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Everything posted by LoneWolf

  1. I never understood the whole concept of hiding the opponents DCV from the player. If you are trying to shoot someone you can see them moving around so should be able to get a good idea of how fast they are moving and how difficult they will be to hit. The only exception to this is going to be if they cancel to a dodge or a block. But at that point it does not really matter anyways because you have committed to attacking so cannot change your action. In real life you can see your opponent including when and how they move in combat. This gives you a lot of clues on how fast they are and allows you to judge their combat ability. In a game a player does not have this information and even if the GM is a world class author they do not have the time to describe everything. If they try it is going to drag out the game to the point where each characters turn takes so long that the game becomes unplayable. Telling the players what their opponents current DCV is, is a simple an elegant way of conveying to the player the information the character should have. As long as you don’t allow the character to change their actions when the opponents cancels their action the game is not negatively affected by the players knowing the opponents DCV.
  2. One of the best “Cleric” I played in a Fantasy Hero game had almost no powers of his deity that were under his direct control. About the only thing he had control over was his ability to bless an item (that was a transformation of any item to holy). He had lots of Divine Favor that was bought as luck with religious restrictions. We were using the variant luck where you roll your luck at the beginning of the session and can change that many rolls. I think I got the divine favor up to 8d6 at the end of the campaign. His luck was high enough that he could affect the rolls of others so he made the rest of the party a lot more effective. He had some decent fighting ability and a lot of social skills. From the other characters standpoint it was almost impossible to tell when he was using his powers. From the standpoint of the players it was a lot more obvious. It was a blast to play the character.
  3. The D&D concept of a spell casting priest always seemed a little strange to me. If you can channel the power of a true deity why is it affected by the same things as a wizards spell? You should not be able to dispel a power of deity the same way you would a wizard. Divine power should not have the special effect of magic. When I run a campaign priests are not granted spells by their deity, they are granted gifts. In game terms they are bought as talents not spells. They do not have the special effect of magic. Divine favor (luck with religious restrictions) is probably the most common divine power. Others include the ability to bless an item (Make it considered Holy without changing anything else) is also common. Personally I prefer running something closer to a medieval European culture so often go for a monotheistic culture rather than a pantheistic. If I am doing a pantheistic culture the various gods will grant gifts based on their portfolio. For example a fire deity may grant protection from fire or other fire based powers. Priests are able to learn magic like anyone else, but that is separate from the powers granted by their god. Nothing prevents the priest of a god of fire from learning fire magic and using it as a weapon. In some cases the church may runs schools to teach specific kinds of magic just like they may teach specific fighting styles. This may lead to a situation where certain types of magic may become associated with a specific order or deity, but other can still learn it.
  4. Depending on how tall humans are in your world a Giant does not have to be 12 feet tall. Most people in the middle ages were not that tall. Little John of Robinhood was supposed to be about 6 feet tall, and he was considered to be nearly a giant. Make your Giants be around 7’ -8’ tall and they will still could still tower over people without having a the equivalent of a level of growth. The guy in the second picture is JJ Watt who is a 6' 5" NFL player.
  5. In the Hero System there are always multiple ways to write up a power. As long as the character bought the powers they are using they have a wide leeway on defining them. This is the thing that people coming from other games have the hardest time with. If you are used to a game where everything is defined and you simply choose from a list it can be a shock. In a Champions game you have to pay character points for any and all attacks. This means you have to pay for the guns with character points. There are plenty of examples of a two shot autofire being defined as using two guns. This just expands it out. Since you can always choose to not use the autofire purchasing it this way allows you to use the gun(s) normally. You don’t need to purchase anything else to fire multiple guns besides the guns themselves. The special effect that you are using telekinesis does not cost anything. If you want to be able to do other things with TK you will need to purchase that. You can always put the power in a multipower to reduce the cost.
  6. Autofire is probably what you are looking for. But you might want to look at more than just the base autofire for something like that. Suppression Fire would allow attack moving in a defined area. Don’t forget to look at some of the Autofire Skills especially Accurate Sprayfire. Buy it as a RKA with Autofire but use OIF instead of OAF. The special effect is you are using multiple guns instead of single gun. The value of the focus is reduced because they have to take away all the guns to deprive you of the power. Buy the appropriate Autofire Skills and make sure your GM allows suppression fire. Instead of one big gun with a huge clip you have multiple smaller guns with smaller clips.
  7. Use a partially limited power. Basically you apply an extra limitation to part of a power. In this case it would apply to the adder for regenerates from death. So buy the regeneration at the level you want like normal. Then add on the regenerate from death and apply the extra time limitation to only that part of the regeneration.
  8. An easy way to track END is to figure out how much END over your Recovery you spend per turn. Then divide your END by that number. That gives you how many turns you can fight. As long as you are not pushing or doing something else that burns END don’t sweat the END until you get close that number. If you get close to that number then figure out how much END you have and start tracking from that point. Most of the time it will save a lot of time, but once in a while it may slow things down when you need to do some calculations before beginning to track END. Since pushing uses up so much END you can figure out how many turns pushing costs and subtract that from the number of turns you start tracking.
  9. Actually according to the Fantasy Hero book weapons with advantages do need to account for the advantage when adding STR. Look at the table in the Fantasy Hero book and it references 6E2 99-102. This section gives rules for adding damage to attacks with advantages including weapons with STR Min.
  10. It really depends on the character. Besides any mechanical restrictions and guidelines all characters will need information on the level of technical sophistication of the setting. Knowing if full plate is available is going to be important to all characters even if they don’t wear it. Most characters will also need to know what weapons are available. Knowing the basic culture of the setting is also something g that all characters will need. There is a big difference between an iron age Celtic setting and an French renaissance setting. This will help is choosing appropriate skills. If I am playing a caster I need to know what if any magic system the GM has adopted and the attitude towards spell casters. How common are spell casters is another useful piece of information that the character should know. If I am playing a religious (or anti-religious) character I need details on the religions in the settings. Does the GM have a pantheon of deities or can I create my own. What privileges are available to religious characters? Of all character types this on will usually require more details on the setting them others.
  11. How big is your setting? Unless you have a huge setting multiple pantheons don’t make a lot of sense. Pantheons are usually created from merging smaller religions when a large nation is formed. Often the individual cities would have their own gods and when someone conquered the region and conciliated the region into a nation the individual religions where merged into a pantheon. It might be interesting to play in a setting without pantheons and instead have individual gods. Each city would have its own god. Dark Suns did something similar where each city was ruled by a god.
  12. A good game is like a movie it is defined not so much by the Hero’s but by the villains. What I would recommend is start by building an interesting villain for your players. Develop his background and that of any of his significant followers and the story will often flow from that. Give the players are reason to really hate him. Work some of their background into the story so they have some hooks. Don’t over plan things simply setup the initial setting and let the story unfold. No matter what you plan your players are going to throw a monkey wrench into it, so learn to expect it.
  13. The typical office worker can open up applications that someone else installed and maybe print to a printer that was setup for them. If the program is not on the start menu they will not be able to open it. As far as knowledge of hardware or operating system that is almost non-existent If I were to give your typical office working a new wireless printer with no instruction or software 95% of the population would not be able to set it up. The typical office worker does not have familiarity with computer programing they have PS office worker. Most people use a computer the same way they use a car. Without really understanding how it works. Just because I can drive a car does not mean I have any skill at mechanics at all.
  14. The great thing about the Hero System is it can be used to run any kind of game you want. Champions is may be the most common of type of game for the Hero System but it is far from the only choice. Figure out what you want to run and go from there. Some of the most fun games I have played using the Hero System did not involve super heroes. Not to say that a good champions game is not a lot of fun but there is a lot more to the system than just super heroes. Figure out what type of game you want to run and go from there. Back in the days there was a Hero System game called Danger International that was basically for creating modern heroic level games. There were no real “Powers” but lots of skills and talents. That type of game may be what you are looking for. Skills can be broken up into two basic categories. First is what I would call full skills. These are skills that have names and descriptions written in the books. There are a few subcategories of full skills like agility skills, interaction skills, combat skills etc.. Each of these skills allow the character to do something significant in the game. Computer Programing for example allows a character to hack into a computer or write programs. Combat Driving allows the character to control a vehicle in a combat. Stealth allows the character to sneak around unnoticed. The second category is what is called background skills. Background skills allow a character to do something that is less significant in the game, but still may be useful to the game. Background skills are for the most part defined by the player purchasing them. They include things like Knowledge skills, Science Skills, Languages, Professional Skills and Languages. They do not allow a character to do what is covered by a full skill, but can be used as complementary skills (more on that later). So a character who purchased PS hacker without purchasing Computer Programing would not be able to hack into a computer. Sometimes more than one skill may be useful for a task. The Hero System has a mechanism for this. It is called complementary skills. A complementary skill can be used to get a bonus on the primary skill. So if the character has both Computer Programing and PS Hacker, they can roll the complementary skill (PS Hacker) to get a bonus on the Computer Programing skill. Another Example would be if the character has Deduction and KS of organized crime. The KS organized crime would be a complementary skill when using deduction to figure out who was involved in a crime (assuming it involved organized crime). Talents are similar to powers but a little more realistic. They represent extraordinary abilities that go beyond mere skills. They can be very useful for giving characters something unique they can do. Combat skills represent what they sound like. These include but are not limited to skill levels, martial arts and a few others. Since combat is so important to the game they tend to be the most expensive skills in the game. Background skills are the cheapest because they have the least impact on the game. Martial Arts are specific maneuvers they character can perform in combat. They are still fairly broad and often a specific maneuver may actually cover multiple real world maneuvers. If you have to actual maneuvers that do basically the same thing you only have to pay for one. So you could have a punch/kick that has the same effect so you purchases once and can use either one when you are in combat. Some maneuvers are just improved versions of normal maneuver, but others allow you do things that other characters cannot. In a Heroic Campaign equipment does not usually cost character points. If you want a gun you simply purchase a gun with cash. But that means you are limited to ordinary technology as defined by the campaign. The characters don’t get to write up their own weapons, they use what weapons the GM decides are available. In a modern campaign that would mean you get to use real world technology. So the characters would not be using laser pistols or lightsabers. If you were running a science fiction game those may be available. As an engineer I can tell you that the average person knows nothing about computer programing. Most people know how to use a computer, but would have no idea on how to actually program it. Just because you can use a key to open a lock does not mean you know lockpicking.
  15. The original poster is specifically asking about characteristic limits. The fact that some people do not like or use them does not mean they do not have a place in the game. Even if you don’t use characteristic limits knowing what is considered “Normal Human” is still useful. Knowing that 99.99% of the population has a STR of less than 20 gives me a framework to build characters. Without that framework how am I supposed to know how much STR I need for my concept? If I want to build a character like Mr. T from the A Team, knowing that 20 STR is the maximum normal human STR lets me realize that an 18 STR is actually pretty strong. And that a 23 STR is incredible. Without this reference the player may assume that then need a 25-30 STR to be considered strong. While characteristic maximums are an optional rule they are probably the single most common characteristic limit that is used in most heroic games. This is exactly what the original poster was asking about. Having some guidelines for a campaign is usually a good thing, especially for a first game. Without any sort of guidelines the characters are probably going to be all over the place which will often lead to some of the players being disappointed with their characters. It also makes it easier for the GM to write up opponents that are going to challenge all the characters. When one character can throw around a DC 15 attack and the other is only doing 7 it is going to be hard for the GM to create an scenario that challenges all the characters.
  16. The point of the characteristic maximum is to establish what is considered normal human. That does not mean that the PC’s and the rare NPC cannot exceed them, but rather when it becomes something special. A 23 STR in a heroic game should be something special and unique. Probably only a few characters in the game should achieve this level. I usually limit a single PC to go higher than the normal human max for any particular stat. That way it makes is something special about their character that no other PC has. When every PC has a 25 STR it ceases to become special. Normal human maximums also help establish what your opponents are likely to have. If you realize that 90% of the people will have 15 or less STR your 20 becomes something special, and the 23 STR takes its rightful place as legendary. Without having something to measure against you cannot really make any kind of comparisons. The other thing to consider is what kind of game you want to run. If you are looking for a gritty realistic game where ordinary weapons are a danger observing the normal human maximums can keep things real. If you are doing a low powered super hero campaign then going over them is going to be more common. In the first case imposing the double cost for exceeding them is going to be appropriate. In the latter case imposing double cost is not appropriate. Since this post is in the Hero System discussion instead of Champions I am assuming that the campaign is not a Champions game, but I could easily be wrong.
  17. For the first 6 Stats the normal human maximum is actually 20. Between 21-30 is considered Legendary and above 30 is considered to be Superhuman. The rest of the stats have similar definitions. In a heroic level game it is common to charge double for anything over normal human maximum and forbid anything considered superhuman. So while a 30 is theoretically within the realm of human it represents they absolute best a human could achieve. Sherlock Homes would be a good example of a character with a 30 INT. A 30 STR would be for some of Arnold Schwarzenegger movie characters. Arnolds STR in real life would be a lot less even at his peak. One thing to consider when building characters is that a lot of what people are able to achieve in real life is because of a combination of stats and skills. Someone who is really good at HTH combat is going to have martial arts and skill levels to back up their stats. They are not going to rely on just raw stats.
  18. LoneWolf

    Spider Fu

    I had a Precog that did something similar. He had a very defensive martial art based on the fact he always knew what the other person was going to do in a fight. Some of his maneuvers were based on using what was around. He would do things stand in front of something and move as his target tried to hit him causing the person to trip over the item he was hiding. On more than one occasion he turned a door car door into a weapon when someone was not expecting it. Watching him fight was often like watching an old slapstick comedy routine. A lot of times when he “did damage” to someone it was actually the person attack them doing it to themselves. I went so far as to take weapon element object or opportunity. One of the most funniest tricks was when someone took a swing at him and he simply move aside and let them hit the steel pool behind him.
  19. Like Duke I started on 1st edition which was a lot simpler and the book was a lot shorter. Back then it was possible to read through the whole book without too much trouble. With the new rules that is a lot more difficult. The new books have a lot more detail and concrete examples, but that does make reading them like reading a text book. The good news is for the most part the important information is in the beginning. The later parts give clarifications, exceptions and rules on how the object interacts with other things. It also usually gives examples of the object. In the beginning reading the first few paragraphs of the skill/talent/power will be enough to give you a basic idea of how it works. Read the entire section on Characteristics. Understanding how they work is important as is knowing what various types will have for any characteristic. Knowing STR defines how much you can lift is good, but it also helps to know what is considered normal STR. Skim over the section on skills to get an idea of what skills are available and how they operate. Do the same for powers and talents, but read the section on the types of powers as it often has rules for specific types of powers that are not in the specific power. Also skim over the advantages and limitations sections but make sure you understand the math behind it before delving too far into the specifics. Skim over the combat book, but for now ignore the optional rules. When you go to create your character read over the sections of the book that pertain to them that you skipped earlier. So if you are creating a teleporter and you only read the first couple of paragraphs on teleportation then go back and read the entire section. Last of all don’t be afraid to ask on the forums. People here are more than willing to help newcomers.
  20. Don’t forget that a maneuvers modifiers last until your next action. So with a martial escape you don’t take any penalty on your DCV if you escape. Looking at Reversal it gives a -1 OCV and -2DCV that means that after you use reversal to get out of the hold you take a -2 DCV until your next action. With Martial Escape there is no bonus or penalty to either DCV or OCV.
  21. PRE is the ability to manipulate people; it also allows you to resist manipulation. You don’t need a high PRE to be an idol. About all you really need is a positive reputation. Striking Appearance is similar but different. Depending on how widely and well known your reputation is may be cheaper than striking appearance. A world wide 14- reputation is 3pt per level so that will be the same cost as striking appearance. Having a high PRE and the right interaction skills will allow you to make better use of your reputation, but is not needed. Persuasion would be a good start, Conversation is also useful for getting information and telling when people are lying to you. Bureaucratics would be another one to look at. Any of the interaction sills would be useful to a charismatic character.
  22. Like anything in the Hero System special effect is everything, that also includes advantages. The special effect of your Amicable advantage may be the fact you are using a spell granted by your god to summon up an angel that serves the same god. If that is the case the angel is probably not going to object to much to fighting for you. At the + ¼ level they will fight against foes they can easily defeat. A + ½ would probably mean they would fight against an equal opponent. At the + ¾ level they will fight against a stronger opponent, but probably not to the death. At the +1 level they will fight anything and continue fighting to the death. It could also be the special effect of a costly material component; this would make sense for a demon. The reason it is Amicable is you have already paid its price. Another thing to consider is if the creature summoned actually dies when killed. A lot of summons in fiction don’t actually die when they are “killed”, they are simply banished back to where they came from. Often being killed will limit how soon they can be summoned again. If the summoned creature does not actually die then they will probably be more willing to fight for the person summoning them. It may not even consider being killed to be a negative outcome, especially if it end all other obligations. I could easily see a Demon who is summoned by being offered a soul in exchange and then only having to fight a short time because he was killed being ok with this. He still gets to keep the soul and now does not owe you anymore tasks. If you want to summon him again you need a new soul.
  23. The creature summoned with the friendly advantage will probably not fight to the death, but will probably be ok with fighting in a lot of circumstances. It will also depend on what you summon and if they have any complications that come into play. You summon up an Angel and they will probably be willing to help you fighting a demon.
  24. The fact is that summon is a lot more powerful than duplication. That is why it cost more to get a similar effect. What makes it more powerful is that your summoned creature can be killed and you can simply summon another one. That allows you to use summon to create cannon fodder. That cannot be done with duplication’s. The expanded class is also fairly inexpensive. For a + 1/4 advantage I can summon up any lesser demon, and to summon any demon is only a + 1/2. The +1 advantage listed in the original post allows you to summon any creature. It is also not as expensive to get a summon who will obey you without needed to be forced. Friendly is only a + 1/4 advantage. Slavishly Loyal is a +1 advantage but for that the summon will be willing to perform suicidal tasks. Looking at duplication it has a couple of major drawback compared to summon. First and foremost is that if you duplicate dies you don’t get it back ever. That also means the point you spent on that are gone for good. If you only had one duplicate that means any points spent on the duplicate are permanently gone until you spend more points. Even then the number of duplicates you get are permanently reduced. Second duplicates are free willed which means they are not slavishly loyal. The duplicate has the same mind as the base character so they will usually do what is in the best interest of the base character. The players has pretty much total control over the duplicate, but they are unlikely to perform suicidal tasks like a summon (with the advantage) will. Last but not least is the fact that by default the duplicate has the same abilities as the base character. This means that duplication in its base form is not increasing your versatility, The cost increase for duplication and summoning from 5th edition to 6th edition is not anything that needs to be fixed. The cost of a lot of powers changed between editions. Density increase and shrinking both got a lot cheaper in 6th edition.
  25. Can the song be heard over other noise? If so how loud does the noise need to be. If the song can be drowned out by loud noises it would probably be considered concealable. If it can only be heard in quite environments it would be easily concealable. But it is heard over all other noise it would be unconceivable. When someone hears the song what is their reaction. If the people who hear the song immediately attack the sources, that is an extreme reaction. If the people who hear the song consider the source to be a major threat and take appropriate action that would be a major reaction. Otherwise it would just be noticed and recognized. Since only a few people can hear the song that would be major effort, so it will take off 10 points from the cost. So if it can be concealed by loud noise and the person hearing does not have a major or higher reaction it would be worth 0 points. If it is heard over everything and the person hearing it automatically tries to kill the source it would be worth 15 points.
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