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lou_tennant

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Everything posted by lou_tennant

  1. I use customised (by player/GM/genre) HTML outputs from HD. That way I can include what I want/need depending on necessity. I have posted a variation on the 3-column compressed (that includes the BIO bits), and also on the ultimate supers one. I am currently working on several: Justice Inc / Pulp HERO Fantasy HERO Modern (sort of conspiracy/aliens amongst us) - something between standard Danger International & Dark Champions 5th A Cyber-HERO-ish for a campaign converted/converting from ICEs Cyberspace A new Champions one
  2. Just giving this a nudge as I am still looking.
  3. I now have the original artwork files from Keith Curtis and the permission (from HERO) to post them on here. I need to work on some of the files and export to usable formats for a variety of purposes. Once I have done this I will get them uploaded and post back here with links to help promote their existence.
  4. Is there anyone on here in the UK with a copy of Turakian Age that might be for sale, or know of a store near them with a copy. I have the PDF already, and if I buy a copy from the HERO store (that includes the PDF) it will cost me twice the book price in shipping alone, hence looking at alternatives.
  5. Is there anyone on here in the UK with a copy of Pulp HERO 5th that might be for sale, or know of a store near them with a copy. Does the store have any copies hidden away that are not listed in the Store section, only the PDF (which I have) which my other alternative is to get printed.
  6. Moderator? I can check what I have and post, then get one of the mods to check it before it is accessible to see if they think it is ok.
  7. Hi Ted, With regard the character templates you mention in point 2, I think that I have scans of all of the original templates from way back, so I could upload them - unless there is a legal reason that I can't.
  8. Good Luck. If you need some 'stock' of Fantasy characters to help fill your one-off then I'd be happy to help, as, I think, many others would on here.
  9. Interesting. A personal project I have been working on is a more accurate conversion of characters from ICE's Cyberspace and also a HERO equivalent of the character generation/creation process from Cyberspace. I have been using my copy of CyberHERO 4th as a partial reference for this. Still relatively early days (and I am looking at 5er rather than 6th) but I could be interested in helping out if there is anything useful I can offer, I had been thinking about Net-running as I wasn't sure I liked either CyberHERO nor Cyberspace ways of doing it enough to go with them as they were. I did come across this; Kazei 5 netrunning, on the web and thought that I might take bits from this and the other two and work something out. One of the key tasks that I knew I would need to tackle was building the cyberware and equipment to support the genre, I was going to ask on here today if anyone had done this already for 5er and would mind sharing the HD file(s) with me and/or uploading for everyone's benefit.
  10. I have been looking at a combination of the above. They have X amount of free time to develop whatever they want - so some free EPs. Their career has moved on so skill have adapted to suit this - some reduced, others increase and a few new ones learnt - so allocated EPs and/or restricted EPs. They have aged, without mystical intervention, this has an effect on us all and it becomes harder to maintain your physique as you get older - once again some adapted RP distribution, and possibly increased cost using the Age Disadvantage - though some EPs will be assigned just for characteristics. Alteration/Removal of Disadvantages is possible, and working with the player to build this into the storyline in the intervening years. Also some EPs allocated to contacts, resources, etc. I accept that the older characters will have more points, but that is always the case with characters that have been played for longer. I am also being careful that the older (more experienced) characters will have a different role/skills within the storyline. After all, if you are not 'down with da kids' then I don't care how many points you have, some things you won't get a chance at 'old man'. "Yo, Grandpa, what you doin', you don't belong here." Whilst the junior member gets a different response; "What'cha need Bro, sure thing I'll let you know." The balance I am working on will be how players can apply their characters points distribution to tackle things in a different way. Also more experienced villains might have become 'complacent' or 'over-confident' with their network of contacts and resources on tap - only to find it accounts for nothing when the main good-guy is staring them in the face and is younger and fitter.
  11. Interesting... when I saw the heading 'basic hero system' I was thinking that (in my mind at least) this would be [predominently] characteristic and skill based only. When you start building powers it ceases to be 'basic'. If you want to try HERO on for size and allows others to do so, you could do worse than run something heavily skill based. The players could get used to how the skills work, basic combat and what disadvantages/complications are without worrying to much about 'powers'. It could still be very open regarding genres. I once ran a one-shot Medieval murder-mystery centred around events at a noble wedding. My primary references at the time were; Cadfael, The Name of the Rose, and perhaps a little more bizarrely (given it was set in 12th Century Cornwall) was Se7en.
  12. Completely down to how the blood is lost - as others have said. Modern medicine can dramatically changed the speed at which one can recover from all sorts of injuries, illness, and similar. I think the GM would have to make a judgement call appropriate to the situation and common sense would have to prevail. You might find (or create a house) guideline that would work, but do you really need to?
  13. I thought that was the case given the lack of posts on the subject following the last one being December 2010.
  14. Logo - yep, as mentioned, I need to work some space in to include the logo. Manoeuver block was in the other one, I have mixed thoughts about it, useful feedback, I will see what I can do.
  15. I have just worked on a version of this (and uploaded) for 5E focussing on a Supers Game (http://www.herogames.com/forums/files/file/150-5ehtml-supersultimate-cshde/). I would be happy to make the minor alterations to this file and get a newer version uploaded. There is a broken bit in the Maths for the point spend (I noticed when doing mine) and a number of the 'blocks' float a little, rather than clean alignments.
  16. Version v1.1

    579 downloads

    5E HTML Superhero Character Sheet This template (created in February 2014, by lou_tennant (aka David Dobson)) is based on the 6E Ultimate CS (uploaded by Hyper-man, originated by desaturated - which was based on a file by Dan Simon). This character sheet looks very different from the plain black and white sheets. I have adjusted the colours and elements of the layout - including reducing it from four sections to two sections. I have removed and simplified certain areas to focus on a Super-heroic/Champions style of game. So things like Hit Locations and the Combat Manoeuvres charts have been removed. Whilst I have made changes, using the 4-colour comics for inspiration, it still maintains a clear connection to the original styling/layout of the 6E Ultimate CS (uploaded by Hyper-man, originated by desaturated - which was based on a file by Dan Simon), on which it is based. Features: Collates combat information including Attack Powers, Defence Powers, Equipment and Martial Manoeuvres. Along with useful combat stats, combat values, and combat modifiers. The layouts for Powers, Equipment, Talents, Martial Arts, Skills, Perks, and Disadvantages (was Complications in 6E Ultimate CS, but this is for 5th Ed) have been amended, to provide a two-column section in places to aid with usability. As per 6E Ultimate CS; notes are included, and it will respect any formatting you've done to your powers or abilities. Numbered list titles and numbering, etc. Skills, abilities rolls, and Endurance costs clearly visible along the left hand side. Point costs on the right. The character image is on the 1st page with characteristics. The recommended picture size: 288px wide. The image should be anywhere from 352px to 442px tall. The version (timestamp) of the character is included in the footer of each section to help with multiple copies. IT DOES NOT currently include the Hero Game logo (I am working on making space) as the previous location I felt could be better used in the reworked layout. Once it has been included The file "herologo.png"; needs to be included in same directory as the export file.
  17. This post serves no purpose and does not relate to this topic/thread - All it does is increase your post count, which is presumably the only reason for it.
  18. Charges is definitely something I had considered, to represent that a skilled caster can use less of a given component, potentially the other aspects is to say that once you skilled enough you can cast without the component. I also agree that another way might be X components cost you Y, and you need to keep track of the components. Over time it costs less as a caster becomes more efficient.
  19. The issue of how you convert points to money, or money to points - as a start. Then you have issue over characters building something out of points but not have the money to pay for it - or perhaps they do but how many do they need. Also the balance between 'loot' like magic items as a 'monetary' gain and the cost in points to a character. There are some prices lists out there and you can work out some calculations to work out the money to points conversion, but it does not remain consistent.
  20. Thanks for all these suggestions guys, I think that we all seemed to be on the same wave-length in terms of balancing the gained based upon how active the character has been and how they have aged. Other things I have been considering: Has the character amassed some amount of wealth, a retirement plan - sort of - and other resources. This would have to be based on the kind of earnings vs. commitments/responsibilities. This would account for some EPs. If they take an Age disadvantage then characteristics will degrade or have to be maintained - at extra effort. Contacts, Favours, Perks and similar are all elements that people [typically] pick up over time. I have been thinking of the EPs based on 'Failed' Skill rolls (AS Lucius suugests), BRPS, DQ/RQ and other systems like this method and it has worked well in the past in campaigns we have played under these systems. I feel there should be some random element - not catastrophic - that throws up challenges, changes of direction, or similar for characters to work/deal with. Skills can be forgotten and this would be in conjunction with what a character has been doing. Wagering is something else I had considered, potentially allowing players to have an element of control over 'significant' events that occur. Also, if I am Indiana Lecturer for 20 years and remain in the classroom then I will be different from Professor Jones who is 'let out of the classroom' every so often to collect some Dingus from some strange place. The Lecturer may change very little, his physique is likely to diminish whilst his academia will increase - his disadvantages will change and he may add the odd 'bad habit'. Professor Jones may not change much (physique might be maintained) but my KS will expand as I visit new places and learn about new cultures. Some great stuff here, and I am interested by the discussion and comments that this topic has created.
  21. I am planning on moving 20-30 years from 1 campaign to seed a new one, and have original characters show up at times. Potentially characters from 20-30 years ago will be played along new characters and so I have been giving some thought to experience points for this 20-30 year period. I was wondering if others had done this, had thought about it, had guidelines they had used in the past for dramatic time advance and 'blanket' EPs to fill in the period. My initial thoughts: A large portion of the EPs will go to knowledge, professional and 'day-to-day' work skills. It should vary from individual to individual - EPs already do when players switch between characters at different times - so _some_ variation is to be expected and is accepted. How much should it 'swing'? I don't think that the EP gain should be based on any particular Characteristics. The rate will be nothing akin to full-on adventuring as will not have been intense and the threat is likely to have been a lot lower. I would not expect there to be EPs for good role-playing, as I am not looking to 'play' the intervening period - though once a structure/total time and rough events 'along the way' have been worked out I will encourage players to create a story to cover the period. I would consider bonus points being available for good role-play in the writing of this. I had considered that the EP gain will reduce over the period as day-to-day existence reveals less that is unknown to the character - therefore less of an 'experience'. I had thought something around 3-4 points a year with a small variation (perhaps based on 3d6), with some of the points being assigned by the GM, certain disadvantages should also be targeted to be bought off - afterall, how long can one person remain 'young, innocent & naive'? Cheers for any thoughts.
  22. A good modification to this would be for blank elements to not appear, reducing the 'whitespace'.
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