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sentry0

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  1. Like
    sentry0 got a reaction from Hyper-Man in Vagaries of the rule of X   
    VPPs are crazy, I have no idea how to calculate their relative value in this equation
     
    I really don't know if this will go anywhere...I'm just spitballing here.  If something comes of this thread then cool but nothing ventured nothing gained I say.
  2. Like
    sentry0 got a reaction from Hyper-Man in Introducing players to Champions at a mini-con   
    OTOH...John Wick is another extreme example.  Having 5-7 Moves wouldn't push it out too much...
     
    Maybe I can make it so the MA section only shows non-moves like extra DCs and Weapon Elements.
  3. Like
    sentry0 reacted to CptPatriot in Damage of the Mariana Trench   
    When looking up the surface area of a human, I got 1.9 square meters. That translates to:
    1.9 square meters = 2945.006 square inches That means at that depth, the victim is being subjected to 46,383,844.5 pounds of force or  21039.358 metric tons
     
    That's the equivalent of a 98 STR, so 19.5d6 every segment.
     
  4. Thanks
    sentry0 reacted to Hyper-Man in HERO System Mobile   
    Something else I forgot to mention is that John shows the Notes in the Mobile app but Clark and Barry do not. I'll hazard a guess that has something to do with differences between the Heroic and Superheroic templates.
  5. Thanks
    sentry0 reacted to Hyper-Man in Introducing players to Champions at a mini-con   
    I finally dove into cranking up my laptop and doing tons of updates with my one good hand.  I like the Frankenstein way you're picking the best features from several different exports.  The END costs probably need a column label added to make sense.  Martial Arts need cleanup and are one area I recommend doubling up with the standard maneuvers as well as their standard cost listing so players can see ALL their options in one place. 
     
    Keep up the good work!
  6. Like
    sentry0 got a reaction from Tom Cowan in Introducing players to Champions at a mini-con   
    That's true...I like to use the characters Hyper-Man builds while testing because they're complicated and on the extreme end in terms of content.
     
    The characters I'm using at the mini-con are much more simple and fit on a page and half
  7. Like
    sentry0 got a reaction from Hyper-Man in Introducing players to Champions at a mini-con   
    That's true...I like to use the characters Hyper-Man builds while testing because they're complicated and on the extreme end in terms of content.
     
    The characters I'm using at the mini-con are much more simple and fit on a page and half
  8. Like
    sentry0 got a reaction from Hyper-Man in Group Teleport   
    It was inspired by 3 things:
    The Quicksilver scene, this power is a scaled down version of what Quicksilver did in the movie My own experience with Speedsters seemingly always getting put on crowd control in games I wanted to showcase something "fancy" for Champions at a mini-con I'm planning to run a table at I know that there will be hostages running around in the scenario I'm planning and I know that Speedsters are almost always on crowd control because they have high dex and speed.  This ability allows the Speedster character to get people to safety quickly and get back to the action...and is a pretty flashy way to do it too   It also has general utility for diving for cover which is a nice little bonus but it was really designed with crowd control in mind.
     
    I think you're right too, there's no reason not to give position shift and velocity given the special effect.
     
  9. Thanks
    sentry0 reacted to Watchman Mk. IV in Group Teleport   
    Nice little rescue power for getting people out of the burning building and into Archie.
  10. Like
    sentry0 got a reaction from Christopher R Taylor in Group Teleport   
    Alright...reading the UOO rules a bit more carefully I think this version is probably what I'll be going with:
     
    Evacuate!:  Teleportation 24m, Usable Simultaneously (up to 32 people at once; +1 1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally, Recipient must remain close to Grantor, Recipient must be within Limited Range of the Grantor for power to be granted (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Must Cross Intervening Space; -1/4)
     
    Providing I'm interrpreting the rules correctly this version should allow the following:
    Recipients must be willing A single attack roll is made for all recipients All recipients must be within 10m of the grantor The grantor can also (optionally) give the power to themselves and teleport themselves
  11. Like
    sentry0 reacted to Hyper-Man in Group Teleport   
    Looks good. I would advise rereading the UBO rules and predocument the way it works using the notes feature of HD just to avoid issues at game time.
  12. Like
    sentry0 reacted to Lord Liaden in Introducing players to Champions at a mini-con   
    Sentry0, perhaps it would be helpful to you to consider some of the adventures published in Hero Games' electronic magazine, Digital Hero. Most of them were written to fit into one-session convention games for new players. They all include NPCs with illustrations, most have maps, and some include pre-generated heroes to use as handout PCs. The adventures were written for Fifth Edition Hero, but since you're familiar with that they wouldn't be hard to adapt to Sixth. And the individual DH issues are quite cheap from the Hero Games website store; especially considering all the other cool stuff they contain.
     
    I've found "Infectious Enthusiasm" by John Taber, from DH #9, to be the easiest to run, since it introduces a new team of heroes (and provides full PC write-ups) and does nearly all the prep work for you. However, if you want to include PC origin as part of the event you might prefer "Project Predator" by Ed Hastings, in DH #29. That adventure actually features a large selection of diverse low-powered PCs you can choose from. In any case all the DH adventures have elements you could crib from for your purposes.
     
    Our fellow forum member JmOz made a list of all the DH adventures, categorized by genre, which he posted to the forum. I also saved all the Tables of Contents from the DH issues in a searchable document. I'll Attach both documents below for convenience.
    DH Adventures .doc
    DH TOC.doc
  13. Like
    sentry0 reacted to phydaux in Introducing players to Champions at a mini-con   
    Whenever I run an intro adventure with pregen characters, I always have the PCs hanging out at the Hall of Justice when a Trouble Alert comes in.  It usually goes something like this:
     
    Trouble Alert: Giant monster rampaging at City Park. 
     
    "Quick!  To the Hover Jet!"
     
    The PCs must use teamwork to overcome the kaiju's enormous PD, STUN & CON.  It is slow and has a low CV, but with a 75 STR it is sure to PHASE any PC it manages to hit.  (Pro Tip - Make sure all the PCs have the Teamwork skill at a reasonable level.  You may need to prompt them that they can use Teamwork to combine attacks.)
     
    Once they overcome the kaiju, it becomes obvious that this was just a distraction.
     
    Trouble Alert: VIPER is attacking the city Diamond Exchange. 
     
    "Quick!  To the Hover Jet!"
     
    The PCs will face a swarm of Agent-level NPCs.  They operate in teams of three, have armor, and multi-grenade launchers loaded up with Flash, Entangle, EB, NND, and AOE everything.  They also all have the Teamwork skill, and fight very intelligently.  But Agents are not PCs, and they should fall like dominoes.  Once it becomes clear that the squad is going down, the team leader activates a teleport homer and escapes with the diamonds. 
     
    When the coast is clear the manager of the diamond exchange steps forward and informs the PCs that he slipped a tracking beacon in along with the diamonds.  He hands the PCs a receiver that will lead the PCs right to the VIPER nest.
     
    "Quick!  To the Hover Jet!"
     
    Once the PCs enter the nest, steel plates slam shut over all the doors & windows,  "You fools are SOOO predictable.  And once you're out of the way there will be no one to stop our MASTER PLAN.  Get them!  HA HA HA HA HA!!!!"
     
    Out hop Ogre, Pulsar, Foxbat, whoever, a number of NPC villains built on the same number of points as the PCs and with a comparable mix of powers.  But by this point the players should have a good enough understanding of the game and their character's powers to put the villains down.
     
     
  14. Like
    sentry0 got a reaction from Brian Stanfield in Introducing players to Champions at a mini-con   
    I like it, maybe he's the "test pilot" if you will for this set of equipment.
  15. Like
    sentry0 reacted to Christopher R Taylor in The Arms Race Must End   
    I'm fine with one or two characters just being dumb brutes in a group but there needs to be at least one or two people with lots of skills to do the street and thought work, make things, fix things, talk to people, etc.

    Which brings up another aspect: press and authorities interaction.  Without conversation, persuasion, charm, etc the superheroes should have a hard time getting things across.  They should be misquoted and mistreated in the press, have a poorer time with cops and politicians, have a hard time convincing that lady they saved that they are the good guys, etc.
  16. Like
    sentry0 reacted to Cassandra in HERO System Mobile   
    Maybe I should build a character with Find Weakness for those who like Critical hits.
  17. Like
    sentry0 got a reaction from Ndreare in HERO System Mobile   
    I built the "Cruncher" tool last night...lets you calculate power costs on the fly
     
    Should be available next build.

  18. Like
    sentry0 got a reaction from LoneWolf in Tricks and Tips for managing a game   
    One thing I find that really helps is to teach people how to count dice by grouping them in 10s.  There's nothing worse than seeing someone struggle with 10-12 dice by trying to add them up all in their head, 1 at a time
     
  19. Like
    sentry0 got a reaction from Edsel in HERO System Mobile   
    I am pleased to announce the launch of the HERO System Mobile app on both the Google Play Store and Apple’s App Store.  You can install the app by searching for it in your app store or by using the links provided.  The app is free to use, ad free, and respects your privacy.
     
    Google Play - https://play.google.com/store/apps/details?id=com.herogmtools App Store - https://itunes.apple.com/us/app/hero-system-mobile/id1352750917?ls=1&mt=8 Amazon App Store - http://a.co/byom955  
    This project is an extension of an export template I wrote a few months ago.  I had so much fun writing that template that I decided to develop a full app.
     
    Features
    Import characters from Hero Designer using this export template Characteristics and Skills may be long pressed and a check will be made Dice rolling tools (3d6, Hit, Damage, and Free Form)  The H.E.R.O. tool generates random 250 point 5e supers (shout out to Cassandra for allowing me to use her original idea) Track statistics about your die rolls, including average values, distribution, total stun etc.  
    This is still very much a work in progress and I have plans to add more features as time goes on.  For now though I feel that it’s mature enough to release to the general public.
     
    Feedback is always welcome either here or at phil.guinchard@gmail.com
     
    Happy Hero-ing
  20. Like
    sentry0 reacted to Ninja-Bear in The Arms Race Must End   
    Have you thought about hard caps? Though it sounds though that the main problem is your players like one type of game and you another. Perhaps talk to your group and tell them that you would enjoy having a skill based scenerio  now and again. It’s acknowledged that the GM should hav fun too.
  21. Like
    sentry0 got a reaction from Ndreare in HERO System Mobile   
    I am pleased to announce the launch of the HERO System Mobile app on both the Google Play Store and Apple’s App Store.  You can install the app by searching for it in your app store or by using the links provided.  The app is free to use, ad free, and respects your privacy.
     
    Google Play - https://play.google.com/store/apps/details?id=com.herogmtools App Store - https://itunes.apple.com/us/app/hero-system-mobile/id1352750917?ls=1&mt=8 Amazon App Store - http://a.co/byom955  
    This project is an extension of an export template I wrote a few months ago.  I had so much fun writing that template that I decided to develop a full app.
     
    Features
    Import characters from Hero Designer using this export template Characteristics and Skills may be long pressed and a check will be made Dice rolling tools (3d6, Hit, Damage, and Free Form)  The H.E.R.O. tool generates random 250 point 5e supers (shout out to Cassandra for allowing me to use her original idea) Track statistics about your die rolls, including average values, distribution, total stun etc.  
    This is still very much a work in progress and I have plans to add more features as time goes on.  For now though I feel that it’s mature enough to release to the general public.
     
    Feedback is always welcome either here or at phil.guinchard@gmail.com
     
    Happy Hero-ing
  22. Like
    sentry0 reacted to Christopher R Taylor in Tricks and Tips for managing a game   
    Preparation helps a lot: using a computer program like the Hero Combat Manager or even a sheet of paper with the list of people by DEX and Speed makes a huge difference.  Then when combat takes place, you know better who goes when.
     
    Classify bad guys by types.  Low level mooks take a set number of hits (of any damage) before they go down (such as 1-3 hits).  They never recover.
    Medium level bad guys have stun and body and count like normal, but take no recoveries -- or at least, no recoveries if they go below -10 Stun.
    Big boss bad guys act just like PCs, full recoveries etc unless the story requires them to stay down.  Don't encourage PCs to become brutes, beating on a downed enemy just to keep them from popping back up.
     
    Use the OCV+11 - 3d6 roll to resolve the DCV hit.  You can even turn it into an x- formula on character sheets: you have a 9 OCV, that means you have a 20- roll, tell me how much you made the roll by.
  23. Like
    sentry0 got a reaction from Hugh Neilson in Tricks and Tips for managing a game   
    One thing I find that really helps is to teach people how to count dice by grouping them in 10s.  There's nothing worse than seeing someone struggle with 10-12 dice by trying to add them up all in their head, 1 at a time
     
  24. Like
    sentry0 got a reaction from bluesguy in Tricks and Tips for managing a game   
    One thing I find that really helps is to teach people how to count dice by grouping them in 10s.  There's nothing worse than seeing someone struggle with 10-12 dice by trying to add them up all in their head, 1 at a time
     
  25. Like
    sentry0 got a reaction from Ninja-Bear in Tricks and Tips for managing a game   
    One thing I find that really helps is to teach people how to count dice by grouping them in 10s.  There's nothing worse than seeing someone struggle with 10-12 dice by trying to add them up all in their head, 1 at a time
     
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