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kjamma4

HERO Member
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Everything posted by kjamma4

  1. Better than one whose costume goes invisible a few seconds prior to the hero.
  2. When we first started playing HERO, we played a Champions game at a local con run by Barton. He used Heroclix figures and all of his character sheets included pictures of the actual figure. It made playing the game much easier, especially since we were new and my three kids were playing.
  3. We played quite a few sessions of TS, probably right around the time the game came out. We were in high school at the time taking a break from D&D and I recall it was pretty fun - more so because we were in high school rather than due to the game being stellar. I was a bit thrown by the "all weapons do the same damage" statement but I went back to the rules and found this is true. We must have always used the optional rules which increased damage based on the caliber - I seem to recall having a bunch of modifiers that needed to be added before you finally got your result. Klunky by today's standards but great when you had all the time in the world to play eight hour sessions. Three things that stand out in my memories: Playing a game where the GM had me act as a double agent and I was working against the other players Playing a game where I was an assistant GM where we rounded up about eight other people who wanted to play Finally getting a pistol that fired gyrojet ammo For us, the group dynamic had changed enough and we'd kind of run through all we could do with TS so SI never appealed to us. Definitely a game that is best left in memories.
  4. I didn't read the whole thread but the new "Jumanji" could be easily set in the '30s.
  5. Once during a brutal heat wave, I ran a game wearing only a speedo.
  6. Supposedly, if you put the Heroclix in the freezer for a while, you can then use a sharp razor **CAREFULLY** and pop the character off the base easily.
  7. Re: Has anybody played "Spirit of the Century" I just picked it up and am currently reading through it but so far, I believe you are correct in that it would probably run better as a one shot rather than as a campaign. I don't have as severe an opinion as to it conveying the Pulp era though. I don't know who ran it for you but it seems like it would be really dependant on the skill of the GM since, as you state, it is very rules-light. The GM would have to be good at "winging it." Weird, because having played in your pulp games, I could see you running a good game of this.
  8. Re: When success is a failure A oft-used scene in the series is someone explaining the temporal-ness of the situation to someone else. The second person asks the person to repeat themselves and they cannot saying something like, "I'm not sure I understand what I just said either." Translating the series to a game session might involve a lot of "handwavium" but having someone be befuddled in the game might waylay a lot of questions on the inconsistency of time and the existence of paradoxes.
  9. No real point to this but here goes… I was rereading the Time Wars series by Simon Hawke. It is a series of books following the adventures of time commandos from the 27th century who travel in time on “adjustments” – missions where they have to ensure that the timestream remains stable despite the actions of terrorists who want to create havoc. One of the central themes is “No one understands temporal/zen physics.” This usually pops up when there is a possible time paradox such as the Grandfather Paradox [*]. The characters try to think about or explain a paradox and generally get a headache trying to figure out what is going on. In game terms, I would give the characters a skill showing how much they understand about time travel and about possible paradoxes (paradoxi?). A failure means they don’t understand. A regular success means they get some clue as to what is going on. A great success means that they understand the problem but, because “No one understands temporal/zen physics”, they are worse off because the realization of the potential paradox leads them to further confusion or despair of the enormity of the problem - THE DISRUPTION OF THE VERY FABRIC OF TIME ITSELF. So, a person with a high skill actually has more of a chance to become befuddled!!! [*] What happens if you go back in time and kill your grandfather prior to your father being born? Well if you grandfather is dead, your father will never be born. This means you will never be born. If you are never born, how can you go back in time to kill your grandfather?
  10. Re: [Post-Apocalypse Hero]
  11. Re: Hero's game design secrecy Actually, I would say compared to all other * game designers... *and to be fair, I'll modify that to all other game designers that I know of.
  12. Re: 2006 Delta Green Campaign SPOILER WARNING REGARDING DELTA GREEN SCENARIO FROM COUNTDOWN I had actually seen your writeup of Galt previously and really liked it (I'd rep you but I coming off giving you rep for Jack Sparrow). However, this was after I ran the adventure in Countdown with Galt. At that time, I did not play HERO and I ran the adventure using the CoC rules. The CoC rules don't really do much for me but since the adventure was written using the rules, I just stuck with them. Now that my gaming group is into HERO, I plan on running a Delta Green campaign (or at least a few adventures) using HERO. I will definitely use your writeups as inspiration. [SPOILER: As Susano's writeup indicates, Galt is pretty much immune to kinetic attacks which includes gunfire. When I was running the adventure, my daughter's boyfriend (a newbie to RGGs) was playing a sniper. He had a bead on Galt and went for a head shot. He hit but Galt shrugged it off. He did a second shot with the same result. I made him make a sanity roll which he failed. He failed the roll and because he (the player) was somewhat upset because he did not do damage, I ruled that he (the character) went semi-nuts and he continued to fire repeatedly at Galt. Luckily the sniper was not the one who was supposed to detonate the C4 charge as his insanity would have overcome his devotion to the mission. Galt ended up escaping when the C4 blast blew him into a nearby river. It was a great adventure and I'm looking forward to playing using the HERO rules.]
  13. So, apparently my 1/2/06 thought was to run a HERO Delta Green campaign: http://www.herogames.com/forums/showthread.php?t=40094&page=2&highlight=%22delta+green%22 Didn't happen. Although I did not have a copy of Delta Green, I did have Countdown and had perused a friend's copy of DG. However, I now have a copy of the new Delta Green (w/ D20 stats included): http://www.yog-sothoth.com/modules.php?name=Forums&file=viewtopic&t=9517 I am going to resolve to get something done for 2007. Hopefully you won't be seeing this same "wish" post in 2008. Sigh.
  14. Re: That's Easy?? Show me how _you_ did it. Wouldn't a dog have been better than a lark?
  15. Re: Interesting Fact about Throwing I seem to recall some show regarding Olympic events and the javelin was one of the topics. Although strength plays a large part, much of the distance acheived is due to technique and also to speed. In addition, the makeup of the javelin (material, balance, etc.) also is a factor. [briefly did a Google search and there is a lot of material out there regarding this.]
  16. Re: HERO Combat - I love the options I always say that a good GM can get around most bad systems but a good system will not withstand a bad GM. Fortunately, in the HERO games I'm now playing, both the GMs and the system are excellent.
  17. We are currently playing a Shadowpunk campaign (Shadowrun adapted to HERO) with some more bizarre elements thrown in. Our characters were fighting in a tournament and were up against a Shelob-like giant spider. We first tried using our autofire capabilities and, due to the low DCV of the spider, were able to hit multiple times. However, since we were using hit locations, we really weren't doing much damage. We then changed our strategy and started aiming for the head. Of course we took a penalty to hit but with the low DCV, were able to connect. When we did, it was with good result. Additionally, we had some players use Find Weakness which helped out alot. On the spider's side, the gamemaster evilly decided to use the spider's web to shoot from range. This was very effective because 1) it was an area attack which hit frequently and 2) the entangle was very strong. My character fired twice before the spider webbed him. He spent the rest of the combat trying to break free (and although I would have liked to participate more, it was entirely within the context of the fight to have him stuck the whole time.) Because of all the options available, the fight was way more than "I swing-I hit- I damage/you swing-you hit-you damage." Dice rolling was secondary to thinking about what you were going to do. That's the way combat should be.
  18. Re: How do I to build a Lightcycle Start with a Heavycycle and dump off everthing that is not needed.
  19. Re: Historical Nexus Points Sarah Conner is killed before conceiving her son John Conner. Without John Conner, humanity is not saved from Cyberdyne Systems.
  20. Re: Extra information from 3d6 What about when your roll triples and you miss? If you roll three fives and you miss, shouldn't you get some sort of penalty (since you are modeling this off of Unknown Armies)?
  21. Re: Top 10 List of the Lamest Superheroes of All Times
  22. Re: Top 10 List of the Lamest Superheroes of All Times Couldn't they devise something that straps his jaws shut so he can't bite?
  23. Re: Vespa with 75mm recoiless rifle I seem to recall it being called French Indochina back then and now....
  24. Re: I can't help it, I'm obsessed, made my own STUNx d6
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