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redner

HERO Member
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About redner

  • Birthday 07/09/1964

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  1. I just bought the package deal. So far no PDF file in my client area page. But, then again, I've just bought it several hours ago.
  2. Feels like you're creating a zombie version of Call of Cthulhu where players slowly loose sanity and hope. Sounds interesting. CoC is basically about a small group of people slowly going insane trying to save the world. While zombie apocalypse, IMO anyway, is about a group of people trying to save themselves from the world. One of the strong aspects of zombie apocalypse is selfishness. Hmm...The opposite of selfishness is sacrifice. Sacrifice could generate Hope points to the players.
  3. Or do what Paizo did: http://boardgamegeek.com/boardgame/133038/pathfinder-adventure-card-game-rise-runelords-base But the game is too simple for me. I would love to zoom into combat with some of the encounters. Maybe Descent level. Or something in between like Dead of Winter.
  4. True. And, IMO, fun. But if you're looking for crunch, then go ahead and write an AI documention. I could see the fun of this, too. Learn from FATE Core, decide on what aspects are meaningful to the unit. Then HERO-fy the aspects by assign values to them. Optionally, you can assign degrees of success/failure that would trigger an attitude.
  5. Let me add. If it's the monster's turn, do a morale check. Base on the success or failure of the check, roleplay the monster's reaction. Hmm...or you could do morale checks only on the Post-Segment phase and decide what the monster's attitude will be on the next turn.
  6. Attached is my way of allocating CPs to Characteristics. I borrowed the concept from Savage Worlds and World of Darkness. Characters start out as weak humans. Filling in the dots helps visualize how "humanly" competent a character is. If players wants to go beyond the human maxima (e.g. STR above 20), then they will have to use my house rule of using the Characteristics power. The way I see it, Superman visually looks like he has a STR of 20, but in "reality" his STR is insane. Characteristics-Human.pdf
  7. Cool. Thanks. I was relying on the Power Summary Table on page 231. My PDF had it missing.
  8. Champions Complete Missing Powers Mental Defense Basic HERO Missing Powers Absorption Cannot Be Stunned Damage Negation Damage Reduction Deflection Duplication Endurance Reserve No Hit Locations Reflection Shape Shift Summon Takes No STUN Monster Hunter International Missing Powers Absorption Cannot Be Stunned Damage Reduction Deflection Density Increase Does Not Bleed Duplication Endurance Reserve Growth Reflection Shape Shift Shrinking Takes no STUN
  9. It's old enough. And it seems I've failed my attempt to humor.
  10. Maybe off-topic, but I'll put in my 2¢. Vehicle vs Character.... Is there a middle ground for mecha-ness? Maybe a character in armor with reduced DEX and/or SPD? And then there's Robotech's valkries. Clearly a vehicle when in fighter and gerwalker mode. But in humanoid mode, it acts (follow the rules) like a character. It had to be since the villains are giants (oops, spoilers).
  11. I don't know, but it feels like you want to HERO-fying Osprey Publishing's war books. That would be cool.
  12. Here's a dogfight card game: http://www.dvg.com/.sc/ms/dd/ee/22/Down%20In%20Flames%20-%20Aces%20High
  13. Let me interject here if I may. IMO, "Storytelling" is more meta-gaming than roleplaying. Players spend points to change dice rolls, situations, and/or any aspects of the game. Doing so feels like like an MMO game. Instead of reacting to a situation as a character, players react as gods with a personal investment to their avatars. So, they spend points to change the outcome. As the system suggest, storytelling is just that. Players tell stories. "Traditional RPG" is when players and avatar is one in the same. Dice are thrown and players don't get the chance to change their fate(pun). Pass or fail, the player react to it in character ("character" as in their avatar, and "character" as in a person's moral integrity. Pun was intended here, too).
  14. I got into HERO because M&M was confusing to me. I couldn't figure out their math. Seems that my brain is not wired for M&M. Also, I find HERO way more simple than GURPS.
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