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Christopher R Taylor

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Everything posted by Christopher R Taylor

  1. I played Aces & Eights and its like Hero x Phoenix Command, cubed in the combat system. Neat concepts, unplayable execution.
  2. I ran a Justice Inc game where everyone was run of the mill pulp era types: Private Eyes, etc. They started out hunting down a serial killer who stabbed people with an icepick through the neck and bled them out. Well it led to an old castle on a hill (the old Ravenloft module castle) where a creepy old guy was apparently the killer. It wasn't until he laughed off bullets that they finally figured out he was a vampire. The reporter tried to stab him in the chest with a pencil.
  3. Well, its obviously a limitation; it restricts the number of targets it works on, and you might really want it to work on that robot or that animated statue. But since it is not a very great limitation (he wasn't likely to use it on anything except evil anyway) then its not a very great limitation. I would reduce the value, but still keep some. Depending on how likely they are to want to use it on something else or are inclined to, its a -¼ to -½ in my mind.
  4. If you have gotten this from Drivethru RPG, there's a fresh version updated that you can download for free. I left off the writeup for the AI in the module! It mentions using the AI's range modifiers and such but I left it out :/
  5. I still wish someone would write up WAR HERO and then do modules for major war epochs
  6. I wish I could use that art at the top for the cover but unfortunately its poster art for Once Upon A Time In The West and probably costs like eighty gazillion dollars for the rights. Without any market research or data to back it up, I have a suspicion that there's a fair sized market for good western gaming stuff that is largely unserved. Look at the acclaim of Aces & Eights for what is essentially an unplayable ruleset
  7. Overall, knockdown, knockback, and being stunned interrupts gestures and incantations. If there's a roll, then damage may interrupt the attempt. The target does their skill roll to attempt their effect. The damage applies a penalty to that roll (after its been made, stay with me here). If that penalty exceeds what the target made their roll by, then the effect fails (and side effects, if any are applied). Its -1 for every BODY suffered past defenses and -1 for every 2 STUN suffered past defenses.
  8. As there is a perfectly fine Bestiary for Hero 6th I didn't include that in the book, and the real world characters (and fictional ones) I released already as downloadable files on this site. So that saved some room which I promptly filled in with more background material and scenario prompts.
  9. I tried to do something differently with this, in that I put some "treasure" into the adventure. Not the usual kind, like a magic sword for the warrior, but things that can be recovered, used, or taken advantage of by the player characters, if they are clever and observant. By the way, big news coming out about this soon, regarding both Print versions and the adventure its self.
  10. Teleport in random direction and distance Mental powers are fun with damage shields, as they don't have to cost much to be effective Entangle is a good one: grab me and roots wrap you up
  11. I rebuilt Panda, Raccoon, and Sledge for the Island of Dr Destroyer update, they've never been rebuilt since 2nd edition that I know of.
  12. The key is to decide what magic can and cannot do, and how it is used. If its "snap your fingers and say a word to do anything" then its going to be really powerful. If you need lots of time, concentration, a special location, weird components like bones of the target's family etc and is limited to specific concepts, then its going to be very limited. Low magic campaigns are best if you simply ban direct attack spells and "buffs" such as "Strength Aid". Spells should take long periods of time to use (out of combat, at least a minute to cast) with concentration and usually increa
  13. Actually that's the way Reed figured out how to defeat Gladiator, because there's no way he could pick up the building like that. So Reed concluded he's using some sort of telekinesis to protect himself and deal damage, so they distracted him and Susan knocked him out. Some day I want to have that entire Byrne run, its so well done. By the way, if you pick up a copy, it helps the sales (and hence, the wallet of both me and Hero Games, who gets a cut) if you drop a review on the site.
  14. The manuscript for Western Hero is at Hero HQ and being worked over, with a new cover being created for it. I don't know any realistic release date but I hope it will be out by Christmas. This is to be an official Hero Games product, not a Hall of Champions fan bit or self pub job like my other work. I have a few release ideas set up for it, when it hits the shelves including an adventure module. As I get more news and information I'll pass it along here. So stay tuned, pardner.
  15. Its a Minor transform per the rules: its making physical changes to the character beyond simple color changes etc. Cosmetic turns blonde hair into red, or a velvet cloth to a linen one. Function is utterly unchanged, only sensory input is affected. Minor would make blonde hair into bald or velvet cloth into a pile of leaves. The function changes but the game effect is minor.
  16. Its an homage to John Byrne's magnificent Fantastic Four #249 cover:
  17. Kestrel Arts is proud to announce that the 6th edition remake of Hero Games's classic first Champions module The Island of Dr Destroyer is now live and on the shelf! This bundle includes the pdf of the full module, plus the Hero Designer files for all characters and vehicles included in the module. A Print on Demand version is in the works. You can find the file here at DriveThruRPG as part of the Hall of Champions community project
  18. There are several reasons, one of which is very secret but mainly I just like that look best. Its actually a significant part of the storyline.
  19. Yes, and in fact I put an absolute cap on CV, no matter what combination of abilties you use; you will never exceed this point until the cap rises later in the campaign.
  20. I very much prefer the comic book version of Superhero visuals but... I'm an old man and young people have been raised on the movie and TV versions, so if you want to sell something, you have to pitch it at the customers. If we want new generations of gamers, we have to present things for that generation.
  21. That would get the product on the shelf faster, for certain.
  22. Yeah was thinking of releasing them as individual mini adventures in a series called Challenges for Champions instead of one big book.
  23. A question about the Challenges for Champions book, do people want the full reprint of all the short adventures or released in smaller portions?
  24. A while back, we spent some time discussing how Hero needs a way of introducing people into the game for modern players. In the past, it was fine to print a book of rules and hand them to people, because folks were more accustomed to long-form reading, studying, and figuring rules out on their own. For those who like this sort of thing and still do it, well that's great. But for many others, especially younger players we want to draw into the hobby, we wanted something more. Also, its not that Hero is complicated or difficult to learn, but it has gained that reputation in recent years, and
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