Jump to content

Christopher R Taylor

HERO Member
  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Christopher R Taylor

  1. Again, it depends, I think. You can make more than one focus, but you would probably need to buy that odd 5 point "doubles the power" adder.
  2. Stretching and extra limbs with Does Not Cross Intervening Space seems the simplest way to build it. You could also use "summon animate arm" and build a disembodied arm
  3. Focus is kind of nebulous in some ways; you can create a focus that is self-acting (anyone can get it and manipulate it, or take it somewhere else). Then there is the "material component" concept D&D uses where you need x thing to make y effect, but its not contained in that item any longer and is typically consumed. There's some need for a bit of differentiation and some rules examination on focus.
  4. Yeah, buy it as a focus, it immediately becomes portable and anyone can use it. Just like you'd buy a flashlight.
  5. Well, the problem is that Hero is incredibly consistent and works well across all sorts of various situations and builds. You can take a blast and do all these different hosts of things with it and it just works that way without special rules or exceptions. There are some but they work consistently across the rules (such as the "special attack" rule for autofire). That's why little quibbling exceptions or rules for single instances on one power like that really annoy me: it breaks the system and requires people to look through the rules carefully to make sure they didn't violate Rule 5, Sub
  6. Well whether or not that concept made it to 6th edition, its... wrong. In any campaign I run, that rule doesn't exist. By definition, area effect powers apply equally to all creatures in the area. Drain, Flash, Blast, it doesn't matter. Just because "this will be hella effective!" doesn't mean you ignore that basic Hero rule. If you feel too uncomfortable with that, you could treat the AE as a "special" attack like the way autofire works, so it takes an extra +1 advantage but "we're gonna break the rules because some dude in my campaign bought this and I didn't like it" does not
  7. Yeah at that level of character you're not really building anything, its just GM fiat.
  8. I think that's it in a nutshell, basically an exaggeration of Hill folk and their skill and personal health. But the shooting isn't too much of an exaggeration; they had to be that good. When you could barely afford lead to make one bullet, you had to make every shot count. The stories are jaw-dropping, including one little gal named Annie Oakley.
  9. Rogue is easily the most expensive character in the marvel universe to build, bar none. Even after draining all of Captain Marvel's powers she still has enough to soak up the entire X-Men and fight a bad guy in one of the graphic novels. She's crazy powerful. She drained all the Avengers, including Thor, back before she took down Captain Marvel. And that "the longer the contact, the longer I keep the powers" thing is even more expensive. She's basically a plot device. Heinous bad guy, though. That said, it does take a while for her to slurp up everything from a pow
  10. Other than that it affects each and every character in the area and gives you their stats, you mean? How on earth would it be useless? Correct, which brings up one of the many drawbacks of the current system. It makes certain kinds of builds easier, others very difficult, and clutters up character sheets needlessly. There is a workaround to Aid, and that's to give someone a power using Usable By Others at the minimum level (1 point of Power Defense, for example), then Aid that. The Aid stays on the target even when you end the UBO. But don't try to slip t
  11. Firefist sounds like something from one of the Challenges for Champions or another adventure
  12. OK here's the intro to the GM book, I have some placeholder art I did of Viper agents a while back I'll stick into these, but they are dated (VIPER doesn't look like that any more). This gives a sense of the basic layout and look I have in mind, and how I tried to bring GMs into the ideas of the game and playing RPGs at all. The player book I intend to be simpler, less wordy, and more image-y Champions Begins Intro.pdf
  13. In terms of what is needed for artwork: definitely anything viper-related, and we need some good solid modern, cool designs for superheros. With those two elements and just regular people we've got the basics covered for fight scenes. Everyone here should know the scenario really well, there won't be a ton of changes. And while most of the same villains in the original publication will be used, I might swap out a few for others that help show how and give experience in different sections of the rules (mental powers, for example)
  14. With the official handbook etc, Marvel has been pretty specific about things that their characters and equipment can and cannot do. Struck on the edge, the shield bounces. Struck on the front, the shield absorbs. That's why the "flattens forest" bit when Thor hit the shield with Mjolnir was a bit off, but Cap not being bothered by the hit was right. But then later he's hit with a grenade on the sheild and goes flying out a window. Of course their established rules are not very consistent. Hulk supposedly can press 100 tons, with "more" as he gets angry but he held the Himalayas
  15. OK as I get a first draft down to sections of this I'm going to post them as pdfs here for people to look over and comment on. My goals are these: To create a package that has a book for GMs and a book for Players For each book to be fun, easy to read, and teach the system The scenario is in tutorial format (familiar to gamers) introducing concepts one bloc at a time, until they know enough to play the game without the tutorial I'm using the old Viper's Nest/Microfilm Madness scenario updated for modern times (so, no microfilm) Each chapter has an intr
  16. Yeah inconsistency destroys drama and suspense. What's going to happen next? Who knows?? Can she get out of this? Maybe, depending on how the writer decides to make things work this time. There has to be a base level of consistency to control expectations and understanding of the character's limitations and the world they are in. If Spider-Man can now fly in one scene because that's super cool, suddenly there's no danger of him falling. Or maybe there will be, just because it would be cooler next time. The audience has disconnected emotionally from the entire thing at this
  17. Just as a GM tip, when I am going to run a combat with someone complicated, I work out a strategy in advance: he does this, then this she responds to that with this power, etc. That way I have a playlist to work from instead of trying to work it up on the fly. As a player I can wing it because I have not just time between each phase to consider my actions, but only have to worry about one character. When I'm GM I don't have down time to work on the next cool thing to do but usually am running like 5 characters at once. Obviously it never, ever works out the way I planned, but at
  18. *high five* There is a middle ground though, and the pendulum has really swung the opposite way
  19. Yeah how the shield reacted to being impacted was completely random and based on what would the director decided would look good in a combat scene rather than logic or any established rules.
  20. D&D is a lot more complicated than back when a lot of us started playing it too, Hero is no worse by any remotest sense. Yes, D&D 4th dumbed it down toward cue card 5th grade mentality, but it was still pretty complicated to build a character. Hero has a reputation it doesn't deserve, especially if you've tried to play games like DragonQuest or Phoenix Command. Its middle range complicated with super simple, new systems like Savage Worlds at the low end (for now, it will gain in complexity over time).
  21. Yeah a skill or INT roll for data is a simple, logical way of doing it. Just give them KS: (appropriate data) and then bonuses for stuff you figure they ought to know.
  22. There is something to that, the more players, the more sales of other products, in the end. Its like paying for advertising; its a net loss but hopefully brings in more customers so it ends up a gain. Hopefully. And it is a fact of life with gaming materials: once everyone who wants that product has bought it... nobody will buy any more of them. I mean, that's true with everything, but gaming has a much smaller, if more fanatical, pool. So the more people we bring into the fold, the more sales overall. So yeah, its an investment and that's worth doing.
  23. He's right, though, both him and Dr Destroyer became books when they didn't need to be that complicated and written up. Dr Destroyer is a great scientist, just give him the basic branches of science at a high level and then assume he's also good at molecular and experimental and all the other versions of each. Give him x points of followers, not x points each of a-z different types. Its not really that necessary to give each and every single possible ability on paper to bad guys, especially mega villains. He's got a lot of followers and bases, good enough. I mean seriously as a
  24. Yeah I leave out all modifier values in character write ups because I figure people either know them or can work them out. This is mostly a space saver, but it also makes the writeup cleaner and feel less jargony and intimidating. This I agree with. 1st and 2nd edition writeups were so sparse you couldn't even tell what they were. Ankylosaur's writeup in Enemies was confusing: what exactly were his powers, how did they work? Turns out he has a grenade launcher in his tail but you couldn't tell from the write up.
  25. I never play the lottery in any form so ... sure, I'll donate half of any money I win from the lottery!
  • Create New...