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Brian Stanfield

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  1. Like
    Brian Stanfield reacted to Greywind in Champions Now, A Review   
    Holy Wall-of-Text, Batman!
  2. Like
    Brian Stanfield reacted to Spence in Western Hero 6th edition   
    I wouldn't say removed.  I'd just tuck them in Skills and Abilities.  No flying or anything, but some of the early pulp westerns has abilities that were clearly extra-normal. 
  3. Like
    Brian Stanfield got a reaction from Michael Hopcroft in Community Content Program: Hall of Champions   
    I seem to remember reading something about Champions Now being included in the Hall. But as you say, it goes pretty much against everything Ron is concerned with in his game.
  4. Like
    Brian Stanfield got a reaction from Sketchpad in How to Build: Clear the Room   
    How about something simple like Autofire, maybe with Penalty Skill Levels to reduce the cumulative penalties to hit p to a certain extent? Just spitballing here . . . if it hits I'll fire another . . . .
  5. Like
    Brian Stanfield reacted to Brennall in Hero System Mod for Tabletop Simulator   
    Distance and Movement in the Beta ... current work
     
     
  6. Haha
    Brian Stanfield reacted to Old Man in 2020-2021 NFL Thread   
  7. Thanks
    Brian Stanfield reacted to Chris Goodwin in Help Driving HERO   
    I just remembered that I wrote something up for this a few years ago.  Automobile Combat Hero
  8. Like
    Brian Stanfield reacted to mallet in Help Driving HERO   
    Although it unfortunately never got released for 6th Ed, the Ultimate Vehicle for 5th edition has a lot of extra vehicle combat stuff that might be helpful to make the combat driving more interesting and would be easily adaptable to 6th ed. 
     
    But as to your question, I think since vehicle combat, driving and stunts are going to be such a major part of the game you should use Hero to create what you want to see/experience. 
     
    Maybe create some new skills like: Vehicle Stunts, Fast Driving, Fast Turns, Vehicle Jumps, Off Road, Chasing (both to follow someone and lose someone following them), Etc... And the players have to buy all these skills and they can by levels in each of them to start and as they progress. This will allow some of them to specialize in different aspects of driving and use them to their advantage. And make things different and challenging in situations. Maybe keep Combat Driving as the "control skill" (so no one can have any of the sub-skills higher then their Combat Driving skill) and they roll Combat Driving either only in situations where no other skill might apply or as a complementary skill roll to the other rolls in special situations. 
     
    And then maybe modify some of the other skills to be driving related. For example, allow the Teamwork Skill to be used in driving to coordinate special stunts (two cars towing a giant safe down a city street and working together to use it to take out the cars chasing them, or one car spinning and facing the other teammates car coming up behind them, and using their car as a ramp so the teammates car can use the "ramp car" to make a jump, or when a passenger has to jump from one car to the other) 
     
    You can make some Talents like: Damaged Driver (gives penalty skill levels when driving a damaged car), or modify Deadly Blow so that it makes the car do extra damage when ramming another vehicle. 
     
    Some powers might be: Hood Holding (Clinging, but only for staying atop a moving vehicle), Drive Thru (Tunneling but only for driving car car through a wall or building without taking damage), Slow Down (Drain vehicle movement but only by hitting the other car first), Smoke Screen (Darkness, but only by spinning the wheels of the car and burning the rubber).
     
    This is all off the top of my head, but you get the idea. There could/can be tons of great ways to build up and make a game like this really fun and cool, including adding in maneuvers and driving martial Arts like dmjalund suggests. 
     
     
  9. Thanks
    Brian Stanfield reacted to Brennall in Hero System Mod for Tabletop Simulator   
    Some important things to note in relation to the above. 
     
    1. The number of triangular faces on any OBJ model for TTS should be less than 30,000. For ideal performance the lower the better whilst remaining acceptable.
     
    2. The above process will not produce a coloured model. If you wish to "paint" the model you can use this tutorial to learn how: - 
     
     
    3: Then you will need to export the texture you have created and apply it to the model you have in Tabletop simulator. 
     
    For those who seek further help I should explain I use a different painting tool called 3dcoat which is not free (around $100 for the basic version and $300 for the full product).
     
     
     
     
     
     
  10. Thanks
    Brian Stanfield reacted to bluesguy in Hero System Mod for Tabletop Simulator   
    Here are a set of instructions that I found when doing a search on the net.  I tried this with a sample character that Hero Forge lets anyone download and it seems to work.  Still need to learn how to paint the mini 😉.  As a reminder these are not my instructions.
     
     
  11. Like
    Brian Stanfield reacted to Doc Democracy in Shapeshift, Transform, and You   
    It is an issue if a GM requires a player to purchase Shape-shift when the shifting is really just SFX.  It is another place where there is a need for conversations.  If the player is going to want to exploit this extensively in game then it is probably appropriate to insist on the shape-shift power or some other method that costs points.  If it is all about how things look and might only rarely be exploited - like using your light blast to light up a room in an emergency - then it can be zero cost as part of the main power (or powers) that do have points bought for.
     
    It adds some uncertainty to the application of the rules.  That is always something to be alert to.
  12. Like
    Brian Stanfield reacted to Chris Goodwin in Shapeshift, Transform, and You   
    The shape of the ground has, at least.  
     
    There's a lot of shapeshifting in source material in which one or more senses are left out.  When Mystique shifts into an exact duplicate of General Whoever, no one even has a chance to figure it out, except Wolverine who always seems to be able to smell her.  Plastic Man can change his physical form, but he always has his Plastic Man costume, mask, and flesh colored bits.  To that extent, I can see how the shape change vs. particular senses aspect was derived.  
     
    The part I've tripped over, forever, is making "physical form" equal to Shape Shift vs. the Touch Group.  Meaning, if I can change my skin to feel like fur to the touch, I can also change my physical form into that of a furry worm.  
     
    I can easily see some shape shift abilities done as super-Disguise, if the shapeshifter has to "get it right".  But in most of the source material I've seen, either the shapeshifter doesn't care (i.e. Plastic Man) or can't be detected except through other senses (dopplegangers, Mystique).  
     
    And I too still want the super-power equivalent to Disguise.  (Or Disguise, Mimicry, Contortionist, if the character can change into a worm in order to escape through prison bars.)  
     
    Is it worth separating physical form changes from appearance changes?  They're combined in 6th edition Shape Shift, but weren't in 3rd edition (Champions III) and 4th edition.  
     
    Or might it be worth implementing a "fringe effect" the way Invisibility does?  Like with the living metal T1000 in Terminator 2.  If you get close enough to him, you have a chance to make a PER roll to tell that something isn't right.  No Fringe Effect would do the same thing it does for Invisibility, to give you Mystique's no-really-you-can't-tell change.  
     
    The thing is, the other super-power equivalents to Skills do have ways to overcome.  We don't have Spider-man buy Climbing 22- to represent wall-crawling; we use Clinging.  Clinging can be overcome with sufficient STR.  Stealth and Concealment can be defeated with a sufficiently well made PER Roll; Invisibility takes a different sense, really.  Maybe...
     
     
    ...this is the way to go?  
     
    However, I'm still liking Transform, Self Only.  And Duke, I do see your point about sufficiently high Disguise skill, but it still doesn't -- quite -- work for me for the above reasons.  
  13. Like
    Brian Stanfield reacted to Duke Bushido in Shapeshift, Transform, and You   
    First and foremost, I want to remind you and everyone else who might still be tagging along (we'll have to quit soon: traditionally, by page four, the threads become too philosophical and game-theory to be any actual use when discussing a particular mechanic and / SFX)  one more time that I am _not_ attempting to single you out, pick on you, shout you down, or any of that stuff right there.
     
    All I want to do is answer your questions. The other quotes are because different people used different words and examples, and maybe something they said will be more helpful to you than something I said.   
     
    I _do_ want to answer your questions, as best I am able, and as time permits, because this has been a personal crusade of mine since Shape Shift (this, and Growth Momentum, but that's not really for right here) since it showed up in Campions III.
     
     
    That being said, let's move on:
     
     
    The cost of of whatever skill or power allows you to do that, obviously.  There are Skills for it, and Skills-as-Powers has been a valid concept since day one, if not formalized until more recent iterations.
     
     
    No.  
     
    I am not talking about Mystique's _POWER_ at all.  I think that's where the difficulty lies:  HERO is extremely unique in the complete and total divorcing of SFX and mechanics.  I am saying the exact same thing the rule books (All of them, from every single edition) say:  Special Effects are _FREE_.  Period.  _That's_ what I'm saying.  
     
    As "Shape Shift," the power in 5, re5, and 6, as presented, _is nothing more than a special effect_, but this time you have to pay for it.   When has anyone turned into a refrigerator because they wanted to turn into a refrigerator?  Because their ultimate goal was _nothing_ but to be a refrigerator?
     
    Never.  There was another goal.  Was it to hide amongst the kitchen appliances?  Was it to create a large void inside themselves in which they could conceal purloined cheeses?  Was it because they wanted to cool off the barley sodas before passing them around in celebration?  It doesn't matter; I bet you dollars-to-dimes it was _never_ "just" to be a refrigerator.  If that's not the purpose of the power, if that isn't the desired mechanic, it's a special effect of something else, why do I have to pay an absolutely _gross_ amount of points to do it, and still have no better odds of success than using mechanics that have existed, unchanged, since the first edition?  I _don't_.  I don't have to do it at all, and I (personally; this is just me talking about the Shape Shift power itself, and not anyone inclined to use it, okay?)-- I find it asinine to assume that I all of a sudden I have to buy this _one_ special effect-- a fallible, foil-able special effect, no less-- to do something I've already been doing for thirty years-- more importantly-- buying a special effect, which the rules have never failed to stipulate are free.
     
    But getting back to your Mystique question (which I missed completely the first time through, and I'd like to take a moment to thank Scott, who picked up on it and quoted it, as that's where I saw it.
     
    The mystique question was already addressed, way back on page 1 (I think it was 1; might have been 2).  Shapeshift is _extremely_ inappropriate for Mystique, as she doesn't really change shape.  She might change size a bit; I don't know.  But she is always people-oid in shape.   That's Disguise; that's what it does.  Can she do the voices in the source material, or do I just think that because they use a whole different actor in the movies?  If she can do the voices-- Mimicry.
     
    Done.
     
    Why are these not effective?  They have no more and no less chance of failure than Shape Shift, as written, and even fail on the _exact same mechanic_: it's all about perception: roll a 3 and boom-- six-foot-two white guy, right there.  Or six foot blue woman, if she's pretending to be a 6'2 white guy; I don't know.
     
    I'm not the only one thinking this:
     
     
     
     
     
    In fact, I think you addressed that question above to me, since I started this snowstorm, but you weren't the first person to ask that question:
     
     
     
     
    Here's GB(i) making the exact same Shapeshift / Disguise correlation in the other direction:
     
     
     
     
    No matter which side of this we are on, no one seems to be able to deny that these two are effectively the same thing.  What makes them the same?
     
    Well, one of them lets you disguise yourself as something else.  The other lets you disguise yourself as something else.
     
    No; seriously: _read_ the shape shift description: you are paying a _crap ton_ of points to buy Disguise, over and over and over, versus each sense group, then special senses, etc, etc, etc-- but at _no point_ do you _actually_ "become thing thing."   You look / feel / sound / smell / taste like the thing, but you will never _be_ the thing.  How can you get found out?  Why, using the same foils that Disguise has.
     
    Fascinating.
     
    I would like to point out that in the past when I mentioned that, by the rules of Shapeshift, you never actually _shift shape_, you just fool the senses of any perceiver in the area (like Disguise   ), I have quite often been told "well once you buy all that, you can just assume that you have _become_ the thing, since that is the special effect of this power.
     
    Wait a minute?  If I buy a power that specifically states I don't become the thing, I can just assume that my SFX is becoming the thing?  Well why can I _not_ do that with some other power?  SFX are free, right?  The mechanics, per the rules, do _not_ lock me into a particular SFX, right?  (except Shape Shift, which violates the Hell out of that, mostly because it's not a power: it's a special effect that you are paying for, but have to actually apply the special effect on top of the build to make it work right in the first place....    oouuuhh....  wait a minute... I'm getting dizzy......)
     
     
    The best thing I can point to is this:
     
    https://drive.google.com/open?id=17vsVRhoXu4voqIj32aZCyuRIi7dw2ttm
     
     
    If I grabbed the correct one (I _am_ still dizzy, so pardon my if I've messed up), that is Changeling, a shape shifter from Teen Titans.  He was written up in Different Worlds #30, in 1983.  That's the year after the Champions second edition was released (in a lovely box, with dice, maps, and an adventure!     ).  That write up was done by Steve Peterson. Actually, he wrote up all of them (at least the 1983 version) for that magazine.  I don't know if you follow any of the history of the game (Lord Liaden once said I was a frustrated librarian.  If he was wrong, it wasn't by much  ) , but if case you don't, Steve Peterson is the man who wrote the game.  Seriously:  He wrote Champions.  (He and George MacDonald, actually, but I couldn't tell you who was responsible for what.  Scott might be able to; I don't know).  He created the Hero Game System (That's what it was called in the 2e era).  He wrote three editions in total, _none of which_ included Shape Shift.  For what it's worth, 4e was little more than collecting all the 3e stuff and beating it with a large stone until it all worked together, so in effect, he wrote the bulk of that, too.  And still no Shape Shift.
     
    Why not?  Seems like an odd omission.  There are lots (I assume, based on the existence of this power in the Long editions) of shape shifters in the comic books.
     
    Well being as how he wrote up at least one (There may be others published; there may be who-knows-how-many unpublished at his own table) without it, I'm going to go out on a limb and guess he didn't really think it was necessary.  When you look at the Changeling write-up, he pretty clearly thought Shape Shift was a special effect.
     
    I do, too.
     
    Funny aside:  I didn't know that write-up existed until about two months ago, when I finally got my hands on a copy of that magazine.  I won't say I felt vindicated, but I _did_ feel like I was in some pretty good company.     Glenn Thain (one of Peterson's players and play testers, by all accounts, wrote up the X-Men and Magneto (Magent-o!  Gad, that costume was hideous!), but apparently Mystique wasn't an X-Man then or something, because she's not one the ones listed.     I can't get you any "official" confirmation on Mystique's "Super Disguise," but the concept holds up to reason.
     
     
     
    I think Doc gave a nice, succinct explanation of when it's an SFX for Disguise and when it's an SFX for something else:
     
    (yes; I quote Doc a lot, even when we don't agree, because he is an astoundingly good sport about such things   )  
     
     
     
     
    This, though:
     
     
     
    If this is really the case for you, then Shape Shift isn't right for you any more than Disguise or anything else, because this is exactly who Shape Shift works, as presented.  Seriously:  It's fifty points worth of Disguise, with way less modifiers than you can get for actually just throwing fifty points into Disguise.
     
     
     
    I'd like to say "I don't know where you're getting this."
     
    I can't, though, because I _suspect_ it's from reading more into this than is applicable.  Remember:  In HERO, SFX and _mechanics_-- i.e., abilities-- are completely separate.  You will make a lousy fly if you're using that as your SFX for -- I don't know: Clinging:  "Hey, Boss!  That there fly just landed onda winder and broke it!  What gives?"  "Why ain't dat fly makin' no buzzin' sounds?  And, as Hugh points out, "Hey; ain't dere a hero what can become a fly?"
     
    If you didn't by _all_ the appropriate things, you've only increased your chances of getting discovered.  If you didn't by Disguise and perhaps Mimicry, if you intend to make sounds, then your chances aren't very good to begin with.  Can someone suddenly "just realize" that there's a hero who can turn into a fly?
     
    Good God, Man!  We are postulating people who shoot lasers from their eyes and throw battle ships at one another.  It's a _comic book_.  Of _course_ they can just realize it; that would be just one possible special effect of you blowing your disguise roll-- or not having disguise at all.
     
    Let's look at it another way:
     
    I remember a silver-clad Captain Marvel in the old TSR Marvel Superheroes game.  She could fly by turning into a beam of light.
     
    Do you have a problem with that?  No sarcasm; no antagonism.  Do you take issue with this idea?  There are characters who turn into actual meteors and columns of fire-- not just _ride_ them, but _become_ them-- just to fly.  There are characters who don't have wings who suddenly just sprout them when they leap into the air.  Do you have a problem with those?  All of those things _are_ shape shifting.  They are also _just special effects_.
     
     
     
     
     
     
     
    Not even close, and not exactly.
     
    If you don't have an appropriate way to deceive them, then they will just somehow know that you are not a fly.  They may or may not know that you are shapeshifting ninja (that's up to the GM and the way the story is going at that moment, of course), but you not be able to fool them that you are fly if you don't buy a mechanic that will fool them.
     
    Look at this another way:  I buy shape shift!  Now I can turn into a fly (if I make the logical leap that I have bought enough points to ignore the fact that I actually don't turn into a fly, but have to actually just "declare it as so," which I can't accept for any other reason).
     
    I look like a fly!
    I feel like a fly!
    I smell, sound, and taste like a fly!
     
    But I can't fly.
    I can't cling.
    I don't have 360 vision.
    I _will_ live more than two days, and that's a definite plus, so I'm not going to complain there.
     
    I _just_ look like a fly.
     
    How is that better?
     
    Second best part?  It cost me half my build points to pull this off.
     
    Best part?  If they make their PER roll, I'm not a fly anymore.  I'm a 6'2 white guy.
     
     
    That's going to be problematic, because "only in appropriate form" is a valid limitation.  Only in HERO ID; Only in Armored Form; Only as Mr. Hyde, etc, etc.  I don't know how to help you get things to click on that one, but it's a valid limitation.  It's worth -14 to -1/2, depending on what the GM determines to be the relevance to the campaign and the frequency with which you will truly be limited.
     
    And why would your STR be cheaper because you were a fly?  A fly is _totally_  _not_ an "appropriate form" to be particularly strong.  Granted, "Hey, Boss!  Dat fly just opened the door and left" would not only be a dead give-way, but hilarious as a departure.     
     
    Look at the Changeling write-up:  fairly basic stats (for the time; DEX's were almost always inflated in the older editions), then lots of "Plus this" and "plus that."  _Those_ are a bit cheaper (-1/4) and they have the "only in appropriate form" limitation.  (See Doc's "turn into an elephant" examples, above)
     
     
     
    There is.  It's Disguise.  The thing you have to pay for ten-times over before you can call it Shape Shift.
     
    For what it's worth, this was the comment that lead me to believe that you're sticking point is your own assumptions that changing shape automatically brings other things with it.  It doesn't.  Separation of SFX and Mechanics.  Guy A has fire-based powers.  He has Flight and a fire tornado attack.  Guy 1 Has fire-based powers: he has fireballs and a fire-shield force wall.  (Barrier, if you're a 6e guy).
     
    Neither of them got _anything_ automatically because they had fire powers.  They don't even have the same powers.  If you don't assume that "fire powers" means you have certain things, why would you assume "looks like a fly" means you have certain things?
     
    Going a bit further:  let's say they're both cyborgs.  What powers do they automatically have?
     
    Excellent!  None!  That's absolutely correct.  They don't have anything they didn't buy.  Just because we have always pictured all cyborgs as having two mechanical legs and one mechanical arm and one mechanical eye and usually a chunk of metal somewhere on their head doesn't mean that we are remotely correct  (Why the hell do we do that, anyway?  Steve Austin, maybe?  Jared Synn?  Yeah, probably Jared Synn.....).  Hell, one of those guys might have tank treads and no legs!  Or cannons where _both_ arms used to be!  Who knows?  All we can say for sure is if he didn't buy it, he doesn't have it.
     
    Changeling doesn't have Disguise.  Everything he turns into is bright green (thanks, whoever clued me in to that!  ).   Hey Boss!  Dat fly is bright green!  I bet it's dat hero, Changeling!
     
    See how that happens?  He didn't buy it; he can't expect to get it.
     
     
     
     
     
    Sure.  One could equally logically infer that because it's not mandatory, identity isn't special.
     
     
    Why not?
     
    No; seriously.  I'm not baiting or taunting: as I said way up at the top, I want to answer your questions as best I am able, as time permits (which I am running out of now, and have gotten no writing done, so I will have to wrap this up shortly.
     
    I genuinely would appreciate an earnest attempt to be the first person to make me understand why this isn't valid.  No: I am _really_ not kidding.  What you look like has always been free; your special effects have always been free.  No one thinks about a teleport that turns you into a bolt of lighting-- completely into a living bolt of lighting-- or a Flight that turns you into a ball of pure fire.  No one (except me) complains about a Summon that lets your feet hop several miles away and your hands carry things to the ends of the earth without the benefit of your eyes showing them what's going on.
     
    All that said, I heartily encourage you to explain to me what it is I am missing in the grand scheme of things, and why I cannot declare that my special effect for flight is turning into a bird?
     
     
     
     
    In which case?  That is valid both with the Shape Shift *ahem* Power that is in the Long Editions and it is the case with the way I have been doing for decades now.  I haven't had any trouble with it.  That doesn't mean I _won't_, of course, but I haven't yet-- at least, not any that aren't exactly as likely to pop up with Shape Shift if you _also_ stick to the letter of the rules and note that "the rules don't actually let you shift shape."  If you can bend that rule, why can't you bend the other, particularly when the desired results are _identical_?
     
     
     
    I'm just going to leave this right here:
     
    https://drive.google.com/open?id=17vsVRhoXu4voqIj32aZCyuRIi7dw2ttm
     
    Yes; you've already seen it.  But it seems to imply that I very much can, since Shape Shift is just special effects.  Would it feel more proper to let me take "appropriate form" and then charge me "variable special effects" because I can do a multitude of forms?  I mean, it doesn't to me, because then it's actually _cheaper_ to just buy everything straight and declare my special effect is that I turn into a bolt of lightning when I do anything.
     
     
     
    Cool.  Someone else who doesn't like Power Pools.  Sweet!
     
    Oh, no; wait.  You said something about changing your character.  You don't have to do that with a Power Pool.  Just declare you want it.  Hell, it's actually _cheaper_ that way, as you don't have to buy the individual bits you want to use-- you can do _anything_.....!  And the only concept you need is "I bought this Power Pool....."
     
     
     
     
     
    No; you're reading things into again: you are assuming a flawless disguise _on top of_ the special effects for a particular power.  I'm not sure why-- sincerely; I'm really not sure why-- you can't seem to get away from doing that, but you're reasoning from _special_ effect as opposed to _game_ effect.  It doesn't hold up, and it's not how the system is designed to work.  If you want a _game_ effect, you buy a mechanic, then you can pick any special effect for that mechanic that you want.  Those are the rules, and have been for six-and-a-half editions.  And the Complete book.
     
     
     
     
    uhmmm... 
     
    yeah.  That's pretty much what I've been trying to get across for three pages now.  To be fair, that's a bit more extreme than I go  ( I assign penalties, etc, but I like to keep the game moving, so I'm a bit more on-the-fly, if you'll pardon the expression, and just sort of do a "summation modifier" of "everything wrong with this picture" and call it good).  I have had a shapeshifter be just as easy to hit as a hummingbird as he was as a human because he didn't buy Shrinking.  I've also had that same player decide he wanted to simply be a "man-sized hummingbird" so that he could use his STR to carry a wounded a bystander to a hospital.  I allowed it, once, and told him not to make a habit of it-- again, GM call as appropriate to the situation, but clearly _not_ a hummingbird in either case:  Hey, Boss!  Howcum dis hummin' boid is so much easier ta hit den dat udder one?  It's like he don' know how ta be a hummin' boid!  
     
     
     
     
    Why?  Isn't that just the mechanic for having a STR30?  Nothing creative about that.  Or does he have a special effect for using his STR?  Most people don't think of that, but the rules allow it.
     
    Say that when he uses his full STR, he is surrounded by an aura of flame!  What to get creative?  Perhaps he knows there's an invisible opponent in the barn, and makes a full-STR strike against a dry hay bale.  The GM rules "this is creative enough that I will allow it this one time (ala 'man-sized hummingbird')."  The hay bale begins to smolder, and his speedster companion grabs the bale and races around the barn, filling it with smoke, and suddenly the invisible assailant begins to cough and reveals his position!
     
    Now _that_ would be a creative use of his STR.  However, I'm betting he wasn't creative enough to assign a special effect to is STR beyond "Barney hit bad guy!"  Am I right?
     
     
     
     
    Yeah.  
     
    Nobody here is suggesting that, either.
     
    At least, not as far as I now.  That's all on you, reading way more into the SFX than is in the mechanics they are attached to.  HERO works the other way around.  
     
     
     
    I've gotta run.  I shot my "me time" doing this.  You should feel flattered!  I haven't done anything of this length since the last time I was bantering with Hugh to test my commitment to an idea or two.  
     
     
     
  14. Like
    Brian Stanfield reacted to Brennall in Hero System Mod for Tabletop Simulator   
    Oh it is possible to learn. Depending on your time and budget.
     
    Simple answer .. use hero forge (pay the £8 for each figure) .. make a model you want .. and then "colour" it yourself and import to game. That simplifies it somewhat but is basically the procedure.
     
    More complex answer, learn to sculpt yourself .. blender is free, with a zillion tutorials. But it takes a lot of time and skill to sculpt characters.
     
    Here are a couple of examples of my work.


     

     
  15. Like
    Brian Stanfield got a reaction from Duke Bushido in Shapeshift, Transform, and You   
    This always makes me think of that scene in Ghostbusters when they're scanning Rick Moranis, and on the video screen it shows his aura as one of Zuhl's demon dogs instead. 
  16. Thanks
    Brian Stanfield reacted to Christopher R Taylor in Western Hero 6th edition   
    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.
     
  17. Like
    Brian Stanfield reacted to Hugh Neilson in How Would You Create an "Anatomical Separation" Power?   
    I think it depends on what you want from the power.  The "summon" model means that each part gets its own actions and operates independently, so he can have one arm attacking the Bad Guy while his other arm is hauling Reporter Nellie Nale off the bhuilding ledge to which she is precariously clinging.  Meanwhile, his right eye is following that henchman who just ran off with the Maguffin so we can retrieve it later, and the rest of him is doing a Move Through against another Bad Guy.
     
    That's a lot more utility than Stretching, and more complex, mandating a completely different build.
  18. Thanks
    Brian Stanfield reacted to Simon in Extended Templates   
    You are correct -  builtIn.Main6E.hdt is telling HD to use the Main6E.hdt file that is contained in the main HD6.jar file for the application (an ensuring that any updates to that file are included when you use your custom template).
     
    As a note: if you're saving off a copy of the built in templates, I would recommend placing them somewhere other than the directory that you run HD from (i.e. not in the same directory as HD6.jar). If they're in the same directory, Java may look to load those instead of the copies contained in the jar file when HD runs.
  19. Like
    Brian Stanfield reacted to Ragitsu in [DM's perspective] Let's talk about child Player Characters   
    Expect an expansive response later. For now, rest assured that I am going to discuss this matter with everyone else before the rubber hits the road; I merely want to gather insight prior to settling on an approach.
  20. Like
    Brian Stanfield got a reaction from Ockham's Spoon in [DM's perspective] Let's talk about child Player Characters   
    This is actually something I've considered doing before, but more like an entire party of teenagers setting out on their own, etc. etc. The things that held me back are similar to what you're concerns are. I'll offer a few of the ideas I had to maybe help you out. Take 'em or leave 'em as you wish!
    The Medieval world had a robust apprenticing system in trades and whatnot. Parents gave up their children willingly in order to learn a trade and become productive adults (squire, apprentice for a trade, shopkeeper's assistant/trainee, etc.) Keep in mind that adulthood began at a much younger age, so it's not so strange for a teenager to be out on his own. In fantasy, this may amount to a child who shows promise being sent to apprentice with a wizard. If you have another wizard in your party, perhaps he'd like to take on the mentoring role. So the parents have sent the child off willingly to learn. If there's no mentor, maybe they've sent the child with the party with the promise to make sure he gets to [name of school redacted to protect the innocent] in order to learn properly. Maybe the parents are too poor to support the child and have to send him off with someone else who can afford to care for the child while also training the child. Maybe the child is a runaway who managed to glom onto the party, and now they can't get rid of him.  
    Most importantly, it's going to require you to sit down at Session 0 with your players and see who and how all these things will interact. Things to consider and discuss with your players:
    The child should have Complications galore built into the character: distinctive feature (young person, easily identified and hard to conceal), reduced Characteristics based on one of the templates offered, a tendency to throw tantrums or act irrationally because of youth, defies authority, is always trying to "prove himself" to the adults, and the list goes on. Complications are where you can try to encourage some of the character's role playing. Spells will most likely have limited power that can grow rapidly over time. Perhaps your player will have limited versions of spells that can improve with use. Most likely the spells will also have a reduced activation roll, or have side effects, that can eventually be bought off with XP as he grows.  Maybe the youngster will gain XP at a faster rate than the other players for a while as he learns and grows more dramatically than the adults. "Hey, I didn't know I could make a fire spell explode like that! Cool!" and then add a new spell to his list. The other players should most definitely step up and take Complications to account for a youth in their party. Maybe not all of them, but someone should take on the role of the mentor or protector, perhaps another player actually hates kids and take a Complication to pick on him that comes up every once in a while, and so on. The more you can get the characters to overlap with their Complications, the more likely the role playing will be reinforced in the group. So much good material can come from this! So much good material can come from this. As you suggest, Ragitsu, have a conversation and let the group decide how these parts will interact. The more you can get the characters to overlap with their Complications, the less you'll have to "hand wave" the problems away, and the more you can hopefully encourage some good role playing material.
     
    I was once in a one-shot at a convention, and one of the characters was a teenage girl super. The player who took her played that to the hilt! She was on her phone all the time, and was so ironic all the time, and started half her comments with "OMG . . ." and stuff like that. The role playing was amazing, and was only barely built into the character as a suggestion. If you can get your group to buy into the concept, it could be a ton of fun!
     
    Hope this helps.
  21. Thanks
    Brian Stanfield reacted to Chris Goodwin in Mecha   
    Take a look at the Champions II supplement to see if the originals work any better for you.  The main difference is that vehicles don't have a DEX and SPD; they move every segment on the driver's DEX.  The vehicle combat rules in Autoduel Champions were based on those as well.  I'd also recommend trying the dogfighting rules, which have been in the game almost forever, including in TUV and one of the APG's.  The Ultimate Speedster also talks about how to handle segmented movement, in 5th edition but eminently usable with 6th.
  22. Like
    Brian Stanfield reacted to Spence in MYTHIC HERO: What Do *You* Want To See?   
    Well I for one am looking forward to Mythic Hero.
     
    But I am really interested in EMMA, what a fantastic idea for a book.  I'll be watching for it.
     
  23. Thanks
    Brian Stanfield reacted to Heimdallsgothi in MYTHIC HERO: What Do *You* Want To See?   
    https://www.everyculture.com/
     
    Still one of the best and most useful sites ive ever found
  24. Thanks
    Brian Stanfield reacted to Hugh Neilson in Shapeshift, Transform, and You   
    To play the Devil's Advocate, how much does it cost to look like a little old lady?  How much does it cost to look like a cute little 5 yo blond girl?
     
    I'd look sideways at "I look like a housefly".  Really?  Yet you have the DCV of a 6'2" human being, take knockback like a 100 kg human being, are perceptible as if you were a 6'2" human being, can't actually fly or cling  to walls - a housefly that just runs along the floor, and pretty fast given those itty bitty legs - and can lift 100 kg.  Seems like a pretty odd character concept to me.
     
    But if you paid nothing, expect to receive benefits commensurate with that cost.  "Hey, there's a housefly on the floor.  Ain't there a SuperNinja what can look like a housefly?"
     
    If you took DF: Housefly, then expect the world to notice and recognize you - that's what DF does.
     
    You wanted all the stealth and infiltration opportunities that logically come along with taking the form of a housefly?  Then you logically spend the points to buy that ability.
  25. Haha
    Brian Stanfield reacted to Lord Liaden in Fantasy Immersion and the Things that Ruin it.   
    As one of a variety of encounters, zombies are tolerable me. As the main threat, like a zombie apocalypse, I just find them so boring. They have no personality, nothing to really interact with. And they're so disgusting. Intellectually I grasp why people want to use them, but emotionally and physically they repel me.
     
     
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