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Christopher R Taylor

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Everything posted by Christopher R Taylor

  1. The Player Pre-Gens are the most critical part for this, but yeah they are a bit of a pain. We need enough to be an interesting array of choices, but they also have to be broken down into stages of advancement (say, 50 points each, starting at 250, for example). And each stage has to match and add in the stuff introduced in that stage of the tutorial.
  2. I was thinking we use the most classic and old school bad guys, Brick, Blue Jay, etc. That way they're already made, already in the pipeline, art is already done, etc. This would be part of the Community project, which allows us to reprint rules (in this case just a small part of them) and use old art. This is the structure of the classic Viper's Nest adventure (combined with Christopher Park): Memories - heroes are at a funeral when VIPER starts taking hostages Assault on Tanghal Tower - VIPER tries to capture plans for an old Tesla device Microfilm Madness - a fight between UNTIL, VIPER, Crusher Gang, and the Heroes I Love A Parade - VIPER springs a trap to humiliate UNTIL and the PCs Combat in Christopher Park - A VIPER agent wants to be a witness against his employers and must be procteted Doomsday - VIPER unveils a super weapon based on the Tesla device Now, some of this needs to be updated for modern tech and culture, but the basic arc is pretty good to work from at least, and its been a part of Champions since 3rd edition. I'd like to do that if possible, but just the character sheets and explanations are going to be somewhat sizable already. multiple stages of two genders of 6+ character sheets plus notes for the GM on all of them.
  3. The concept we had originally was to create a series of very familiar (read: clones of popular characters) heroes in male and female versions each, so people can quickly pick up and enjoy their version of that hero. For example: Spider-Guy/girl! Super strong flying Guy! Brooding Dark Knight Guy! Amazon Girl! Mythical god Guy! Armored Guy! Berserker animal Guy! And so on. The spider-guy I built. He's called Dr Nope and he doesn't have webs or spider sense, but he has clinging and 360-degree vision and can leap long distances. Plus he has a poisonous toxic punch he can do. The idea is to make them as simple as possible, as easy to recognize and play as possible, but without being too much of a rip off or copyright concern. That said, having some basic archetypes like an energy projector, a brick, etc would be good. Things to avoid: Mentalists, super mages, and any character that requires complicated builds. These are introductory characters for total novices, they have to be as stripped down and basic as possible. Especially since each chapter will be building them up, so the first chapter has to be super, super simple. If you can come up with a way of building a mentalist who has no mental powers in chapters 1-2 at least (no MCV or mind control type stuff yet, no flash, etc), then okay but I doubt its feasible.
  4. I want to emphasize something here: this is intended to be a free product for download and use by all. Its meant to be an introduction to Champions and Hero Games (and role playing in general) that will help launch people into the hobby and enjoying Superhero Role Playing. Nobody gets paid, for this one, except the warm feeling of helping out our hobby and favorite game and introducing others to it. Plus, showing off your talents. What we have: A couple characters and designs The basic scenario outline The philosophy on how to build it One writer What we need: More character designs Art (interior and cover) Editing More writing I will in time show the characters I have come up with, and I'd love for others to do so as well, and I'll get into more of what the idea is behind that as time goes on. But we need everyone who can to pitch in and give this a shove. Artists especially, if you want more exposure, and to do some work for Champions and/or comic books here's your shot. Please, everyone, consider it. I'm setting aside paying work to try to knock this out as fast and fine a quality as we can.
  5. 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 its useful to help people see that isn't the case. From this discussion came the idea of building a "tutorial" for Champions, a scenario that each session gave the players and GM more of the rules until they knew the full structure of the game and how to play it. The name we came up with for that was Champions Begins (a riff on Batman Begins). The concept was this: a simple scenario of superhero-ing in several parts, each of which introduces more of the rules step by step. With that would be tips on how to run a game for the GM and how to play RPGs for players. I've started writing on the main sections of the book, and am almost done with scenario 1. My idea was this: use the old Viper's Nest scenario as expanded in Viper 4th edition, because its great at bringing players into the scenario a little bit at a time and is a classic for the game. With its six chapters, that gives us 6 sections to teach people the game with. I figure for each character we give them only what they will use for each scenario, adding with each one points and abilities then added in the next chapter. For example, chapter one is just pereception rolls, very basic combat (no END use, Body damage or special attacks), and movement. So Character X gets stats, a few powers that let them hit things, move, see, and not be hurt. Chapter two adds skills and presence attacks, so Character X now gets a list of skills added to the sheet! These upgrades can be treated as "experience points" in lumps that help players get used to the game. Much has been said about how we could and should step up more to help our hobby out. Much has been discussed about how we can reach new players and excite them with Champions by putting out new content and running games. Well, here's your chance! You can help out and contribute materially to this goal, by giving the game a tool that would help players learn Champions and become familiar with real role playing games. They've played computer games. They've watched movies. Now they can BE a hero. Pitch in and help us out!
  6. There is room for alot of expansion to both the fictional and real life character lists and if anyone wants to build more, they certainly are welcome to.
  7. Version 1.0.0


    A compilation of the greatest guns in fiction, from books, plays, movies, and television. From Artemus Gordon to Raylan Givens, Kwai Chang Caine and beyond, here are over 40 famous fictional western-themed characters for you to enjoy. Use them as inspiration for a character build, as NPCs in a campaign, or just for fun. Hero Designer files included.
  8. OK I have fixed up a fillable Character Sheet for Western Hero and put it in the downloads section. This is also included in the WH rules. Its two-sided, here's the front: Also I edited and re-uploaded the Greatest Guns Who Never Were file.
  9. Version 1.0.0


    The fillable blank Character Sheet for Western Hero, also included in the book. I designed this to be clean and simple, with interaction on the front and combat on the back.
  10. Thanks for the info, I honestly have seen few of the shows so I didn't know exactly his skills. I'll get on fixing that up
  11. I'm working on an adventure module that will hit the shelves about the same time as Western Hero. There's a full campaign and two adventures plus tons of scenario ideas in the WH book, but I wanted to have something extra for people to run as well. Its long been my position that products suffer for lack of support; its not enough to just have rules out there. This one is a "town taming" scenario where the PCs are hired on to try to deal with a town gone wild, but there's a lot more going on under the surface and a valley area they can continue to do adventures in after the job is done if they wish.
  12. OK I have completed the build and uploaded the companion file The Greatest Guns of History as well. This includes dozens of historical figures of many various types, free for download and use in your game.
  13. Version 1.0.0


    From Bass Reeves to Wyatt Earp, and all points in between, this is a file packed with dozens of real-life gun fighters, lawmen, Native American heroes, and much more. This packet includes a folder full of Hero Designer files as well as a pdf with all the write ups and as a bonus, the details of how the special talents in Western Hero were constructed. GMs can use these as NPCs of history the players encounter and templates for NPCs under different identities. Players can use them as examples of how various types of characters can be built or inspiration for their own character. This is a companion file with the Greatest Guns Who Never Were, free for use and play with Western Hero!
  14. I have completed and sent Western Hero to Hero Games to look over and build a cover for. Its a complete book with all you need to build characters and play the game (minus powers and modifiers etc, as not applicable in a heroic game) with a full campaign setting adapted from the original Western Hero 4th edition, plus tons of adventure ideas, campaign tips, background, maps, etc. Also, I have uploaded a file of The Greatest Guns Who Never Were, a file containing almost 50 fictional characters of western and western-inspired background from books, comics, movies, television, and radio, from Hopalong Cassidy to Mal Reynolds and all points in between. Its free in the Downloads section and includes full Hero Designer write ups as well as a pdf containing them all and some notes on how they were made.
  15. The Greatest Guns Who Never Were View File A pack of Hero Designer builds and pdf write up of dozens of characters for Western Hero, drawn from books, radio shows, television, and cinema. Useful for your games as examples of builds, pre-mades, or used as NPCs in a game. Submitter Christopher R Taylor Submitted 03/04/2020 Category Characters Rules Version HERO System 6th Edition  
  16. Version 1.0.0


    A pack of Hero Designer builds and pdf write up of dozens of characters for Western Hero, drawn from books, radio shows, television, and cinema. Useful for your games as examples of builds, pre-mades, or used as NPCs in a game.
  17. And that was the question, which I could not believe anyone would even consider asking. Tell you what. You apologize for repeatedly claiming I am saying something I am not, and stop claiming it... and I will yet again go through how Combined Attack needs to be changed like I did for two pages previous so you can see it again. Int he meantime maybe you could go over and ask yourself why it is only you and Gnome seem to think its perfectly fine as is.
  18. Sigh, yes sweep existed, but in the context of this thread... multiple attack and combined attacks weren't a thing until they suddenly showed up.
  19. Its going to make a ton of money off nostalgia and being "THE END OF THE SAGA" so no, its not burning out. Disney will take that as proof that Solo was a one-off and people lurve them some Star Wars movies, so they go back to pumping one out a year or more.
  20. Fanning the Hammer didn't come up, and its not in the main rules either. My solution was to give it a +1 OCV (only for Multiple Attacks, thus it slightly offsets MA penalties) at the expense of causing damage to your weapon if you do it too much. A couple shots, probably okay but each shot has a chance of causing your gun to be damaged and not function. Edit: I like Duke's idea quite a bit, as it requires less technical focus on the survival of the gun, avoids the baggage of Multiple Attacks (and all the penalties it entails) and seems like it represents Fanning the Hammer a bit better. I'll give it some thought, whether that requires a skill or should just be a familiarity (I mean, anyone could try it). As a side note, here's the text for using two guns: As you'll note, before 5th edition there was no idea of firing the same attack over and over in the same phase which is why it was such a shock when the rules came out and it was said that his was always possible.
  21. Its really bad for your gun too. But you are supposed to do this kind of thing on a single action revolver. A double action revolver will cock and isn't able to snap the hammer freely, I'm sorry, that came across a bit strong but... seriously? I didn't mean to be mocking, just... jaw dropping amazement. There is zero support or logic in any remotest sense to saying blasting someone once with a blast is superior to basting them more than once. That makes no sense at all no matter how you look at it. I was trying to make sure that I had this correct because its like asking why its a bad idea to hit your thumb with a hammer. This is not even something worthy of discussion. What on earth could possibly prompt someone to suggest that hitting an opponent twice is not better than hitting them once? Do you stop the fight after a single blow? Do you not charge an advantage for autofire? Do you think that multiple attacks aren't worth penalties because its worse to hit the same target more than once (you can do that with multiple attack, you realize, yes?). For the last time at no point have I ever suggested I don't want to allow Combined Attacks. Ever. In any way. No matter how you read it. The only thing I've ever said is that this is a maneuver that should carry some sort of penalty. That this is part of the rules and I'm fine with it existing but that its build improperly and should have a drawback to offset its blatantly obvious advantage. Do you see how this could possibly get frustrating and annoying to me? To have you repeatedly mis-characterize what I'm saying? It almost seems as if you're not relay reading what I write and are just arguing your own point while claiming that you understand fine but disagree. So I'm just going to move on. I agree, and that's my concern. This is a good overall wrap up of the problems and the discussion broken down to the actual subject rather than heated personalities and side tracking. Although nobody that I saw ever suggested doing away with Combined Attacks entirely, just finding some way to balance it out. It seems absurd to not use every single phase, since there's really nothing at all to stop you and all the benefit in the world. Yet penalizing it causes problems with linked powers. How to work that out? To me, instead of going "I'm going to nitpick and find technicalities" the best topic for discussion would be "how can we find a way to make this rule better constructed?"
  22. This is an old reference, but we used to compare it to when Mike Tyson got knocked down by Buster Douglas. He was on his hands and knees drunkenly trying to find his mouthpiece and basically out cold but still sort of functioning.
  23. The problem with a death trap is that it relies on the writer knowing how to get out and making the character figure it out. Players are... less reliable in that aspect. You often have to end up giving them die rolls to figure things out which is less than satisfying. On the other hand, sometimes they come up with a way of trying to get out which you had not considered. And if its remotely feasible or entertaining... go for it, even if you have to change things a bit to make it work. Better you change your plans for the player to succeed on their own than force them along a predetermined path through die rolls to feed them info.
  24. ...are you joking? You want me to explain how hitting someone twice is better than hitting them once???? Well you can do it but it takes really fast, strong thumbs like a 13 year old girl after all her texting experience. Realistically its not very feasible, though A more realistic move is to snap the hammer back with your thumb for one shot, and then pull the trigger, ba-bam. Extremely poor accuracy (your thumb will yank the barrel up) but works in close range and takes a really smooth, easy to work mechanism.
  25. I think the skill list probably is too long, particularly with the sub-categories for stuff like survival.
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