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Christopher R Taylor

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Posts posted by Christopher R Taylor

  1. I like a lot of aspects of 6th edition, but in terms of the source material and feel, I think Hero peaked at 4th edition.  I run 6th for two reasons: there's a lot of good in it and not much change in actual play, and because I write Hero supplements and want to put out the most recent edition.

     

    People shouldn't let the cost put them off of 6th though, you can pick up a Champions Complete pretty cheap.

  2. Do you honestly think having so many Characteristics that have to be filled in to create a character does not add to the perception that Hero System is more complicated than it needs to be?

    Its possible, but Hero doesn't actually have that many characteristics as compared to other games.

    For example, D&D 5th edition has

    STR

    DEX

    CON

    INT

    WIS

    CHA

    Then there's Armor Class (with and without Dex modifiers, for touch attacks)

    Hit Points

    Spell attack modifier

    Spell save modifier

    Initiative

    Speed

    Attack Mods (for each weapon)

    Proficiency Bonus

    Passive Wisdom (perception)

    Alignment

    Each of these stats is referred to regularly in play, and can be modified separately through equipment and leveling.

     

    So while the perception might be of more complication in stats for Hero, objectively, that's not really an issue.

     

    Removing a stat from the game decreases its flexibility in design options.

  3. The guy that wrote that article also points out other aspects of Reeves' excellent portrayal.

     

    Reeve’s Superman had that mixture of kindness, sadness, the weight of his responsibilities, a genuine curiosity about mankind, a love for what we can be, and a desire to be a friend to us even when all we seem to want to do is nuke each other.
  4. I do think that Hero could do with more multimedia grade school flavored stuff to appeal to modern players.  Cards, dice, chips, tiles, stuff that is part merchandising and part goodies for players to handle like crayons and construction paper to help their apparently stunted imagination.  The advantage of kickstarter is that if you don't get the sales you hoped for, the real expense is taken care of: the up front cost (and publicity, in part).

     

    Like they say about medicine, the second pill costs a penny, the problem is that first pill cost hundreds of millions.

  5. Probably 2d6 works even better, really, I just like how a d12 looks :)

     

    Randomizing speed takes some of the predictability and pattern of combat away, but that's usually only a problem in a really long campaign or one with lots of fights.  If you take a week or two off in between each game, its not going to be terribly repetitive.

  6. I would love to see a Russian Federation sourcebook for Champions; Champions of the North Star or something.  I think a bronze age-themed 1980s Champions campaign setting would be pretty cool too.  It really is its own age of comics and history set apart from the rest.  When it was perfectly fine to be outrageously patriotic and chest beating, and the commies made such good bad guys.

  7. However, it is worth considering that for a lot of heroic games, almost everything will be speed 3 or 4 anyway, so there won't be a huge difference.

     

    I did consider a system in which people had as many phases as their speed, then rolled 3d6 each segment they wanted to act.  If it was under their DEX, they got to move, but each successive segment of action was a penalty to the roll so it was harder and harder to act sequentially.

  8. A couple ways.  The easiest is invisibility, not invisible to friends (maybe a +1/4 advantage).  You're still there, still can take damage, just not perceptible for bad guys to attack.

     

    Other, more expensive builds are out there, probably mind control is the most effective but very expensive version.

  9. OK here's the first PC offering with background, Ace!

     

    Each of these characters has been designed to be as flexible as possible in terms of gender and ethnicity, so the player can tailor the result to their wishes.  My idea is to have a double-sided card for each character, the male version on one side, the female on the other (with illustrations).

     

    Ace is the Hawkeye/Gambit type, with shades of Bullseye.  Ace can pick up and throw anything, charging it up for a variety of effects and powers when it hits.  He can even charge up his fists to hit very hard or generate a kinetic field to protect and move more swiftly across the ground.  Ace is a baseball-themed character.

     

    Ace
     
    Val Char Cost
     10  STR    0
     19  DEX   18
     15  CON   5
     10  INT     0
     11  EGO   1
     13  PRE    3
      5   OCV  10
      6   DCV  15
      3   OMCV  0
      3   DMCV  0
      8   PD      6        With Kinetic Field: 23 PD; 15 rPD
      6   ED      4        With Kinetic Field: 16 PD; 10 rED
      5   SPD  30
     10  REC   6
     45  END   5
     10  BOD   0
     24  STN   2
     
    15m RUN   3   (with Kinetic Slide: 30m)
      4m SWIM 0
      4m LEAP  0
    Characteristics Cost: 98
     
    Cost Power
     35    Thrown Objects: Multipower, 52-point reserve,  (52 Active Points); all slots IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     3f     1)  Change Up: Blast 10d6 (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     3f     2)  Knuckleball: Blast 7d6, Area Of Effect (8m Radius; +1/2) (52 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     3f     3)  Heater: Blast 7d6, Double Knockback (+1/2) (52 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     3f     4)  Chin Music: Blast 8d6, Armor Piercing (+1/4) (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     3f     5)  Inside Pitch: Blast 3d6, Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every three Segments, +2 1/2) (52 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     3f     6)  Slider: Killing Attack - Ranged 3d6+1 (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     3f     7)  Beanball: Blast 5d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1) (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     3f     8)  Curve: Entangle 5d6, 5 PD/5 ED (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     9)  Time Out: Darkness to Sight Group 6m radius, Alterable Size, Uncontrolled (+1/2) (52 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     3f    10) Splitter: Sight Group Flash 10d6 (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     3f    11) Closer: Sight Group Flash 8d6, Area Of Effect (14m Radius Explosion; +1/4) (50 Active Points); IIF (Object of opportunity; -1/4), Range Based On Strength (-1/4)
     
     42 Pinch Hit: Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+1/2) (52 Active Points); Hand-To-Hand Attack (-1/4)
     39 Kinetic Field: Resistant Protection (15 PD/10 ED) (Protect Carried Items) (49 Active Points); Costs Half Endurance (-1/4)
     15 Kinetic Slide: Running +15m (15m/30m total)
    Powers Cost: 164
     
    Cost Skill
     12     +4 with Multipower
      3      PS: Baseball player 12-
      2      KS: MLB 11-
      2      PS: Stage Magician 11-
      3      Sleight Of Hand 13-
      5      Fast Draw:  Throwing items 14-
    Skills Cost: 27
     
    Cost Perk
      5     Money:  Well Off
    Perks Cost: 5
     
    Cost Talent
      3     Absolute Range Sense
      3     Ambidexterity (no Off Hand penalty)
    Talents Cost: 6
     
    Total Character Cost: 300
     
    Pts. Disadvantage
     20  Dependent NPC:  Current date Frequently (Normal; Unaware of character's adventuring career/Secret ID)
     20  Hunted:  VIPER Frequently (Mo Pow; Harshly Punish)
     10  Psychological Complication:  Hatred of VIPER (Common; Moderate)
     15  Psychological Complication:  Something to prove (Common; Strong)
     15  Psychological Complication:  Cannot resist a challenge (Common; Strong)
     15  Social Complication:  Secret Identity Frequently, Major
      5   Vulnerability:  1 1/2 x effect Ego Drains (Uncommon)
    Disadvantage Points: 100
    Base Points: 300
     
    Both versions: Ace was captured in a sweep by VIPER of those down on their luck for experimental genetic and chemical tests, but unlike most of the test subjects, Ace survived, partly through grit and partly through a unique physiology.  Waiting for dissection, Ace discovered the power to charge up items and throw them to explode.  Managing to escape the holding cell, Ace discovered those powerful abilities were able to do much more than simply blow things up.  Ace's fortunes have turned, but the VIPER experiments and attempts to control their subjects have made Ace vulnerable to effects that weaken willpower.
     
    Now VIPER hunts Ace to recapture one of their few successful experiments, as Ace fights evil and injustice wherever it is found.
     
    Male version: Ace was a wash in minor leagues because he didn't have anything besides a great arm - no fielding ability, no team spirit.  Determined to make it as a pitcher, he ended up living in a flophouse staying alive with his childhood hobby of stage magic, and was caught up by a VIPER team.  Now, Ace combines his pitching skill and powers to fight against the kind of criminals that captured him and to prove his skill to the world.
     
    Female Version: Ace was a skilled softball pitcher and a rising National Pro Fastpitch pitcher who tried to break into Major League Baseball after a few games where she shut out several AA Franchise teams in the 5-inning exhibition games.  But she was turned away flat by every major league team and refused to go back to NPF a failure.  finally on her own and surviving on her childhood hobby of stage magic, she was at a shelter when grabbed by VIPER.  Now, Ace combines her pitching skill and powers to fight against the kind of criminals that captured her, and to prove she's good enough for the big show.

    Ace.hdc

  10. Yeah Lucius that's the kind of thing I was thinking of.  Other things like some luck, or a few extra defense on an item so it doesn't break, or a minor illusion to make the hostile creature less hostile to you, that kind of thing.  Cheap, small effects that are invisible and that have a side effect, so if you do it wrong, things get worse.

     

    And only the magi really know which ones work and which ones are just coincidence or luck.

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