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grandmastergm

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Posts posted by grandmastergm

  1. 3 hours ago, quozaxx said:

    @grandmastergm, I wasn't going to have any multi powers at the beginning, and they are different items rather than one weapon with multiple slots.  And, of course,  she needs Complications. 

     

    @opale. Yes, but hurry.  I'm almost full.  

     

    Gotcha.  All right, how is this?  Fair enough that the weapons pool should be OIF instead of OAF.

     

    58 minutes ago, quozaxx said:

    D'oh!  Sorry, thought I did that.  LOL

     

    http://rpol.net/game.cgi?gi=71601&date=1522624276

     

    @grandmastergm, If she works with the police, she will get most of those items if she's on the job, but would have to hand it in when she clocks out.  She only gets to keep something outside of her job if she pays points for it.

     

     

    Gotcha.  So I kept the Tonfa, pepper spray and handcuffs- that's what she will keep out of her job.

    Detective Betty Wong.hdc

    Detective Wong.pdf

  2. On 4/4/2018 at 7:27 PM, brianr1974 said:

    I created a character a few years ago for the classic marvel rpg. His name was Cyberia, he was a cybernetic enhanced former KGB agent. He had a few heightened senses (infrared vision, etc.), could interface with computers, and had augmented strength and durability (cybernetic limbs). Plus his skills in hand to hand and weapons training were good. You are more than welcome to use the name and general concept. And also there was a Russian super hero movie called the Guardians last year. Trailer should be on youtube. It had a pretty awesome team.

     

    I agree on the Guardians team.  Unfortunately the movie had a $5 million budget instead of the $50 million it needed for decent-looking special effects and needed more character development for the heroes.

  3. On 3/10/2018 at 8:14 PM, phydaux said:

    The game is all about a war.  And it ISN'T about the heroes vs the monsters.  It's about the heroes vs poverty.  

     

    First off, the local team gets NOTHING from Cazador.  Nada, zip, zero.  "No problem, we've got a vendor.  Just give them a call.  You've got a credit card, right?"

     

    Second, if the team is a franchise then Cazador takes 20% of all PUFF off the top.  If the local team is a "company owned" team then Cazador takes 30% off the top.  

     

    Next, Uncle Sam sticks in his beak.  That's ANOTHER 30% off the top.  

     

    Oh, and the PCs never even see that money.  It comes right off the top, like FICA.

     

    So say the PCs bag 20 shamblers at $5000 each, that's $100k PUFF bounty.  Not bad for a night's work.  The PCs get a check for $40k.  

     

    Silver ammo?  That's $10 a shot.  Dump a full magazine of silver ammo into a lycan from an H&K .45 UMP?  That's $300.  I hope you didn't miss.  A team can EASILY burn through $5000 worth of silver ammo on one full moon. 

     

    Oh, and that full auto H&K .45 UMP?   That will be $35,000 please.  Oh, the gargoyle grabbed it and now the receiver is bent out of shape?  I hope you bought more than one.  

     

    Team tooling around in a jacked up Escalade?  Sweet ride.  Too bad the flesh golem stepped on it.  It will take $15,000 to get it back on the road.  But that will take weeks.  You can pick up a used Explorer for just under $20k to use in the mean time.

     

    I wish you had posted this when I ran the campaign last year.  I think I ended up coming up with $1,000-2,000 per Real Cost of the equipment points. So like if a weapon cost 20 equipment points, it could cost $20,000 or $40,000.  

     

    Do you have any kind of spreadsheet with these costs?

  4. On 3/18/2018 at 12:39 PM, phydaux said:

    Just want to throw this out there for people looking for a monster hunting fix.

     

    John Hartness has a series called Bubba the Monster Hunter.  It's about what you'd expect, given the title - A guy who, when he's not drinking beer by the pitcher in a nudie bar and watching college football on TV, drives around the south in a pick-up truck and hunts monsters with his Desert Eagle .50 named Bertha.

     

    Several books available for cheap on Kindle.  Also available as audiobooks.

     

    Nice, I wonder if he was inspired by Larry Correia's series.  Have you read that series phydaux?

  5. Here are the optional maneuvers:

     

    Maneuver            Phase OCV DCV Effects
    Multifire               1          -2     -2      Use multiple shots to increase the DCs of the Firearm, only with non-autofire weapon (for every "hit" as if it were an autofire                                                                 attack, add +1 DC)
    Precise Autofire 1          var    ½      Gain bonuses to hit single target once with Autofire (for instance +1 to +5 if you have auotofire 5)
    Rapid Fire            1          -2/x   ½     Shoot one or more targets multiple times (works like multiattack and rapid autofire)
    Ricocheted Shot ½         var    +0    Use CSLs to “bounce” a shot to hit protected target
    Snap Shot            1          -1      +0    Lets character duck back behind cover after shooting
    Strafe                    ½        -v/6    -2     Make Ranged attack while moving
    Suppression Fire  1        -2       +0 Continuous fire on area, only with autofire weapon

     

    Consult pages 204-205 of the MHI Handbook for details

  6. On ‎3‎/‎13‎/‎2018 at 3:48 PM, RDU Neil said:

    tl;dr  Looking for alt rules/house rules that make guns and gun combat in Hero more realistically dangerous in comparison to HtH, muscle powered weapons and movement in the normal Hero rules.

     

    Well, no one appears to spend much time in the Dark Champs Genre board, but I'll try here to see if I can get any opinions.

     

    1) Running a cinematic "real world" game... think Jason Bourne meets X-Files type of thing.

    2) While characters might be a touch " over the top" in some ways, stats are within the Heroic level, combat should feel dangerous and not something to be taken lightly.

    3) Martial arts and muscle powered weapons exist, but guns should be more likely, because of all the real world reasons... easier to use, faster, more efficient, more reliable, keeps you out of HtH range, etc.

     

    The problem is, Hero is based on more generic superhero combat, where every attack is equal. Punching someone, lightning blast, mental drain or shooting a gun are equivalent in the amount of time they take per action (phase). This is TOTALLY FINE FOR SUPERS. But more realistic level, classic Danger International or current Dark Champs heroic combat... it just doesn't feel right.

     

    An average person can walk across the room and haul back with a baseball bat and swing in the time another average person draws a pistol and shoots one time. That kind of thing just doesn't feel right, as two equal opponents in that scenario, most likely the pistol guy will get three to five rounds off before the other guy gets halfway across the room, let alone pull back and swing.


    A competent law enforcement type can empty a ten round clip from her Glock into a human target at twenty feet while closing at a steady walk. Assuming no fumbling, reload and fire again.

     

    I'm not talking John Wick or anything close to that level of crazy gun-fu... but just that there is a reason semi-automatic pistols are a way more popular sidearm than a revolver. They throw more rounds down field, faster, more accurately (for rapid fire), let alone being easier to reload, etc. Even the most basic trained shooting defense course tends to be "three shots, center mass... breath... repeat."

     

    Also, in gun fights, people fire multiple rounds (multiple pulls of the trigger) in seconds, clips expended, as part of standard procedure. I'm not talking panicked blazing away, but several controlled pulls of the trigger at a time... not because they are highly skilled, but because the gun is designed to allow (target fire fire fir, reaquire fire fire fire, etc.)

     

    How can we reflect this in Hero? Unfortunately, the base game allows identical character 1 to go from flat footed to 6 meters in the way in the time it takes identical character 2 to pull the trigger once. (Both are 1/2 moves.) That is ludicrous and eliminates one of the fundamental advantages of a firearm. Also, firing multiple rounds is either not allowed, or at HUGE minuses that single shots tend to be the case without significant skills/skill levels.

     

    And the ability to do this should not be a series of expensive Rapid Attack skill sets, or whatever, either. This isn't special training, but basic maneuvers. It probably takes way more skill to learn to throw an adequate (not great, adequate) punch, compared to firing three times center mass with a SigSauerP226, yet punching is a free combat maneuver and firing the gun requires 2 Pt Weapon Fam and I'll be at -4 per shot (if the old multiple attack rules still in effect).  Guns are easier than punching, but we make it harder for characters.

     

    Again, I get why this is from a "supers... all attacks are equivalent" level... but what is the best way to create some basic "Heroic level" rules that better simulate gun combat (easer, faster to fire, and you tend to want to fire multiple rounds at a time). 

     

    Are there any optional rules out there? Does anyone have any house rules they like?

     

    Thanks for any insights, especially from those of you out there who actually know guns and firing techniques.

     

    I highly recommend that you use the MHI rules for firearms.  The Monster Hunter International setting for HERO has a list of firearms maneuvers that really help the game, especially the Multifire rules which make pistols far more useful than in the base game.

     

    The book series by Larry Correia is also excellent too.

  7. On 3/26/2018 at 1:07 PM, Lord Liaden said:

    I was recently reminded of this Champions adventure by our esteemed Scott Bennie, published in Digital Hero:

    AND THERE WAS BLOOD EVERYWHERE!: A giant blur on the satellite photo of Africa leads to unthinkable horrors for your Champions team. DH 24, PAGE 12

     

      Reveal hidden contents

    An especially brutal civil war in a fictional (but all-too realistic) African nation has awakened malevolent spirits which grow stronger as they feed on suffering. They manifest as an enormous "cloud" made up of possessed biting flies, and human corpses animated like zombies by the flies. The cloud has a measure of sentience and an active will to harm, and to grow and spread. A few other local supers are also included in the mix.

     

    I download the adventure.  I like it, and I think I could use some of it for an adventure.  Thank you Lord Liaden.

     

    Are there are any African superheroes from the Digital Hero books?  

     

    Just curious as I need one more.  I'm thinking that I will do a female gadgeteer (I changed Pridemaster back to male).

  8. Hello,

     

    I plan on running a few HERO games at Origins this year.  I will require a sponsor, and am working on getting one.

     

    I will probably run the following (subject to your recommendation):
     
    Revelations 1001 (HERO System, Fantasy HERO):  The End Times of Book of Revelation are literally coming true in 1001 A.D.  Six heroes have been gathered by the forces of light, some of them far more reluctantly than others, to gather sacred artifacts that will help defeat the Anti-Christ and his forces. They must brave terrible monsters and great evil to acquire them, and then shall face the Anti-Christ and his army on the plains of Megiddo. This game is intended to be an entertaining and thought-provoking game, and every effort has been made to treat faith with the utmost respect, and no offense is intended towards anyone's individual beliefs. RPG. 4-6 Players.
     
    The Temple of the Three Valleys (HERO System, Martial Arts HERO): Set in late-16th century China, a group of heroes from all over the world have come to a village to find a long-lost temple that contains the secrets of martial arts and great riches.  They must also use their martial arts skill and superhuman wu shu abilities to defeat a ferocious tyrant and his minions. RPG. 4-6 Players.
     

    Con-Flagration (HERO System, Monster Hunter International): Set in the action-packed world of Larry Correia's Monster Hunter International, you are part of a team of monster hunters who wanted to go to an ordinary gaming convention to sit back, relax, and roll some dice. Unfortunately, two warring factions of monsters just decided to crash the convention in search of a powerful artifact. It's time for to cowboy up, grab your gun, kill some monsters, and hopefully get paid!  RPG. 4-6 Players.

  9. Joyeuse:  Killing Attack - Hand-To-Hand 1 1/2d6, Reduced Endurance (0 END; +1/2); OAF Unbreakable (-1), STR Minimum 8 (-1/4)

     

    Holy Lance:  (Total: 49 Active Cost, 17 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF Unbreakable (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4) (Real Cost: 16) <b>plus</b> Stretching 3m, Reduced Endurance (0 END; +1/2) (4 Active Points); OAF Unbreakable (-1), Linked (Killing Attack - Hand-To-Hand; -1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 1)

     

    Holy Grail:  Multipower, 60-point reserve,  (60 Active Points); all slots 1 Charge (-2), OAF Unbreakable (-1), Requires Water (-1/2)

    1) Cure Disease:  Major Transform 6d6 (sick person into well person, heals back through any normal means that would cause character to contract another disease) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)

    2) Remove Blindness:  Major Transform 6d6 (being into sighted being, heals back through any natural means that would cause loss of sight) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)

    3) Cure Poison:  Major Transform 6d6 (poisoned person into non-poisoned person,, heals back through being poisoned again) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)

    4) Grant Eternal Life:  Major Transform 6d6 (person without LS: Immortality into person with LS: Immortality, heals back by various magical means) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)

    5) Healing Water:  Simplified Healing 6d6 (60 Active Points); OAF Unbreakable (-1), Requires Water (-1/2)

     

    Ark of the Covenant:  Killing Attack - Ranged 6d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect (16m Radius; +3/4) (180 Active Points); OAF (-1), Side Effects (if Faith roll failed, attack goes off but it becomes No Range and affects everyone in the same radius size; -1), STR Minimum 15 (-3/4), Requires A Roll (Faith roll; -1/2), Required Multiple Users (2 people; -1/4), Costs x2 END (-1/2) 

     

    The Ark has enough energy for one use, but the PCs can charge it up by using their own END.

     

    Shroud of Turin:  (Total: 54 Active Cost, 37 Real Cost) Resistant Protection 8 PD/8 ED (24 Active Points), OIF (-1/2) (Real Cost: 16); +10 Mental Defense (10 points total) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Power Defense (10 points) (10 Active Points); OIF (-1/2) (Real Cost: 7) <b>plus</b> Life Support  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) (10 Active Points); OIF (-1/2) (Real Cost: 7)

     

    Reliquary of the True Cross:  (Total: 60 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Day (-0) (Real Cost: 15) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Day (-0) (Real Cost: 15)

  10. 11 hours ago, Lord Liaden said:

     

    Actually, that's not without CU precedent. Darren Watts's recent Golden Age Champions writes up Tyanna the Jungle Girl, chief of the isolationist Owatu tribe in what is now Gabon. In the late 1930s and early '40s she adventured with several heroes in Africa and the United States. Tyanna's grandson is chief of the Owatu today.

     

    Tyanna in her youth was an exceptional athlete and fighter, and like many in her family line could telepathically communicate with and call to her the beasts of the jungle. (All animals were friendly to her and disposed to follow her instructions, but she didn't actually compel them to obey.) GAC doesn't name the current chief, nor state whether or not he has the same abilities as his grandmother. However, it would not be unreasonable (and well within genre convention) for him to have a daughter who is the spitting image of Tyanna, even sharing her name.

     

    While Tyanna's concept does overlap somewhat with Pridemaster whom grandmastergm has already said he wants to use, she is from an African country not yet represented on his team.

     

    Unfortunately Tyanna has basically the same abilities as Pridemaster.  I did like the idea so much that I combined the characters and gave Pridemaster (who is the daughter of the late Dedan Ouko) the name "Zuri Ouko".

     

    The ape character sounds interesting, but there is already a canonical ape superhero in the Champions Universe named Dr. Silverback.  Silverback could be the 6th character, although he would need to be reduced to 500 points.

     

     

  11. I ended up running a one-shot/test run of the Revelations 1001 setting with a local gaming group.  The test run went really well, as I deliberately tried to imitate DnD class features as much as possible- and the players survived. I also built a bunch of different artifacts and relics that they used int he game.

     

    I ended up having to build the Anti-Christ on more than 666 points to make him more of a challenge for the party, but he ended up having 666 experience.  And great work on the setting Darren!  I might even try to write up some kind of adventure or even campaign for it if you'd like (similar to what the late Michael Satran did with a bunch of his works).

  12. 2 hours ago, Lord Liaden said:

    Could you please clarify what you mean by, "6th hero option?"

     

    Sure, I have 5 hero options listed.  I need one more.

     

    Ma'at: Avatar of an Egyptian goddess

    Gazelle: A South African policeman with speedster powers

    Ogun: A Nigerian engineer with metal control powers

    TBD: I need a superhero concept and name

    Pridemaster: A Kenyan vigilante with the power of the lion

    White Rhino: reluctant Ugandan hero with the power of the rhino

  13. 41 minutes ago, Lord Liaden said:

    That sounds like a good game idea to me. :thumbup:

     

    Personally I would go with Joseph Otanga. The others on your list have been done a lot, while Otanga is something different, and with a style that's more distinctively "African" than the rest. The extent of his criminal activities is international enough to draw heroic intervention from across the Atlantic. OTOH there would be good setting-based reasons to bring in any of the first four as complicating factors.

     

    There are also elements related to Otanga, his country of Lugendu, and CU Africa, described in various books, which you might not have picked up on, which could add to your game. If you'd like some input on any of the above mentioned points, send me a private message. :)

     

    I did do a game with Otanga as a villain 5 years ago, but I wouldn't mind having him as the main villain again. 

     

    Do you have any recommendations for the 6th hero option?

  14. Hello everyone,

     

    I'm going to run a Champions game over at Origins this year.  I was going to set it in a non-USA setting, and I think that given the popularity of Black Panther that I should set the game in Africa.

     

    I'm not sure who I want to throw up for the game.  Let me know which villain I should throw at the PCs.

     

    The PCs will be:

     

    Ma'at: Avatar of an Egyptian goddess

    Gazelle: A South African policeman with speedster powers

    Ogun: A Nigerian engineer with metal control powers

    TBD: I need a superhero concept and name

    Pridemaster: A Kenyan vigilante with the power of the lion

    White Rhino: reluctant Ugandan hero with the power of the rhino

  15. Hey Bolo of Earth,

     

    I actually played in a friend's Champions campaign where he took characters from various HERO system source material and set it in 2001 Champions Russia.  I first played The Bishop, and then Ivan (after the Bishop's sad demise).  I loved the campaign, but had a falling out with the GM (over a storyline I detested) and a couple players (personality and play style clashes).  I did a short campaign in tribute to the campaign back in 2013, but haven't done much with it since then.

     

    I did think about trying to write down his campaign into a campaign/adventure book (much like those written by the late Michael Satran) called "Russian Winter."  I would change the RL timeline, set it in the Champions world, and set the game 25 years after the Soviet Union fell.

     

    Let me know if you would be up for working on it- as well as perhaps fleshing out the Russian Defenders.  Red Winter, The Bishop, and Spektr would all play a role.

  16. On 2/21/2018 at 6:38 PM, majinonifox1 said:

    So I know this is my first real post on here, but I figured I might as well give it a go as all other avenues have been exhausted.

     

    I am currently living with a roommate that... well, to be honest, he will not quit about getting someone to run a HERO System game for him. Specifically 6th edition. Now... I am no GM. I have told him thus. Yet he is basically just kinda aggravating and incessant about me running a HERO System game... so I caved. I'm currently running a local game for him and another roommate... but I am running so far out of steam, it's not even funny. I have bare minimum knowledge of the system enough to even play a character, much less run it.

     

    So here is my call. I have talked with my roommate about this. He's not exactly a proper people person, but if you're running a HERO System game, I'm 99% sure he'll be your best friend. Currently, he's been paying for the game and I'm sure he'd be willing to extend that courtesy to anyone willing to run an online HERO System 6th Edition game for 2 to 3 people. Looking for those experienced in the system and can deal with crazy, out-in-left-field builds and wacky ideas... who would not mind receiving a cash benefit per week of running said game. Please respond... I'm burning out here...

     

    Hello Majinonifox1,

     

    I would most certainly be willing to run an online HERO system 6th edition game for 2-3 players.  I might even be able to get another player if you'd like.

  17. On 2/17/2018 at 6:41 PM, Manic Typist said:

    Grandmaster - sorry I didn't see your post.

     

    I'm running a regular game now that meets 1-2 times a month... we have two regular players and a third who is intermittent.

     

    We primarily game in the Fairfax area on Sundays.

     

    I also occasionally attend a Saturday game out toward Sterling, but it's a bit of a commute when I'm already run a game on Sundays.

     

    I'm one of the regular attendees at the Ashburn/toward Sterling game.  I'll let you know if I run another game out in Arlington.

  18. Hello everyone,

     

    Upon reading the 6th edition Martial Arts HERO book, I noticed that there is a power called Summon Ancestral Spirit (pg. 163) that describes a summon power, but never stats out exactly what the ancestral spirit is.  Does anyone have the stats or information for the Ancestral Spirit?

     

    If so, please let me know where to find it- or post it here.

  19. Hello everyone,

     

    Upon reading the 6th edition Martial Arts HERO book, I noticed that there is a power called Summon Ancestral Spirit (pg. 163) that describes a summon power, but never stats out exactly what the ancestral spirit is.  Does anyone have the stats or information for the Ancestral Spirit?

     

    If so, please let me know where to find it- or post it here.

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