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Posts posted by Gauntlet
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On 12/31/2021 at 10:36 AM, Steve said:
It’s the end of 2021. Whatever happened with the IHA book? I read back through the thread and didn’t see any recent updates. Maybe I missed it?
Will there be a 2022 announcement thread next week/month?
The IHA book has been written and submitted, just waiting for it to go through all the hoops for publishing.
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On 1/8/2022 at 5:15 PM, steriaca said:
Nice to see IHA finally getting some love. Just a note for Tomas Stadley: try to minimize true mutants as willing IHA agents or rulership. There are various ways to have supervillains who agree with their outlook. Cyborgs, tech wielders, martial artist, power suits, the infamous Minutemen robots...no need for mutants.
Thanks. One thing I did add was a little bit of Magic.
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Unfortunately it also makes trying to do a transfer almost useless if you don't purchase a huge drain. I am trying to create a villain in 6th Edition who can Transfer Speed to himself. I want him to be able to drain one point of speed at a time but then the max amount of speed he can gain is two. If I want him to have the capacity to get from 4 speed to 12 I would have to have to have him drain all your speed in one shot.
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Is there a book dedicated to creating vehicles in Hero 6th Edition? There was one for 5th Edition but I cannot find one for 6th.
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Okay People. We need to make Hero GREAT AGAIN. I want each and every one of you to go out this week and get at least three new players for the game, especially with the younger generation.
And NO EXCUSES!
I mean if D&D 5.0 can do it (and that game sucks) then we can do it, so get to work!🤑
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I know that the Second Great Stronghold Breakout date was 2009, but has it officially been listed as to what month and day it happened? I do have Champions Universe for Hero 6th Edition but it only give a year. I am using it for an organization book I am creating for Hero Games so I do not want to just make it up.
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On 2/24/2020 at 12:06 PM, Hugh Neilson said:
"speciesist" - humans can't produce offspring with dogs
Not true! My neighbor has done it! TWICE!
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18 minutes ago, PhilFleischmann said:
Was it fun? Did the players enjoy it? Was "immersion" a factor?
I sucked majorly, but that's what the GM wanted to run and at the time there were no other GMs. But even that didn't stop most of us from quitting his game and deciding it was better not to play at all then play in his games.
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Had a GM once run a Fantasy Hero game where we all were slaves in the arena. All the game was just fighting in the pit, nothing else. Not even any chances to escape and absolutely no option to roleplay at all either.
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I definitely use the additional options in my FH game. Myself, and my players, like have the additional options of hit locations, martial arts, etc. But I agree, it definitely makes combat much bloodier.
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6 hours ago, Brian Stanfield said:
Without knowing the particulars about your campaign guidelines, it’s hard to know why fantasy characters seem tougher than supers.
It could be because there is too much power variance between character types. A 12d6 fireball with AOE vs. a 2d6 sword with a couple of CSLs is not balanced. One character will seem so much tougher than others around him. In a supers game, however, everyone will have similarly powerful attacks, and so it won’t seem so out of control or imbalanced. The relative toughness of characters won’t seem out of whack.Its also possible that magic has some sort of cost divisor making it more affordable and therefore more out of balance with other characters.
In my game, there is no cost divisor, but what I have found to be the biggest advantages are hit locations and equipment.
Hit locations allow an FH character to be able to really do addition damage without having to roll it. For example, call shot head, there is a penalty to hit but if you do you get to have a STUN Multiplier of x5 and do double BODY Damage.
As for equipment, it's free for a Fantasy Hero character but not for a superheroic character, and that adds a lot of free points for the FH character, especially if magical items are involved.
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I don't see a problem, I just thought it was interesting and wanted to start a conversation about it.
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7 hours ago, Hugh Neilson said:
Tell you what, build a character on 175 points (Standard Heroic) under that model. If we give you 25 points for those maxima (maximum points per complication for Standard Heroic), or even 50 (total complications for Standard Heroic), will that make it a playable character?
He has already saved 85 points by selling his stats back to those starting levels. I guess he'll need a spell or magic item to restore his stats (at least those he relies on in play).
What actually happens in real games is that players look at the stats they want the character to have. Unless all, or virtually all, will be under the NCM limit they can take as a complication, they do not take that complication.
I am speculating that this template comes with some offsetting advantages. However, an elderly Wizard who attacks and defends with magic spells could be quite all right within these parameters. So, to flip it around, how many points should that Wizard get for free because his character design already fits within those parameters (and has saved him 5 points from selling back 3 STR and 2m Swimming already)?
I guess I can see your point.
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7 hours ago, Ninja-Bear said:
Gauntlet I’m also curious do they have a skill maxima in place? I’ve seen that as a variation. Say 13- is maxima so skills 14-16 are doubled.
I am not sure. I will have to check that.
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1 hour ago, Tjack said:
IMHExperience, FH and D&D characters tend not to have as broad a skill set as Supers. Things like detective work and streetwise even though possibly useful in fantasy settings just aren’t a priority.
Not quite sure of that. Pretty much every FH character I have played has had at least 20 points in skills (not including WF or Skill Levels). While I will say in Pathfinder or D&D skills aren't that large in number (unless you play a thief in Pathfinder) but in Hero they are utilized much more, even fighters in Hero many times have a number of skills. In fact I have found it the other way around. Most Superhero games are all powers and no skills at all, with the exception of gadgeteers.
Of course I guess it depends on your GM. I have always had mystery in my FH games as have the GMs I have played with.
- Chris Goodwin and assault
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2 hours ago, Cassandra said:
The Normal Characteristics Maxima Disadantage should be limited to Superhero Level characters, 200 Points and up, since they actually have the points to far exceed those levels and other characters who don't take it would have a major advantage.
But as I asked before, would you want to play a character who has the following Characteristic Maximums without getting anything for it.
Reduced Characteristic Maxima: STR 7, CON 15, PD
4, ED 4, REC 8, END 30, BODY 8, STUN 30, Running 12m,
Swimming 2m -
I have found that Fantasy Hero character's (especially in high magic campaigns) have a tendency to become much tougher than Superhero character's do as the campaigns go on.
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Yes, you can buy them up over the maximum but it would cost you double. So if you had a maximum of 7 and wanted to have 10 in STR then it would cost you 3 points. If you then wanted to go even further, it would cost you 2 points per point of STR.
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3 minutes ago, Gnome BODY (important!) said:
That's an absurd strawman.
So you would find that as a problem. So you should get something for having a character that has low characteristic maximums.
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9 minutes ago, Gnome BODY (important!) said:
My POV: How do the characteristic caps hinder the character compared to a character with the same statline but no caps? If the answer is "They don't", they're not worth anything.
So you would be okay if I said your stat maximums were as follows while everyone else's was normal?
STR Max: 5
STR Max: 5
DEX Max: 5
CON Max: 5
INT Max: 5
EGO Max: 5
PRE Max: 5OCV Max: 2
DCV Max: 2
OMCV Max: 2
DMCV Max: 2
SPEED Max: 2
PD Max: 2
ED Max: 2
REC Max: 2
END Max: 5
BODY Max: 5
STUN Max: 5
Any characteristic bought over these maximums are at double cost. -
14 minutes ago, Ninja-Bear said:
Ok those physical complications have nothing to do character value. This complications you listed are generic. If you would take one, there would be a reason why you aren’t a “normal” person (human). Consider if you are a hobbit and only a 1m tall in a 2m tall human world then you’d probably take the 10 pt complication whereas if you adventured more in the Seaver’s lands it would probably worth less. Typically dwarves aren’t much taller than hobbits. Next could be weight/mass. Hobbits are portrayed to be light so in game they may take Knick back or down easier than the dwarf so you could take physical complication light. Note you can have more than on complication at a time. Perhaps you are human -a one armed swordsman, he could take the physical complication barely because in combat it may not be that much hindering to him. As to the -66 points, remember anytime you sell back characteristics below starting value you do gain points back so if you only have 10m running then you 2 pats back. Note in 6th you can sell off your senses too for points.
Actually they do. They are what is given to the character for having the characteristic maximums. The actual post is like follows:
Reduced Characteristic Maxima: STR 7, CON 15, PD
4, ED 4, REC 8, END 30, BODY 8, STUN 30, Running 12m,
Swimming 2m; Physical Complication (Infrequently; Slightly
Impairing); 10 Complication Points. -
Actually this is something I need to be asking Shane Harsch as he is the one who created it.
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Sorry, I am wrong, written by Shane Harsch. And as I said above, they are 5 or 10 point physical complications.
Physical Complication (Infrequently; Barely Impairing); 5 Complication Points.
or
Physical Complication (Infrequently; Slightly Impairing); 10 Complication Points.
One of the race types has a Maximum Characteristic value change of -66 points.
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Looks like Steve Long in Narosia gives a 5 or 10 point physical complication if your character has reduced maximums. He has races that have characteristic maximums that are even below the starting value (like maximum STR of 2).
IHA Book Review
in Champions
Posted · Edited by Gauntlet
Forgot to add something.
IHA uses Shi No Te because he is good at killing powerful individuals like mutants. Of course once the need for him is done, it will be time to put a Last Word Sniper Rifle round through his head. IHA has used other villains as well, Blowtorch being the most used. In fact IHA will even use a mutant to kill another mutant as they have utilized Wildeye to kill other mutants multiple times.
The reason why IHA has one target, mutants, is because it allows for better focusing to get troops. Very similar to the Nazis who put Jews as the main enemy and if they didn't like you they stated that you were either a Jew or worked for them.