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mallet

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About mallet

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    The Red Right Hand
  • Birthday February 5

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    Burnaby, BC
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    Creative Development - Film / Television

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  1. I agree with all of the above comments, being Stunned doesn't mean falling unconscious and the character wouldn't necessarily fall off the horse. Especially in this case where it is an arrow attack by surprise, as arrows are pretty quiet. Now if it was a gunshot by surprise, then I would say that the horse would be startled and rear up, so in the case of a gun shot surprise attack when the target is Stunned, I would have the character fall off the horse (and if the character wasn't stunned, I would make them make a Riding Check to keep the horse under control. A startled Horse can be hard to ride/control)).
  2. Watchmen (TV Series) - 6 episodes in and it is very, very good. Better then I was hoping/expecting, although it still feels a bit weird not to be "following" the masked vigilantes like in the comic and movie, but rather the cops (the main ones are masked heroes, just ones working for the cops, not vigilantes). Some cool callbacks to the comic and great to see how some of the heroes characters from the comics are presented this many years later. Worth checking out if you can and don't mind the violence, swearing, nudity and disturbing (and political) situations. it is HBO after all.
  3. Requires permission from GM, but Maybe a build like this?: Commune: Multipower, 30-point reserve, (30 Active Points); 3 Charges which Recover every 1 Week (-1 3/4), OAF (Religious Symbol) (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; Character is totally unaware of nearby events; -1), Incantations (Requires Incantations throughout; -1/2); RC:6 3f 1)Universal Translator 18- (27 Active Points) 3f 2)Universal Knowledge 18- (27 Active Points) 3f 3)Universal History 18- (27 Active Points) 3f 4)Universal Skills 18- (27 Active Points) Total power cost: 18pts
  4. mallet

    Champions 2050

    Tying in with my last post on what we know happenings after 2050, both technologically and a little politically, we could also consider what the loss of magic might mean to the planet physically, and how it might point us from "here to there". Since anything I know of written up in Hero books doesn't get into specific nations of Earth (by Alien Wars era for sure, and suggested by the 2104 Senate World stuff before even 2100) there is one united Earth Government. Also, none of those books (again as far as I know) ever show a map of the Earth in the future. So this means the playground is open for massive Environmental and geographical changes brought about by the loss of magic. Maybe all the "real word" worst case climate changes happen? Massive flooding of coastal areas, huge rises in sea levels reshaping the map, the collapse of all the "underground civilizations" in the Champions universe, could lead to tons of earthquakes, "lost islands", "Monster islands", Antarctic lost worlds, all sink, collapse or what-not. Leading to even more geographical changes. Underwater civilizations (Atlantians, etc...) and other Lost civilizations/kingdoms, are wiped out and whatever magical aid they might have been providing Earth will be gone. Maybe there will be another world war fought in the 2040's or 2060's because of these changes and droughts, famine, etc... All these events could lead to nations joining together into massive countries like Canada, USA and Mexico become one country, All of South America becomes one country, all of Europe, Asia, etc... so it is a world of 7-9 mega-countries for a short time before they all join together for mutual survival. These event spur the fast and massive creation of the colonies in the solar system, because they are worried the Earth will die out. Once Earth settles itself that is when the colony worlds separate and become their own Nation Sates. All of which needs to happen by probably 2090 at the latest. (to put that into perspective, there are people alive today who will be alive to see the year 2090. It is not actually all that far away.) Now all that going on would make for a very different style of Champions campaign but there seems to need to be a massive amount of changes to the world to "force" it to get from the place we currently are, to where we know of it is going to be in 2104 (again, if sticking with the official timeline).
  5. mallet

    Champions 2050

    Another thing worth considering (if the setting is supposed to tie in with the official Hero System timeline), is what we "know" comes next after the super heroes and technology start fading away. The closest event after 2050 (that I know of) is the signing of The Colony Act in 2104 (so 54 years after 2050). This act sets up that Colony Worlds are the responsibility of the Senate World that founded/Colonized them. This tells us a few things. 1) By 2104 Earth is part of an interplanetary Senate made up of planets/moons already colonized and given their own self-ruling Independence 2) Earth and the Senate worlds are all involved in starting new colonies on other planets/moons. 3) Hyperspace travel isn't invented for another 100+ years, so these Senate and Colony worlds have to be in our solar system. So that means to me that by 2050 humans are already actively living on the moon, Mars, and at least a couple other moons or planets in our solar system, because in order for there to be an issue of "Senate Worlds" colonizing other planets/moons by 2100, then sometime between the 50 year span of 2050 and 2100 other moons/planets have to have massive populations and be self-sufficient so that they can become their own governing bodies and independent "nations" and form a senate with Earth being one, equal member, part of it. And then prosperous enough that they have started to expand and colonize other planets/moons. This also implies that Earth has fully or almost full globalized by then, and has a one-world government (or very close to it), since it isn't "nations (like the USA, Russian or China)" that are colonizing these other moons and planets, but rather planets or "senate worlds" doing it. That is a lot of growth for humanity in the next 80 years from now, and even more so from 2050. This means that there must be enough super tech left, at least enough to get these initial colony worlds established. So my guess is that most of the super-tech in the current Champions settings sticks around after the fade of magic, except anti-gravity (not invented by humans until 2350) or faster-then-light travel (not invented until 2200's), everything else must stick around. Super fuels, super strong metals and materials, light enough materials to build massive colonies on the moon, Mars, some teraforming technology, advanced mining technology, etc...
  6. The Sandbaggers (1978-1980) - Follows the understaffed and underfunded Special Operation Section (code named "the sandbaggers") of the British Government who carry out the most covert, dangerous and politically sensitive operations of the cold war. Brutally realistic portrayal of "real" spies. Definitely not James Bond, more like John Le Carre. Most of the people I've got to watch it found it too slow and boring, but those who love it, really love it. Most of the time is spent in meetings and shuffling paperwork, waiting for permission followed by quick, often fatal, attempts at carrying out a mission when half the government is more concerned with covering their own asses and preventing bad press then the lives of the people in the field. The three man field agent team, Sandbagger One, Two and Three are almost always short staffed because of team member deaths and the lack of skilled people able (and willing) to replace them. Their cold hearted boss does the best he can juggling the politics from above and the needs of the team on the ground, while also making decisions he knows will cost men their lives, all "for the greater good", which he is becoming more and more aware is not the country but rather for the politicians and big businesses in power. Also a great look at the personal and emotional cost of being in a job like that. Episode 7 of Season One has one of the most shocking endings I've seen in a tv series. Had me shaking my head in stunned disbelief that they would do that. So gritty, realistic and logical, yet so cold and brutal.
  7. No math to back this up. No deep thought to it. Just off the top of my head reading through this thread. How about a system where Killing Attacks do no stun, and can only be added to an existing Normal Attack. Characters STR adds to the Normal Damage as normal, but doesn't add to the KA. Would make all the calculations a lot easier and make things simpler. For example, Clubber Langley has a club he likes to hit people with it does 5d6 Normal Damage (all damage calculated as normal per the current rules (so 5-25 STUN, 0-10 BODY (average of 18 STUN and 5 BODY)) later on he adds some spikes to it and buys 1d6 KA to the club (Sort of like buying Deadly Blow, but only can be added to an existing Normal Attack). So the Club now does 5d6 ND +1d6 KA (no extra stun) so it now does 5-25 STUN and 1-16 BODY with an average of 18 STUN and 8 BODY. A sword might be built as 2d6 ND + 2D6 KA for a range of 2-12 STUN and 2-12 BODY and an Average of 6 STUN and 8 BODY. A character with 10 STR over the min of the weapon would do 4d6 ND + 2d6 KA for an average attack of 14 STUN and 10 BODY. So all attacks are ND attacks and KA are just bonus d6 Body damage dice bought as extras to the attack that only do BODY damage. I guess the cost of 1d6 KA would drop a bit since they won't do any stun damage, so maybe they only would cost 10 pts per 1d6. Or something like that. Anyway, just an idea off the top of my head.
  8. I have no experience buying fan made products off of DMsGuild or DTRPG or anything so I can't really know what price would be right, but if this is correct, then that is crazy. Any interest I had in contributing to the program is now over. $5.00 for a 60-120 page product? With layout and art? Considering that the writer/creators only get half that, $2.50. So for a 60 page book that only works out to $00.042 a page. so 4 cents a page? Really? Low price artists might charge $25 for a half-page picture. Assuming you ONLY have a half page worth of art, every 4 pages You would have to sell 160 copies, just to pay for art work alone (way more when you factor in cover art and more then one half page picture every 4 pages). At 120 pages for $5.00 you are only making $00.021 a page. 2 cents a page! You would need to sell probably 400+ copies before making any profit at all. By these prices (and as I said, I have no idea either way if right, wrong, normal, etc...) the only real product worth making are short 1-5 page projects. A 5 page product for $1 makes you 20 cents a page. that is 10 times the profit margin of a 120 page book. 10 times the profit margin for 1/24th the work. If you can sell a 2 page project for $1.00 you are making 50 cents a page. 25 times the profit margin of a 120 page book and doing 1/60th of the work.
  9. I think it is important to point out that while I love the Turakian Age setting, the magic system for it is very broken and unplayable RAW. This goes for 5th edition and the 6th edition Grimoire. In fact I would go so far as to say that 99.99% of players have never played it as it is written, because magic users (not clerics/priests) are super under powered in it and if played RAW would be almost useless as Magic casters, and instead spend most of their time as under-powered fighters using swords, knives, etc... Why? Almost ever spell is build with an OAF EXPENDABLE! You want to cast the fairly common (in fantasy) Firebolt spell? Well each time you cast it (doing 2d6 RKA) you need to use (and it is then destroyed) golden rod studded with gems. What in the ever loving hell? How many Golden Rods with studded gems do you expect a mage to carry with them? Especially when they are VERY DIFFICULT to OBTAIN? Does he/she start with 5 of them hanging from their belt for free? So that way they can attack 5 times before the spell is useless to them and they need to buy more Gold Rods studded with Gems to cast the spell again? How about the cool Druid ability to grow claws and attack enemies in hand to hand? Each time they want to cast that that have to use (and it is destroyed in the casting) a severed animal paw of a carnivore creature that has claws. So, does the Druid in your game walk around with a bunch of severed animals paws hanging off their clothing? That would go over well in social situations. And what about the smell of carrying around a bunch of severed animal paws? And there are even crazier OAF Expendable items needed for some of the spells. A piece of cloth ripped from the robes of a necromancer, a bone from a lich, and on and on and on. Items that it would be hard to ever find one of, let alone multiples of the item so you can cast the spell more then once in the campaign. And heaven help you if you also use the encumbrance rules, because an effective magic caster is going to be weighed down by all the multiple expendable foci they need to carry. Or have to be super careful carrying around the OAF FRAGILE EXPENDABLE Glass Bubble. Seems like that would break during the first combat, or extended horseback ride. Plus, do you allow the casters to start with these (often) super rare and hard to get items? Some of them are super valuable. Some valuable enough that the caster probably wouldn't need to go adventuring, they could just sell the items and live comfortably off of the gold. But if they don't start with at least one of each foci needed, then they wouldn't be able to cast any of their spells and would need to spend the first few sessions trying to find/buy them before they could start being effective. All of this is of course solved by making them not Expendable foci, but that is not RAW and would also alter the cost of all the spells in the books because it is a lesser Limitation.
  10. As others have asked, what actual effect would this have in the game? Is it a benefit somehow? You only mention access to the senses of the other selves, not memories or knowledge or anything. Because it seems like it would be a major disadvantage most of the time. For example, Past Self is in a major super powered fight so all the sensory info is loud noise, explosions, screams and shouts. At the same time Future Self is looking for a villain in the sewers and the main sensory information is darkness and over-powering bad smells. That's a lot of distractions for the current character to sort through/ignore while trying to do anything in the present.
  11. My guess he is busy writing tons of material for the Hall of Champions platform opening in a few weeks. Jason was saying they wanted to try and have lots of stuff up on there for when it first started, so I'd wager Steve is trying to write as much as he can right now so it has time to be layed out, artwork added, etc... before the opening date.
  12. To me it sounds like a Drain Intelligence attack, powerful enough to take most people down to 0 INT. And at 0 INT the INT Roll will be 9- on 3d6 or a 37% chance of doing anything that Phase. So while the characters might make their roll and be able to take an action some phases, for the most part they will be "distracted" by what they saw the Magician do and can't stop thinking of it. So they might stare in wonder on their first Phase (failed roll), then force themselves to move the next phase (made their roll), then stop again and ponder what they saw the next phase (failed roll) and the phase after that (failed roll). And so on, until they slowly recover from the drain and their INT score returns to normal over a few turns and they get over what they witnessed. So maybe built like this: Befuddle: Drain INT 7d6 (standard effect: 21 points), Area Of Effect Nonselective (12m Radius Explosion; +1/4) (87 Active Points); OAF (magic tools) (-1), Target(s) must be watching/looking at Player (-1), Gestures (Requires both hands; -1/2), Requires A Roll (Skill roll (Magic tricks); -1/2), Extra Time (Full Phase, -1/2), Incantations (-1/4); RC: 18 (The area of effect (radius) with Explosion, is to simulate that the further away a target might be the less effective the power is because they can't see what is happening in detail)
  13. I once had a player who needed to make a new character (last one died) and was having trouble finding a "hook"/"class" or what-not that was exciting him. He came across the "Low Justice" Fringe Benefit Perk and DING. Lightbulb went off. He build his whole character around that Fringe Benefit. A character who had (through family connections in the royal court) been given the right to be judge, jury and executioner out in all the small towns and villages of the kingdom, where no judges or courts existed. Very much like in westerns and the old west, where the judges would travel from town to town over very long periods of time, so court cases would have to wait for them to show up (unless they were summoned by the Marshalls in a major case or need). It wasn't his whole character motivation, but was his reason for being out on the road and meeting up with the rest of the players and joining in their adventures. It did come up from time to time in play, when they were in towns and villages, but not super often. I didn't want it to take too much time away from the rest of the team and the campaign. But it was a great backstory and motivation. Which is also why I love fantasy hero. Not many people might have come up with that idea if they were stuck sticking to standard D&D classes and progression. Hero allows for those kind of unique and non-standard characters, just as easily as generic ones.
  14. Saw a report that in 2013 table top role playing games sales were $13 million. Last year (2018) it was $65 Million. That is a massive increase over the last few years, and shows how much popularity and growth the industry has undergone, but I wonder how much of that is strictly D&D money? Did they do $40 million in sales last year, and every other TTRPG combined make up the other $25 million? Even if that was the case, $25 million is still almost double what the whole industry took in in 2013. Or was it even more lopsided, with D&D making $55 Million of that, and everything else only making $10 million combined? Still, this should be (maybe it is) the golden era of RPGs, but it seems like only D&D is really capitalizing on it. The massive public recognition, advertising, book quality, art quality and spin-off materials (novels, etc...) means that anyone trying to compete with D&D is going to find it rough going. I guess the old, "it takes money to make money" is very true.
  15. That is exactly the way I always used this limitation, pretty much only for items I (as the GM) wanted the players to have for free in the game (almost always Champions campaigns where players had to pay for everything with xp) and I usually also put unrecoverable Charges on it as well. All of which can/could be hand-waved as a MCGuffin item for the adventure (especially now in 6th Ed.) but was fun to build/stat them out sometimes.
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