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Bolon

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  1. Bolon

    Tactics

    Re: Tactics The seige of Hong Kong in WWII was lost due to the fact that the men arrived on one ship and the ammo was on another ship that never arrived. The modern tactic of blanket fire on a position requires large amounts of ammo and ammo is useless if still in the gun. THe more ammo, the longer the person is a dangerous combatant. Once out of ammo, the person is only a target and a very secondary one at that. If the sh*t hits the fan, you can't just cut and run but usually are caught there. Tactically, you seek cover and wait for rescue. That requires a lot of ammo or you will be overrun. Strangely, they still kill you if you have an empty weapon.
  2. Re: Strange Background Complications The subconscious manifestations would be using enrage or berserk as he loses control and need to do something to fight it like get away or focus or something. There would be conditions for such occurring and he would be affected by such. List how it would happen or what would trigger it. Instead of attacking, the character would be at a penalty or need to get away. Both guys could take complications from any organization that researches aliens and would love to lock him up to "study" them. For the guy who was abducted, watch The 4400 and see how they handled it and what kind of complications they came up with. The government would hunt him down just like "Starman". It sounds like he would be on the run or controlled by the government.
  3. Re: [Xenozoic Tales / Cadillacs and Dinosaurs] Lost technology idea needed. Are you thinking of maybe herding dinosaurs? There were a few that ran fast and used herd tactics to avoid predators that might be a good idea. They were smaller. You might even want to think of a hunter gatherer herd animal like a buffalo but you would maybe keep in your area to have regular kills if a large species. There was a giant bison as well.
  4. Re: Conduct Codes There was an understanding created by the GM with his players. That is a skill of a good GM so the players and the game ran in a specific tone. My point has been that using the virtues of an archtype or role can be an easier way of writing down codes of conduct, complications or social limitations. The fact that a game becomes players versus GM and loses it fun or co-operative story aspect can create difficulties but basic understandings are required. Rule raping or cheating or other ways of working around would be against the flavour of the game depending of the GM. I remember a GM who decided that the rule for an additional point of experience for a long adventure meant that he could just give us a base award and 1 point for each session afterwards. That would be done at the end of the adventure which included an intro with base character that included Mechanon and then got worse. We had to play every angle and cheat we could to survive since he continued to give us harder villain but had yet to award any points. After 3 months of weekly play for 4 hours, the adventure ended and he awarded points. Immediately he ended the game. We all felt robbed as his idea of a game was the GM versus the players. The story was just an excuse to challenge us and prove he was all great and mighty. He once started a game where the characters were low level street heroes and ran the first scenario against the entire Zodiac. The only character to survive that game was the player who didn't buy movement powers so he never made it to the fight where the entire party was killed and Zodiac got away. This is another point about game play and the type of game that can occur. If you are working with your players, you can use a simple form of codes with virtue ethic based on role and not have to write it all out like a legal contract.
  5. Re: Conduct Codes The ego roll is on a penalty that is inflicted in other games. I haven't seen it in 6th Ed and was a sort of house rule in our games. It would be against heavy guilt or psychological damage. It could also be against a penalty until it is repaid or repented. The higher ego would be able to function better to cope with his betrayal of his ethics. It may not be part of the rules but it makes sense and we have applied it. Up to the GM and how he would interpret the breakage. Get real, in 2 adventures you would accumulate enough XP to buy down the code so it would become prespent XP. If you don't want to weigh down your game, then use a more virtue ethics method versus lawyer talk. "Want to kill someone? Do it out of Obedience. Want to steal something? Do it to restore Honour. Want to rape and kill peasants? Well, they are only peasants..." You are correct but you have missed something important. You say you do it for your overlord. Are you telling me that you would kill his property as peasants are without his permission and you have control to decide what he wants? That is the code we want and if you need to kill, you do so for your overlord. It sounds like you are proving my point. Thanks since it makes no sense for your point. This works great. The code of the role is like any code with loopholes and situations where a smart player can work it to his advantage. Did a smarter player mess you up already? It sounds like you want codes only so you can punish or screw with your players. I prefer co-operative storytelling approach versus the GM versus the players approach. If your game is players versus GM, then you have already lost the concept of fun game play.
  6. Re: Conduct Codes That is the idea behind the virtue ethics as they are a trained set of beliefs that are then adjusted based on needs of the role. The virtues that are trained would guide the individual in real life and in game play, those situations would be guiding the individual. Even if the character is not watched or under the control of the organization, an ingrained code of ethics of that organization would play on the character. Starting with an archtype that the character tries to act like and imitates, you now can have a code of ethics based on that archtype. Defining everything in detail is sometimes necessary if there is not an understanding between the player and the GM. Personally, I prefer GM that reminds the player of his code rather than just lay down penalties with a simple "that will be against your code, are you sure you want to do that". That might result in a defining of the code more.
  7. Re: Conduct Codes It is how much he follows the virtues and ways of a samurai. If that is yes, then yes. If it is how good he swings sword or does samurai stuff, then it is no. You have the idea. Instead of needing to write all, the character is trying to be the archtypical samurai and therefore decides on what the top samurai would do. This can therefore be predicted and will be a complication in how he does things or such. The bad guys will also learn of his complication by his actions and think of him in this fashion. You might want to drop the intensity if you have an exception like "will not kill self since Master is dead". Intensity can be bought down or up depending on game play as well. This will become difficult if you have a role like the Jedi who is thought by some as peaceful and with CvK but others in your group see them as judges with a lethal force. There was a divide in how Jedis are and what their code is but remember light sabers don't have a stun setting. Make sure you and your GM agree on the idea of the code or what source you are using.
  8. Re: Conduct Codes Why would you write it down if it doesn't have value or meaning in your mind? Duh. If it is a complication or disadvantage, the intensity would require ego rolls to go against it. The fact it would means some complications is Hero 101. It sounds like you still don't understand. I assume you don't consider situational modifiers in combat either. The code by definition can be more situational by employing the virtue ethics of the archtype. Therefore it defines better without the need for notes when it is reasoned. Within the subfield of ethics within the field of philosophy, you find virtue ethics. They are trained virtues that become the ethics of a specific person or role. Therefore they are codes created for those people. If you need to break it down, you could be point raping or just trying to get extra points for the same thing. Secondly, it is about cleaning up the system and not about complicating it more.
  9. Re: Conduct Codes There is no question, it is about a better way to state your code. The intensity steps are the same but a code is a role you believe in and follow. Other than the standard CvK, many people have difficulty with creating codes like a samurii, thief, paladin, or whatever you need within your game. The philosophy of a virtue ethics presents the code as a group of virtues or ideas that would be trained into the character and would be followed due to that training or indoctrination into the life. Therefore, the codes like "I shall not kill" which is more of an end product that needs to be applied universally without exception can be avoided. The GM and the player can then debate on the code via intensity and a model version of the archtype on ethics involved. It would simplify the codes and creation of such. For example, Superman might have a superhero code including defending innocents and against killing. Since he can stand in front of bullets and such, he would be required to stop that danger over stopping a villain. The Police officer with a code of police would still need to defend innocents and be against killing but due to his code, killing a villain who is a threat to innocents before immediate danger can occur would not affect him like with Superman. He wouldn't need to place his body in danger and should be allowed to take the shot to stop a death. The taking of a code would mean you are prepared as a player to have your character act in the archtypical way or stereotypical way of that role. This can be easily defined by just saying code of the ______ instead of massive code or rules. It would also mean that you can be predicted based on how you would act by someone aware of your limitation.
  10. I have been reading a bit of philosophy and see there are a number of ways to reach a code of conduct. There are absolute rules like I will not kill. They are limited as they are not able to adapt for situations and must be universally applied. There is the concept of virtue ethnics where someone has the virtues of a specific role or occupation. This would then guide the character based on the archtype. Using code of police officer, they will not kill but can kill in specific situation. The stronger the adherence to the code the more it comes into effect and more points. It is based on sort of what a model of that archtype would do and you would have conflict based on how far from that you would be acting. It might make the selection and making of codes easier to design and run.
  11. Re: Background Story Rewards I would actually think that instead of a set number for a page. I would say a maximum for a page but a per point for story thread ideas. Maybe a 2 point bonus for the page and then up to 8 more based on story threads given for a total of 10. I have seen people set up backgrounds as armour to keep you from railroading the character. Give the points for the disadvantages they put forward by loose story threads. It can be an optional additional point just like disadvantages were in 5th Ed. Anyone who would be resentful needs to write one up and give the GM some ideas and story threads. The GM should then use the ideas and create a spotlight concept. A friend of mine used this idea where he would think of the game session as a comic book and would decide to change who got the cover and main storyline each week. There would be shared covers and even team covers but in any group comic, you see highlighted characters. The story threads would then be used to go into their storylines. I do think that they would add to the game once the general thread for story spine is established. We had a GM who would create our backgrounds for us after we told him the general character we wanted. Since he spent more time discussing with some players over others, the game spotlighted them more so there was a degree of resentment when the spotlight didn't get shared or the story threads were very annoying. It seemed some players were being picked on by having story lines they didn't enjoy and felt embarassed about like ex lovers or such. It did touch some nerves. Careful on what you do add since it is still a game for enjoyment of all and not all but one or 2 players.
  12. Bolon

    Building times

    Re: Building times I was into something like this with a Harn game. We developed an inn with a number of small businesses connected. There is the Kingmaker scenarios in Pathfinder that work for your characters to create a small fiefdom. In both situations, there is a lot of politicial intrigue but that is used to create leads for adventures in a more political ring. You could also get involved in things like bandits, roaming monsters, spies, immigrants, gypsy thieves, favours for other fiefdoms, trade interruptions, guilds, finding resources, protection of miners, farmers, loggers and resource hunters, caravan or trade routes. Alliances with others via guilds or business relationships could provide allies in adventures to help their business. Our merchant ended up becoming an NPC due to how much separate time he would be away from the party but he was run by a player who was not regular. It actually worked out that he would return to play so the character would return to be involved with the party to solve one of his problems or something he encountered. It was nice that way but most of it was just rolls of skill to increase or decrease investment with details to work as modifiers. A few rolls and all would be done. There was also the adventure that was a reaction to a big loss or incident that the GM would make sure had a nice reward on the other end so the party didn't feel like the merchant was just getting screwed to rob our bank accounts. Our characters did quickly evolve into all NPC but it was a fun ending for cherished characters.
  13. Re: Immunity to Drains You are looking for something different. We don't have any idea of the reasoning except you want a NPC that requires normal damage to attack it. Have you thought of a nasty power triggered by drains? It is not immunity but it would definitely stop drains being used like a Mutually Assured Destruction. Drains could activate a nasty transform that would suck souls to other dimensions or a killer backlash. I heavily caution about changing rules and the way things work. I had a very high mental defense and someone used an entangle based on ECV. My mental defense was considered null and void by the GM even though a psychic net over the outside of my brain would be additional armour and would never interfere with the established nerve connections. It is like using a net to stop a pipeline by wrapping the outside with it. Hard feelings were created and showed me that the GM had a bias to specific gamers, therefore I lost my loyalty to the group and game.
  14. Re: Immunity to Drains We need oxygen to breathe but even too much of something kills you. I am sorry but the game is designed against rule-raping. You spend your points and take your chances. That is the point. It is a GM creating a world to play in and players having fun in that world. Needing to have a total immunity to something means your game is a GM versus players game which is not fun for anyone. Get back to storytelling and stop trying to just screw with your players. I played in a game where the GM decided that we didn't get experience until the adventure was over. It ran weekly for 2 months. We finally received experience and he ended the game. We faced tougher and tougher villains each week and it quickly evolved into a players versus GM game. All the players have since never played another game with this GM and still tell stories of it 20 years later. It is a great way to mess up the fun. If you need, just have the villains learn and spend their experience on adapting to the heroes. Tactics need to change or the bad guys just know exactly how to defeat you. It happens but it should never be a players versus GM situation.
  15. Re: D&D 4E Style Minions Hey dude, you are the GM or whatever you wish to call it. If you make one hit wonders and want to run it like 4th Ed D&D, do it and just make it a rule. I would just use a large tracking sheet for minions or agents and just do it. It is the flavour you want, then make it so. Your call and if you don't like it, or the players don't, just revamp the game. The rules are a suggestion so you don't have arguments and can have a common understanding. If you can all agree to the one hit minions and they all know it, it would give a great flavour especially to simulate the idea of tough strong powerful heroes. It's your game and just do it. I would make some rules on when they appear versus not appearing just so your players don't screw up the tactics and attack a large group of regular monsters thinking most go down in one hit. You don't want to blindside your players. You could make it so the mindless cannon fodder are the minions but individuals or monsters with individual actions or outfitting would be standard. Therefore it should be obvious when the big nasty has minions or not.
  16. Bolon

    Building times

    Re: Building times Harn had a lot of information on building and construction of things. I would probably look at something like that. I would also make the necessary morale and leadership skills to get staff, and keep the project on time. Is it crucial for the plot of the story or is it just to make it seem more realistic? I would just have the players go on an adventure and hire a NPC to do the work and have it done when they return. They will need someone to control the manor or whatever when they are away or are you looking to become a political game in building a kingdom?
  17. Just curious and wondering if there is a Hero variation or alternative rule that uses Ego Score or rolls to create a situation like the sanity points in Call of Cthulu type games and genre? I would like to incorporate more of this aspect into a Dark Champions or even a Steampunk game. It would make it much more interesting to throw the curve ball of the supernatural in. Anyone see anything like that?
  18. Re: Where to find: Delta and Navy SEAL templates? If you are truly interested in Navy Seals, read the "Rogue Warrior" novel by Richard Marcinko. The first book is the only non-fiction and earlier books are better than later books in the series. It might not be an official template but I think it will give you a better idea of what you are trying to create. Templates are just suggestions based on research and opinions. You might want to create your own or even modify it to your desires. Templates are a start and great for stock characters but you need to make them your own.
  19. Re: Wolverine 6th edition The Magneto metal removal is a plot point and could be considered simply as a transformation. I am sure Magneto has a power pool on magnetic tricks that he can buy a transform or drain cheap. Look at the metal fillings turned into balls and then turned into plates for riding. That has to be a transformation. If it was a focus, Wolverine should have been able to go back to the Xavier mansion and be back in the metal. Wolverine also has a regeneration that will regenerate the bone claw basis so you might even want to add the Inherent penalty cost to this power. If someone wanted to be a rule rapist and make it a focus, I would be nailing him with the Inherent penalty or rolling for the claws falling out, everytime he picks someone up or tries to cut through something unsuccessfully with the claws. "Sorry, the wall didn't break so your claws are stuck until you pull them out, BTW the 5 energy blasts all hit you since you have no DCV as you are stuck." I have seen the rule rapist make all kinds of rules to say they can't lose their foci. Once there is a rule, it stops being a focus. You can't have it both ways. As a GM, if you make rules to lose your item, that makes it a focus, not vice versa. If the rule comes out of "origin point" rule, it still is not a focus. It is a H2H killing attack, plain and simple. The special effect is the adamantium claws. You don't pay for special effects and you don't get points for them. Back to Superman example, if you put him under a red sun, you can take all his powers away. That doesn't make all of his powers, foci. Someone steals Spiderman's webshooters which would require him to be out cold but Spiderman just goes home and gets another set, that is a focus. If the item is irreplacable by the hero, you might get some points for the difficulty to replace but only if he has a chance to lose it in normal play. It was a bad build. IMHO
  20. Re: Create a Villain Theme Team! New Team: Fear Inc. Numbers: as phobias Theme: The group are a team of trained Black Ops psychological warriors that have been augmented by the C.I.A. for use against terrorists and supervillains around the world. The usage of fears was a means to get their enemies to talk and to force surrenders or general chaos. The whole small paycheck, heavily controlled, secret lives things didn't work for them so they have gone rogue. The group uses old contact and travel methods to stay off the radar. They are rogue but still being hidden by the C.I.A. as the C.I.A. would love to have them back. The C.I.A. has even hired them with deals of coverups to create disruptions although they are too cagey to take specific targets. Their powers are specifically related to causing the fear in their targets. Their leader is a psychopath / psychologist / profiler who has an uncanny ability to observe an opponent to find weaknesses and phobias. Claustro is an entangler who likes to capture and leave entangled as others work. Stitches is an illusionist who uses invisibility and very detailed illusions to "gaslight opponents" with superstititions and "skeletons". Blacklight is a darkness projector that is immune to his own ability and nighttime penalties as he fights and stalks targets to create fear. This is my suggestion for a villain team if they ever do something like "Ultimate Disadvantages / Complications". Add more as you see fit.
  21. Re: Military baseb character with an eyepatch Look at Richard Marcinko, his books, his background in the Navy Seals and "Under Siege" with Steven Seagal playing him basically. The ponytail would be relaxed dress or black Ops dress. If he is that valuable to get cybernetics, there must be a catch like watched or under orders still. The military has a nice little clause about bringing you back if you have irreplaceable skills or talents that they NEED so he can be drawn back into service if needed. Anything you expect the GM to respect as useful should have points related to it. If you expect to use attractiveness to advantage, spend points on it or if I was GM, it would just be colour you are adding and not affect rolls or gameplay. There is nothing strange about your character or actually unique from a Dark Champions or military fiction viewpoint so I don't really understand what you are asking.
  22. Re: Hudson City: The Urban Abyss Does anyone know a way to print it out multiple sheets so that someone can paste them together to get a large map, blown up? Any suggestions of programs to do this or how to make it multiple sheets. I would love to blow it up to 5 or 6 times its size.
  23. Re: Bard villain/mastermind: how? A bard is a master manipulator. I would assume he would have some henchmen or very powerful friends he manipulates via all his skills to have a sort of shared power but would always have some ace to make sure he is in control really. I think he would be a fantastic master villain who would get away since he is underestimated and might even have a puppet on the throne or as the target of the rage for his acts.
  24. Re: The Dragon Hunters (Steampunk) I have one question. Is the timeline or story world copyrighted, by whom and did you get anything more done on this game?
  25. Re: Fictional cities I use a campaign city map but populated with familiar places for the players like restaurants and bars they know. I also have a lot of things we are use to the city so I don't have to teach them everything. I change the name of things but also let them know what it is like. It is a shorthand for the storytelling. I do think all characters should have some free skills due to the fact they are people like KS:Campaign City for free if from that town. It makes things easier.
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