can reference (which for most Powers takes up most of a page, even in CC/FHC), or else be willing and able to teach and/or remind your players how this new power works over and over again (potentially from memory, usually in the middle of combat, and sometimes weeks or months apart). Not to mention all the inconveniences that house rules can cause when playing under other GM's using the same base system, or when attempting to seek rules advice from a forum such as this one.
  4. Like
    Cantriped got a reaction from Hyper-Man in Stunned without losing STUN?   
    If we are just going to be trolls: It could equally fairly be said that there is a puzzling tendency for those inexperienced with their wagons to believe that they can do a better job reinventing the wheel than the people who built the wagon (the wagon being the game system, and the wheels being the individual rules that make up that system). Sadly this is rarely the case, which is why we pay professional game designers to produce higher quality games than we can.
     
    I'll admit though, It is often easier to just hit "F**k It", and make something arbitrary up. It looks really simple on paper to just type out: Stun Target (11- Roll) as a power instead of some "obtuse build", and if everybody is one the same page it works just fine... However, every element of one of those obtuse builds you complain about has a defined meaning within the game system, and it's function can be understood at a glance by anyone actually familiar with the mechanics of the system. Conversely, there isn't any RAW defining what "Stun Target (11- Roll)" means, how it works, or anything else about it. So one has to consider if it still a more elegant solution if you are still going to have to write up this new power and its mechanics and keep them somewhere the players can reference (which for most Powers takes up most of a page, even in CC/FHC), or else be willing and able to teach and/or remind your players how this new power works over and over again (potentially from memory, usually in the middle of combat, and sometimes weeks or months apart). Not to mention all the inconveniences that house rules can cause when playing under other GM's using the same base system, or when attempting to seek rules advice from a forum such as this one.
  5. Like
    Cantriped got a reaction from Hyper-Man in Orcish Martial Arts   
    The first thing that comes to mind is a style based on Axemanship and various orcish axe designs. When I imagine orcish hordes, I can't help but put axes in their hands.
  6. Thanks
    Cantriped reacted to Lucius in Goon for sale   
    Of course I remember that thread.
     
    It was probably inevitable that I write it up.
     
    Variable Babe Pool, 50 base + 84 control cost, (92 Active Points); OAF Immobile (Swimming Pool; -2), Limited Special Effect Uncommon SFX (Babes; -1) Real Cost:60
     
    Slots
     
    Call Bimbo: Summon 20-point Babe, Weak-Willed -4 on EGO Rolls (+1/2), Reduced Endurance (0 END; +1/2) (8 Active Points); Extra Time (20 Minutes, Only to Activate, -1 1/4), Arrives Under Own Power (-1/2)
     
    Bevy of Bimbos: Summon 8 20-point Babe, Weak-Willed -4 on EGO Rolls (+1/2), Reduced Endurance (0 END; +1/2) (38 Active Points); Extra Time (1 Hour, Only to Activate, -1 1/2), Arrives Under Own Power (-1/2)
     
    Call Bitch: Summon 175-point Babe, Variable Special Effects (Limited Group of SFX; So many ways to be a bitch...; +1/4), Reduced Endurance (0 END; +1/2), Expanded Class of Beings (Limited Group: Bitches; So many kinds of bitches...; +1/2) (79 Active Points); No Conscious Control (Only Effects cannot be controlled; You don't pick the bitch; the bitch picks you; -1), Antagonistic Hostile (-1/2), Arrives Under Own Power (-1/2)
     
    Pack of Bitches: Summon 4 125-point Babe, Variable Special Effects (Limited Group of SFX; So many ways to be a bitch...; +1/4), Reduced Endurance (0 END; +1/2), Expanded Class of Beings (Limited Group: Bitches; So many kinds of bitches...; +1/2) (79 Active Points); No Conscious Control (Only Effects cannot be controlled; You don't pick the bitch; the bitch picks you; -1), Antagonistic Hostile (-1/2), Arrives Under Own Power (-1/2)
     
    Starlet, Stripper, or Strumpet: Summon 75-point Babe, Expanded Class of Beings (Very Limited Group; Also Escorts, Models, Nurses...; +1/4), Friendly (x2 as many tasks; +1/2), Reduced Endurance (0 END; +1/2) (34 Active Points); Extra Time (1 Hour, Only to Activate, -1 1/2), Arrives Under Own Power (-1/2)
     
    Troupe of Starlets, Strippers, and/or Strumpets: Summon 16 75-point Babe, Expanded Class of Beings (Very Limited Group; Also Escorts, Models, Nurses...; +1/4), Friendly (x2 as many tasks; +1/2), Reduced Endurance (0 END; +1/2) (79 Active Points); Extra Time (1 Day, Only to Activate, -2), Arrives Under Own Power (-1/2)
     
    Call Moll: Summon 90-point Babe, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger, Trigger can expire (it has a time limit); This simply means that if the Moll has unused "tasks" and the character does not, or is not in a position to, give orders, the moll will execute some logical "task" unprompted. Examples of such spontaneous tasks: Arrange bail, call the lawyer, call an ambulance, shoot the hitman that's about to finish off the character, etc.; +1/4), Loyal (x4 as many tasks; +1), Time Limit (1 Week; +2 1/4) (81 Active Points); Extra Time (1 Day, Only to Activate, -2), 3 Charges which Recover every 1 Week (Loyal molls don't come along every day. Only about once a week.; -1 3/4), Arrives Under Own Power (-1/2)
     
    Call Doll: Summon 80-point Babe, Reduced Endurance (0 END; +1/2), Devoted (x2 as many tasks; +1), Time Limit (1 Month; +2 1/2) (80 Active Points); Extra Time (1 Hour, Only to Activate, -1 1/2), Arrives Under Own Power (-1/2)
     
    Collection of Dolls: Summon 4 30-point Babe, Reduced Endurance (0 END; +1/2), Devoted (x2 as many tasks; +1), Time Limit (1 Month; +2 1/2) (80 Active Points); Extra Time (1 Hour, Only to Activate, -1 1/2), Arrives Under Own Power (-1/2)
     
    Attract Groupie: Summon 80-point Babe, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger, Trigger can expire (it has a time limit); This simply means that if the Groupie has unused "tasks" and the character does not, or is not in a position to, give orders, the Groupie will execute some logical "task" unprompted. Examples of such spontaneous tasks: Arrange bail, call the lawyer, call an ambulance, shoot the hitman that's about to finish off the character, etc.; +1/4), Slavishly Devoted (x2 as many tasks; +1 1/4), Time Limit (1 Month; +2 1/2) (80 Active Points); Extra Time (1 Week, Only to Activate, -2 1/4), 2 Charges (Recovers Under Limited Circumstances (Must do something to enhance reputation or draw attention); -1 1/4), Arrives Under Own Power (-1/2)
     
    Grope of Groupies: Summon 4 30-point Babe, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger, Trigger can expire (it has a time limit); This simply means that if the Groupie has unused "tasks" and the character does not, or is not in a position to, give orders, the Groupie will execute some logical "task" unprompted. Examples of such spontaneous tasks: Arrange bail, call the lawyer, call an ambulance, shoot the hitman that's about to finish off the character, etc.; +1/4), Slavishly Devoted (x2 as many tasks; +1 1/4), Time Limit (1 Month; +2 1/2) (80 Active Points); Extra Time (1 Week, Only to Activate, -2 1/4), 2 Charges (Recovers Under Limited Circumstances (Must do something to enhance reputation or draw attention); -1 1/4), Arrives Under Own Power (-1/2)
     
    Looks like the place is packed with babes: Touch Group, Normal Sight and Normal Hearing Images, +/-6 to PER Rolls, Persistent (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (Turn it off by turning them off. They'll probably scatter when the fight starts anyway) (+1/2) (70 Active Points); Extra Time (20 Minutes, Only to Activate, -1 1/4), Set Effect (-1), Difficult to Alter simple changes take a Full Phase (Plus verbal instructions. "Why don't you girls all get in the pool?"; -1/2), Physical Manifestation (Because it IS packed with babes; -1/4)
     
    Nice Scenery: Change Environment (-4 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Day, Varying Combat Effects), Personal Immunity (+1/4), Area Of Effect (8m Radius; +1/2) (70 Active Points); 3 Charges (-1 1/4), Limited Power Only effects justifiable based on babes (-1/2), Physical Manifestation (But who would want to hurt the babes?; -1/4), Variable Limitations (requires -1/2 worth of Limitations; Usually either Extra Time, or Conditional: must have some babes around already; -1/4)
    Note:Filling it with babes is a nice way to change the environment. Possible Variable Combat Effects include: up to 5 STR Telekinesis, to represent casual use of babes to fetch drinks, make sandwhiches, give footrubs, and do other tasks requiring little strength or skill, or -5 to either PRE or EGO (whichever is higher) to do anything requiring focus or concentration. Note that setting it to -4 PRE rolls and PRE skills is very useful if one is negotiating something with a guest...
     
    Not so dumb after all: Retrocognitive Clairsentience (Sight Group, Normal Smell And Normal Hearing), Reduced Endurance (0 END; +1/2) (75 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), Only Through The Senses Of Babes (-1/2), Limited Power Sometimes babes are confused, make something up, or are vague and uncertain (-1/2), Limited Range (-1/4)
    Note: Sometimes a babe will notice something and even mention it - at the time or later
     
    Don't be like that, babe, just listen to me...: Mind Control 7d6+1, Reduced Endurance (0 END; +1/2), Cumulative (86 points; +3/4) (83 Active Points); Limited Class Of Minds Babes (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Variable Limitations (requires -1 worth of Limitations; Normally some combination of: Skin Contact Required, Eye Contact Required, Expendable Focus (cash or gifts,) Requires Skill Roll: Charm, Literal Interpretation (especially for Bimbos); -1/2), Incantations (Fast Talking; -1/4)
     
    Naked Advantage: Line Of Sight (+1/2) for up to 3 Active Points (1 Active Points)
    Note: Seeing them naked is one of the great advantages of a Variable Babe Pool...
     
    Orgy: Swinging 1m, Uncontrolled (Completely wild and out of control!; +1/2) (1 Active Points); Extra Time (5 Minutes, Only to Activate, To get the party started; -1), Required Multiple Users ([3-4] people; Sort of by definition....; -1/2)
    Note: Oh wait, not THAT kind of swinging....
     
     
     
    Edit: Thought of one more possibility: Her Own Car/Her Own Place ("Let's hang out at your place for a while...") a Summon Vehicle or Base.
     
    Molly the Moll
    Val Char Cost Roll Notes
    8 STR -2 11- Lift 75.8kg; 1 1/2d6
    11 DEX 2 11- OCV: 5/DCV: 5
    13 CON 3 12-
    8 BODY -2
    13 INT 3 12- PER Roll 12-
    10 EGO 0 11- ECV: 3 - 4
    15 PRE 5 12- PRE Attack: 3d6
     
     
    3/17 PD 1 Total: 3/17 PD (0/6 rPD)
    3/9 ED 1 Total: 3/9 ED (0/6 rED)
    3 SPD 10 Phases: 4, 8, 12
    4 REC 0
    20 END 0
    18 STUN -1 Total Characteristic Cost: 38
     
    Movement:
    Running: 8m/16m
    Leaping: 2m/4m
    Swimming: 4m/8m
     
    Cost Powers END
    12 I haven't been killed yet: Combat Luck (6 PD/6 ED)
    6 +8 PD (8 Active Points); Linked (I haven't been killed yet; Greater Power is Constant or in use most or all of the time; -1/4)
     
    Talents
    1 You got nothin' on me. I wanna lawyer.: Resistance (+1 to roll)
     
    Skills
    3 I can tell 'em what they want to hear: Charm 12-
    2 I can be the getaway driver.: Combat Driving 10-
    3 Every man has a price: Bribery 12-
    3 I know the score: Streetwise 12-
    2 Help! He's holding me hostage!: Acting 10-
    2 Not the first bullet wound I've had to patch up.: Paramedics 10-
    2 I got nailed for shoplifting once or twice: Sleight Of Hand 10-
    3 Yeah, I'm a gun moll. WF: Small Arms, Blades
    1 Take this, it's loaded: Weaponsmith (Firearms) 12- (2 Active Points); Limited Power Only to clear jams, rapid reload, or identify - can't actually make a gun (-1)
    0 It's what I do: PS: Moll (Background Skill) 11-
    3 Traveler - I know this town and I know who's who and what's what!
    1 1) I know a good lawyer: CuK: Lawyers, bailbondsmen, and other people good to know in a jam (2 Active Points) 11-
    2 2) I know my rights!: CuK: Police Procedures (3 Active Points) 12-
    2 3) I know my way around: CK: Campaign City (3 Active Points) 12-
    2 4) I know where to go if you're on the lam: AK: Hideouts, safe houses, good getaway routes (3 Active Points) 12-
    2 5) I know who he works for, and you don't want to cross him: CuK: Crime and Criminals (3 Active Points) 12-
     
    Total Powers & Skill Cost: 52
    Total Cost: 90
     
    90+ Disadvantages
    20 "I'm YOUR girl now" Psychological Complication: Loyalty (Very Common; Strong)
    5 "Yeah, they know my name now." Social Complication: Police Record Frequently, Minor, Not Limiting In Some Cultures
    5 "They talked to me, but I didn't tell 'em a thing, Boss." Hunted: The Boss's enemies. Usually including the police. Infrequently (Mo Pow; NCI; Limited Geographical Area; Watching)
    10 "Boss wouldn't like that." Hunted: "The Boss" Frequently (Mo Pow; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Watching)
    5 "Rotten Luck" Unluck: 1d6
    5 "Yeah, I was just over the limit and the cop pulled me over and asked about you! He didn't just want to give me a ticket, he wants me to know he knows my car." Negative Reputation: Known Associate of _________, Frequently (Known Only To A Small Group; Law Enforcement and Criminals)
    40 Base Points
     
    Total Disadvantage Points: 90
     
    Background/History: Molly is an example of a high end "babe" from a Variable Babe Pool, specifically, one that might appear for the "Call Moll" power.
     
    Personality/Motivation: After the "honeymoon" (the set of Tasks calculated, plus a week of "hanging around") unless the moll is re-Summoned or other steps taken (Bribery or Persuasion rolls perhaps) her loyalty may wane or she may move out of the campaign. While unlikely to "sell out" (and even less likely to sing to the cops) she may move on to some other tough guy who impressed her, either with more lavish parties or with an even darker and more dangerous reputation. Or she may get into trouble on her own initiative and end up in jail, taking it on the lam with no forwarding address, or even get killed. If the character gets really attached to a moll, there's always the option of buying her as a Follower.
     
    Quote: Whatever you say, boss.
     
    Powers/Tactics: While designed to hopefully survive a firefight, Molly is probably not a frontline enforcer. She can be a back up getaway driver, a distraction, or one more gun on your side in a fight. With 15 pts in Streetwise and Knowledge Skills, she may make a useful advisor.
     
    Campaign Use: Aside from being a Summoned Babe, this character sheet could be used for a more permanent moll for crime bosses ranging from a prohibition era bootlegger to a 21st century drug lord, or even the girlfriend of certain kinds of villains in a superhero game.
     
    Appearance: Molls are not necessarily chosen for looks (they have other things to contribute) but any given crime lord's moll is probably at least moderately attractive by whatever his personal standards are.
     
    This is for a common bimbo
     
    Some Bimbo
    Val Char Cost Roll Notes
    5 STR -5 10- Lift 50.0kg; 1d6
    8 DEX -4 11- OCV: 2/DCV: 2
    8 CON -2 11-
    8 BODY -2
    8 INT -2 11- PER Roll 11-
    8 EGO -2 11- ECV: 3 - 2
    8 PRE -2 11- PRE Attack: 1 1/2d6
     
     
    2 PD 0 Total: 2 PD (0 rPD)
    2 ED 0 Total: 2 ED (0 rED)
    2 SPD 0 Phases: 6, 12
    4 REC 0
    20 END 0
    18 STUN -1 Total Characteristic Cost: -32
     
    Movement:
    Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 6m/12m
     
    Cost Powers END
    5 A little luck never hurts: Luck 1d6
    1 I can hold my breath: Life Support (Extended Breathing: 1 END per Turn)
     
    Talents
    4 +2/+2d6 Striking Appearance (vs. [people who like bimbos])
     
    Skills
    5 Hi honey: Charm 12-
    3 I can put my ankles behind my head. Wanna see?: Contortionist 11-
    3 Aw, c'mon!: Persuasion 11-
    3 I know the score: Streetwise 11-
    1 I've lived on the streets: Survival (Urban) 8-
    3 Keep my mouth shut, smile, and watch what everyone else is doing. That's how.: High Society 11-
    3 I'm not as dumb as I act: Acting 11-
    3 That's awesome! Tell me more.: Conversation 11-
    0 It's what I do: PS: Bimbo (Backgrond Skill) 11-
    4 I got social skills: +1 with all Interaction Skills
    2 Good in bed: +1 with Charm, Contortionist, Acting (3 Active Points); Limited Power Only in a sexual context (-1/2)
    3 I'm not a dummy, I know stuff. Scholar
    2 1) KS: Carnal Knowledge (3 Active Points) 12-
    1 2) KS: Clothes, fashion, & makeup (2 Active Points) 11-
    1 3) KS: Local gossip (2 Active Points) 11-
    1 4) KS: Popular Culture (2 Active Points) 11-
     
    Total Powers & Skill Cost: 48
    Total Cost: 16
     
    20+ Disadvantages
    15 Physical Complication: Weak Will, -4 to EGO rolls (Frequently; Slightly Impairing)
    5 Social Complication: Bimbo Frequently, Minor, Not Limiting In Some Cultures
     
    Total Disadvantage Points: 20
     
    Background/History: She's from the shallow end of the Variable Babe Pool
     
    Personality/Motivation: Girls just wanna have fun. Bimbos like this drift in and out all the time. Easy come, easy go.
     
    Quote: Great party!
     
    Powers/Tactics: Looks good in a bikini. Fun at parties. Even more fun in bed. Strong swimmer (lots of time in the pool. Builds up those leg muscles.)
     
    Campaign Use: Besides being a Summoned Babe, can be anything from a streetwalker to a trophy wife. A few points left unspent to give each bimbo a little something to individualize her, if you want to bother.
     
    Appearance: Invariably sexy, if you like that kind of girl
    Lucius Alexander
     
    Palindromedary Enterprises. Moll and bimbo are for entertainment purposes only. Palindromedary Enterprises does not condone violence, recreational use of controlled substances, loud partying, casual or high risk sexual behavior or any other aspects of a criminal lifestyle.
     
  7. Like
    Cantriped reacted to Ninja-Bear in Fantasy & Champions Complete   
    I also want to say that I’ve always enjoyed writes ups that explained why they went a certain way especially if they had to break a rule in light of game considerstions.
  8. Like
    Cantriped reacted to Jason S.Walters in Reprint HERO System 6th Edition Core Books ?   
    No - though they are all available through One Books Shelf (RPGNow, DriveThruRPG, etc etc) in the form of print-on-demand. So you *can* get physical copies if you need them.
     
    Hero Games is more interested in doing shorter, rules-inclusive books like Champions Complete and Fantasy Hero Complete these days, and also supporting our small but productive community of third party publishers. In fact, we will have some news on that front to announce shortly!
  9. Like
    Cantriped reacted to kimmitt in Fantasy & Champions Complete   
    I found the combination of Champions Complete and the Powers supplement to be fantastico.
     
  10. Like
    Cantriped reacted to zslane in Fantasy & Champions Complete   
    Back in the day, power examples came from the Enemies books, and later, the organization books. There is really no need to stuff more unreadable text into the margins of any book, or bloat the core rules with material that is more effectively delivered through products that have tremendous utility above and beyond their incidental value as example providers (like books full of villains, monsters, etc.).
  11. Like
    Cantriped got a reaction from Sean Waters in Other Universal skills   
    I don't know, skills are already pretty damn cheap. Especially under CC/FHC which imploded categorized skills like Animal Handler into flat 3/2 rolls.
     
    There are only about ~52 Skills in CC (if you exclude Combat Skills, Background and Skill Enhancers), so you can literally purchase every skill in the game for ~156 points. Add to that SS (All Sciences), PS (All Professions), CuK (All Cultures), AK (All Areas), and KS (All Topics) for 13 CP each (65 CP). And add to that all TFs and WFs (lets ball park those at 25 CP each), and all Languages (143 CP, including Linguist Enhancer).
     
    And you Know Everything and can Do Anything (62.5% of the time...) for thereabouts of ~414 CP. If you also spend 36 CP on +3 Overall (as 12-point SLs), you've got a "Super Everyman" character can Do or Know anything 90% of the time for about 450 points.
  12. Like
    Cantriped reacted to Christopher R Taylor in The Jolrhos Field Guide   
    Here's a sneak peak at one of the weather tables.  I've got a section on weather for various climate areas and types in the world so GMs can just plug them in when needed and if wanted roll or choose weather events when they desire.  One potential weather type is enchanted, when magic overwhelms the climate and things start to go crazy.  In the world of Jolrhos, you have to be careful how much magic you use in a given area or things start to go kind of crazy for a while.

    In the section all those terms are explained.  For example:
     
      Wind is basic wind levels from the Hero System books (reprinted with permission in my book) and temperature levels are the same system.

    I've been putting weather tables in module rewrites and adventures as I publish them, but this consolidates it all into one area, so it would only be necessary to write up something unusual or specific to the area.
  13. Like
    Cantriped reacted to Christopher R Taylor in The Jolrhos Field Guide   
    Working on laminated armor; yes, you can make effective, light armor out of linen. Its light and tough enough to protect from light archery and will protect well from weapons. Its also pretty cheap and easy to make compared to forged armor. A historical group at a university worked on recreating Greek armor and here's what they discovered.
     
    Basically its layers of linen with a laminating material -- they used 'rabbit glue' but there are reports of using wax as well.  The material is very resilient and even softens slightly over time to fit to yoru body better.  This is armor you could make at home with available supplies and be ready for war.
     
    So that's part of the mix for players to choose from.  Its light enough that it won't encumber much (good for casters) and actually protects better against arrows than a lot of much more resilient armor.
  14. Like
    Cantriped got a reaction from Christopher R Taylor in What sort of books would you like see published for Hero System?   
    I see that claim/desire posted frequently... but I don't think Hero Games actually can/should attempt to release a free-version of the rules.
     
    It is almost impossible to cut any more from 6th edition than CC/FHC did and still have a functional ruleset (even for limited-use play).
    Unlike other systems (such as Pathfinder) which can make money selling pregenerated content and optional rules for their core ruleset (because you cannot easily generate such content yourself); Hero Games cannot afford to give up the core ruleset because of its toolkit-like nature. The aforementioned systems can usually just choose to omit extra options that the system can function perfectly well without (like certain classes in the case of D&D 5th edition Basic); Hero has very few game elements that can be cut without significantly impairing the system's functionality. You might be able to save a few pages if you cut most of the Talents, and any/all genre advice/example game elements... but I don't believe that you can still have a functional version of Hero System without the Powers & Modifiers systems (you can't explain any of the equipment, or at least a quarter of the combat/environment rules without making reference to them) 
     
    So the issue is: Once you've got a functional version of the core ruleset (such as CC, FHC, or 6e1&2), you don't actually need anything else to run pretty much any campaign you want, and it defeats the purpose of such a publication to include a less-than-functional version of the core ruleset (Since consumers will be likely to judge the entire system based on however much of it you initially present to them). For example, you don't actually need Champions​ to run your 'One-Punch Man Hero' campaign, Fantasy Hero​ to run your 'Lord of the Rings Hero' campaign, or Star Hero​ to run your 'Star-Trek Hero' campaign. A competent GM who is familiar with the source material and their primary rules reference can run any of said campaigns with just CC, FHC, or 6e1&2. Best case scenario they save you a little time and consolidate your research, worst-case they are essentially entirely unnecessary or even unhelpful (the former is more often the case when home-brewing a setting, the latter when adapting an existing setting to Hero).
     
    The exception to my above comments would be that if Hero Games ever does finally close its doors for good. I hope the release some version of CC/FHC to the public domain first. It would be sad to see the system forgotten evermore because whomever holds the IP can't afford to do anything with it (or bought it only to keep others from using it).
  15. Like
    Cantriped reacted to bigdamnhero in Quote of the Week from my gaming group...   
    Had an absolutely amazing Star Wars session last week, which mostly consisted of an extended crash sequence. There's no way I can do the whole thing justice, but here are a few highlights.
     
    Our ship was smuggling Princess Leia (who in this continuity has become a Jedi) and a platoon of Rebels onto Endor so they can blow up a certain shield generator protecting a certain Death Star under construction. But our heavily jury-rigged systems gave out right as we hit atmo, causing a cascading systems failure throught the ship.
     
    As our YT-1300 makes like a particularly-unbalanced falling rock, our Rhodian Navigator tries to make his way back to engineering to help with repairs. But despite having the best Athletics roll of any of us, he manages to fail literally every Athletics check and plays slapstick comic relief for a few turns.
     
    Meanwhile my Protocol Droid PC manages to make his way to the bridge and climbs into the co-pilot seat to try and help our Captain/pilot regain control.
    GM: "You realize one of the things making the ship so unbalanced and non-aerodynamic is your massively oversized sensor dish. You think cutting it loose would help balance the ship out."
    Captain and Navigator: "Noooo! That dish is awesome!"
    GM: "Fortunately/unfortunately the only opinion that counts in the person with their fingers on that switch."
    Droid: "Would those be my fingers?"
    GM: "Yep."
    Droid: "Oh yeah, I don't even hesitate - cut it loose."
    GM: "Great! The dish spins out ahead of you like a massive metal frizbee, eventually plowing into the trees below..."
    Droid: "Wait wait!" [flips over a Destiny Point]* "How many Ewoks does the dish kill on the ground?!"
    GM: "Oh yeah, it totally slices through two of those ginormous tree cities. Dead teddy bears everywhere!"
     
    * Like spending a Hero Point or Bennie or whatever.
     
    Meanwhile in the cargo bay...
    GM: "Leia is using Force Suggestion to try and keep the other Rebels from freaking out. "Remain calm....All is well...""
    Player 1: "If the cabin loses pressure, oxygen masks will drop from the ceiling. Put your own mask on first because screw that guy...."
     
    Back in the cockpit, my Droid co-pilot has managed to fail every single Piloting Roll; not badly enough to screw us, but nothing to help out the Captain.
    Droid: [pounds his console in frustration] "Is this thing even on?!"
    Captain: [leans over, throws a toggle switch]
    Droid: "...Ah. Thank you." [proceeds to make every subsequent Piloting check]
     
    As we near the ground, the Navigator tries to find us a clearing to land in.
    Navigator: "Gee, you know what would really help would be if we had a Big Ol' Sensor Dish or something!"
    Droid: "Hey, at least the ship is right-side up now."
    Navigator: "Not my department!"
    GM: "OK, you think you've managed to find a clearing that might be bit enough...
    Droid: "Wait wait!" [flips over another Destiny Point] "Is it the clearing made by the falling sensor dish?!"
    GM: "Awesome! Yes, the dish has cut a perfect landing strip for you!"
     
    Our Engineer has managed to repair enough fuel lines to restart the main engines in the nick of time. The Captain opens up a full burn to decelerate us as much as possible, pulling enough Gs to black out most of the crew but softening the crash enough that we all survive. (Tho our ship is probably damaged beyond repair.)
    Captain: "As soon as I wake up, I unbuckle, pull myself over to the Navigator's console, shake him awake and yell "Tell me you got all that on camera!!""
    We had briefly had a TV camera crew onboard and had kept their camera drones. So yes, we did get it!
  16. Like
    Cantriped reacted to Christopher R Taylor in The Jolrhos Field Guide   
    One of the things I'm learning from the latest research is that a lot of armor was only sectional, ever.  Splinted, for example, was just for legs and arms.  Other armor was only for a vest, basically area 10-13.  Others were mixed in like the Gambeson with Gussetted chain built in to cover gaps in plate, etc.  So there's a limit to how authentic I really mean to get but its interesting to see how armor was used and built. Armor for lower legs, head, and shoulders then a shield you hid behind was common in some areas, particularly until the shield wall fell out of favor.  That's something you'd never see a PC do.
     
    I'm going to try to emphasize differences in armor with subtle things like small shifts in weight, encumbrance, etc.  And from my research, the weight tables in the old FH book that has been copied down every new edition are all wrong.
  17. Like
    Cantriped reacted to BoloOfEarth in Create a Villain Theme Team!   
    Lloyd Lance is a loser -- literally.  He loses things.  He has the power of aportation - the ability to teleport something or someone from one location to another, as long as it's to or from a location he had previously memorized.  He figured he could use this as a burglar and thief - aporting locked doors away to gain entry to a location, aporting cash and jewelry and heavy bars of gold to his own private vault, and aporting people across town if they try to stop him.  He assumed the identity of Z-port, and it worked for a time.  He even took some of his new-found wealth and created caches of weapons and equipment, which he could teleport to him as needed. 
     
    Unfortunately, he spread himself too thin too fast.  He had memorized over a hundred locations across the country, and was having a hard time keeping track of them.  Sure, he could aport a Van Gogh painting to one of his treasure vaults -- but which vault?  And after tech genius hero (and Z-port's nemesis) Dr. Cybertek figured out how to trace Z-port's teleportation, more often than not his ill-gotten gains would be retrieved by authorities before Z-port had a chance to get there and spirit them away himself.  And even if his aportation wasn't traced, Z-port has a hard time remembering where he sent something.  It didn't take long for the sought-after B&E specialist to become a running gag of the villain world.  ("You want to lose something forever?  Have Z-port try to steal it.")  However, since he can help his fellow Losers escape (and even teleport himself to freedom), he's still seen as a somewhat valuable asset.
  18. Like
    Cantriped got a reaction from bubba smith in Aphorisms for a Superhero Universe   
    'Confidence is Key.'
     
    'If you want to beat Batman, find out where he gets his Toys.'
  19. Like
    Cantriped reacted to Lucius in Aphorisms for a Superhero Universe   
    "These 'no-nonsense' solutions of yours just don't hold water in a complex world of jet-powered apes and time travel" Superman.
     
    Lucius Alexander
     
    These aphorisms of yours just don't fly in a complex environment of palindromedaries and indoor heated variable power pools
  20. Like
    Cantriped reacted to wcw43921 in Aphorisms for a Superhero Universe   
    To non-superpowered people, they're the Laws of Science.  To the superpowered, they're the Occasionally Helpful Suggestions.
  21. Like
    Cantriped reacted to wcw43921 in Aphorisms for a Superhero Universe   
    I don't know as this is what you're looking for, but I always thought it was appropriate for a world where superpowers are real--
     
    "Nearly all men can stand adversity, but if you want to test a man's character, give him power”--Abraham Lincoln
  22. Like
    Cantriped reacted to Clonus in Aphorisms for a Superhero Universe   
    Never bring a gun to a swordfight.  
     
    Don't fly higher than you can fall.
     
    Terminal velocity is your friend.
     
    Growth is the amazing power to make yourself an easy target.
     
    Never call someone "dead" until you finish the autopsy.
     
    Being dead doesn't necessarily stop people from making trouble
     
    There is no idea so stupid that it can't be used to hurt people.
     
    You can't mass produce awesome.  
     
    Always make your capes detachable.
     
    Always know which walls are load-bearing.
     
     
     
  23. Like
    Cantriped reacted to SteelCold in Aphorisms for a Superhero Universe   
    Clowns are always evil.
  24. Like
    Cantriped reacted to steriaca in Aphorisms for a Superhero Universe   
    Be wary of thoes who want to give you powers of some kind. Especially talking 'harmless' animal types who make contracts.
  25. Like
    Cantriped reacted to Christopher in Aphorisms for a Superhero Universe   
    I dunno, were-bunny can be pretty cool if you know kickboxing or learn it:
    http://grrlpowercomic.com/archives/2205
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