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Stirling.N

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Everything posted by Stirling.N

  1. I feel that The Boys takes the point of a group of super-villians with a PR department. Good group for the heroes to fight.
  2. My 5th edition make changes to some of the figured characteristics: PD is BODY rather than STR and REC replaces STR with EGO. It corrects the STR bug.
  3. The 3rd edition was smooth. You just had to specify the corners. I had a spread sheet for character creation and the were a few places where the rules could be parsed several ways.
  4. I just found out the TJ died in late May. I knew him from way back when I GMed a Champions game called Northwind set in Albany NY. He will be missed.
  5. The main problem with the STR bug is not the heroes which STR is their primary attribute but the characters who buy up several of the same stats and find out that STR comes free. The martial artist with a 40 STR etc. In Champions up to 3rd edition, the balance was usually done by limiting EGO, relying on rend on STR (1 equal 5 not 10) and MA to do the rest. 5e made this non-viable. 6e took the system in another direction (which many people like). A fix for the STR bug is more like a "5.5e."
  6. To return to the original topic - There are advantages and disadvantage the 5e and 6e but I am firmly in the camp of 5e with one caveat. The STR bug has been a problem from the beginning, but it reach a head in 5e for a variety of reasons. My approach has been the use EGO and BODY for some figured stats and to increase the points. I am running a multi-GM campaign to see if this avenue works. It looks promising.
  7. Martial Brick Why do a martial brick? The first reason Is that in a STR bug fixed campaign, strength is a great deal less valuable and brings the martial arts closer to parity. And it should be pointed out, even in a strength bug in environment however the martial brick has several moves that are better than the brick has: throw, killing strike, and so on. The second reason is that a Martial Brick may not have a special effect that allows more strength to be bought, depending on the campaign. The third reason is that the actual brick will have a greater DCV when matched up against a brick. There is also the sense of "feel", a Martial Brick has different feel than a brick does doing the same thing. For these reasons the Martial Brick is a slightly different flavor and has certain changes: the brick will top out a number of attacks where as the Martial Brick uses evasion, which is reflected by the higher the DCV. This means that a Martial Brick will have less in terms of PD/ED then the normal brick as well as less strength. this also means that a Martial Brick may decide to abort phases rather than take a haymaker from the ordinary mega brick. One common variant is to add blasting to the Martial Brick, because a Martial Brick has that bit of extra DCV while aiming the longer range blast. The other point is that a suit of powered armor with flight would often rather have the extra DCV, especially where teamwork is part of the repertoire of the opponents. So be trade-off is less endurance cost and lower defenses in return for higher DCV and lower strength.. Martial Brick.hdc
  8. The Brick The brick is more than an archetype but a series of archetypes. There are STR dominant bricks, the are invulnerability bricks, brick that can fly, martial bricks, and so on. This means that the class of bricks must be broken down in two subcategories. Which categories are most effective will to some extent be dictated by the campaign that they are set in: the movie universe of marble is very different from the land of Conan even though the local equivalent of a brick is still the dominant mode of a warrior. This means that every GM needs to think about where the brick is most useful. Because of the nature of this campaign in rebalancing the strength bug bricks are less dominant then in other campaigns and other characters do not need to purchase as much strength because they get fewer figured characteristics, however bricks are still very potent. the most common kind of brick has a great strength and enormous defenses. This is why the ordinary brick will be the tank of their party: they are close to the conflict giving them the attributes of dishing out damage and using PD/ED to take damage. What this means in practice is that they will not abort phases to ameliorate damage they will just take it unless it is a haymaker, kick, martial kick, or some form of extreme damage. The brick is the paradigm for using one's best attack to manage to do anything at all. what this means for "scale" is that the highest strength bricks will often not have a great deal of DEX to balance their powerful attacking HTH damage. It also means that the brick will be in combat rather than looking around to see what damage their opponents are doing. The greatest fear of a brick is to be attacked by someone who is out of range, and in particular the mentalist, because the defenses that they put up are not useful for incoming EGO attacks. It also means that the speedster, martial artist, or backup combat character has a great deal of difficulty when facing a full on combat brick. This is normal: because the brick is the ultimate survivor. However, because they have so many points involved in combat, it generally takes experience points to get other aspects of their concept working. This does not mean that they do not have other concepts, think Iron Man and the Hulk as counterexamples, but either the must take time to gain points for these or they must have in their prowess. When a brick is dropped in to the middle of combat one of the most obvious bugs or features (depending on how you look at it) is that the other side will concentrate fire on the obvious brick. To do otherwise is to elaborate form of suicide. This means that in the early turns of combat, the main task of the brick is to figure out which characters have the potential to hurt the brick by some means. Also they are the point man for enemies which would destroy property, civilians, and infrastructure. Thus be brick is both offense and defense while the other characters figure out what the best way to defeat the villain is. Since there are many types of bricks, this brick is the common mega brick: one that the strength and enormous defenses so that they can simply swing rather than abort to another option. There will be other forms to tackle the differences in the various kinds of brick. Hard Brick.hdc
  9. The Mind Scan Mentalist In the average campaign, the brick is the most common kind of enemy and will be the tank of most teams. Because the STR Bug (defined as getting more points from figured stats then the primary stat costs) the brick is slightly reduced in power but is still a powerful archetype in the game. This is because strength is, if you think about it, a multi-power: one can attack with it, one can move by leaping, one throw objects to create a ranged attack. Because of the flexibility of strength, the basic brick can imitate other kinds of characters to a small degree. This means that feeling with the brick is an important aspect of a team. Otherwise, the brick will simply crush all opposition. One means of dealing with a brick is to have a person who can attack the brick but has a certain amount of time to retreat if the brick decides to combat them as the bricks main target. If the brick is the ultimate form of infantry, then the mentalist is a kind of artillery: the mentalist is protected by the other members of the team and is at long range to grind down the brick, or bricks, that the other side throws at them. One form of artillery is the mind scan mentalist. This concept must be slotted carefully within the limits of the campaign that you are running, and more than most the arc type will have to be modified in order that the balance between brick and mentalist is maintained. The ur- concept is that the mind scanned mentalist locates the target and then slowly grinds away at their defenses. The operative word is "slowly" because the mentalist grinds away more than what the post 12 recovery gains back. this means that the balance is between how much does the mentalist knocks off the STUN versus how long does the brick take to find the mentalist. Because at that point the brick then pulverizes the mentalist if the mentalist has not departed the scene. This balance is different for different campaigns and the GM should ask oneself how long will the mentalist how to grind out vs. how long does the brick need to find their target? In campaigns where the brick has a high ECV and relatively high MD, the mentalist needs to have more damage doing capabilities than in a campaign where the bricks ECV is lower. The listed file is for a beginning character whose strength is to locate the target and then slowly eat away at the STUN. Mind Scan Mentalist.hdc
  10. Speedsters In some campaigns, the idea of a speedster is determined by their ability to move at a great distance while in other campaigns it is based on the SPD of the character. In a strength bug fixed campaign either form of Speedster acceptable, however since the idea of a speedster as the ability to move has all ready been explored in the Ultimate Speedster 5e, this is a short section on the alternative type of speedster who has more actions then do other people. How many more actions will be determined by the campaigns scale: but taking 4 to the average speed of a normal superheroic character, this means that 7-10 would be regarded as somewhat of a speedster, though there are other campaigns where 12 has been the limit (c.f. Blur) Because the strength bug is fixed by moving to EGO and BOD some of the figured characteristics, the speedster will be slightly better than in a normal 5e campaign, but it must be noted that the gains are slight. But what advantage does a speedster of this second form do in combat? It is obvious that a brick will be an overwhelming problem for a speedster: there is very little way to do enormous damage had a high rate of speed. This means that either the speedster avoids bricks entirely or has a more limited use ability to bring back down, such as mental entangle, a dream of some kind on PD, or some other form of high damage but limited use capability. It is also possible that a speedster will use skills in order to be able to trap another character in a web of trickery. On the other hand, the speedster is tasked with rescuing normals, putting down the minions of the bad guy, or finding out the things that the normal combat characters will not notice. In a team, it may be that the gadget which takes down the boss may be created by someone else and given to the speedster to affect: that is the speedster may wait for the appropriate moment to tag the villain with the specially designed power that someone calls has created. The reason that the speedster can do this is because he has many phases to notice things and therefore a higher number of perception and other skill rolls. The speedster also has time to abort phases if the character has been notice by the main combat characters. The realization is from the speedsters point of view, everybody else is acting at a slow speed and the speedster can therefore notice things that other people will not. A possibility is that the speedster is also a backup mentalist in order to be able to speak with various people on the battlefield and gather information. Of course, the obvious choice is for a speedster to also be a martial artist, because adding a few CV will help the speedster avoid damage even more so. The other possibility is for the move by two take-out several enemies. ata time, though of course they would be henchmen or noncombat characters. One of the most powerful abilities of a speedster is to find out the weakness of the main opponent and then use their speed to gain the upper hand in control of whatever object is most devastating to the villain's plans. Be creative. What this means is that the speedster takes care of the normal people and the henchmen has heard of his normal process, it may be possible that the speedster is also in command, but that is more a result of character interaction rather than anything else. The information that the speedster gains can be the means by which the speedster's team defeats the villain. what this means is that the speedster may also have a range of skills to bring to bare: so a scientist, or a mage, or any other bracket of skills, would be useful especially when the speedster has the time, even in the midst of combat. What this means is that the second type of speedster may not be able to move that much faster then ordinary individuals, instead it is the rate of decision-making which will form the core of the speedsters capabilities. Attached is the second kind of Speedster. kilroy.hdc
  11. Use Mental Illusions as the power and then write the retrocognition/ergocognition/precognition in the top slot. Work around I know.
  12. 1. Many different scales occur therefore many different versions of villains etc. One Dr. Doom does not fit all campaigns. Where is the middle of the SPD chart - 4/18, 4/20, 4/23, 5,23, 6/26 ? Write to each one of these bracket points. 2. There are many different rules (5e or 6e being the main but not the only forms) design a slightly versions for each. 3. There are many different play-styles thus have many different kinds of villains/heroes etc. 4. Suicide Squad is an style of campaign therefore stick hook for when the players are villians force to be doing good. 5. Give a topical hooks. The pandemic is here, take advantage of it.
  13. The Cognition needs the original source code and may or may not be fixable. Until then the following file contains only the STR bug fix. NPSuper.hdt
  14. "Starting to see the problem?" I used modification since the manual say the list of powers is fixed. Sending me some place and saying "Read that." would be a clear. "Let's work on that student bit...Try reading my responses (again). Then make sure you understand them. Then read them again (again). Make sure your understanding of them is complete. Then read them again. Then respond here." While do. I am sure that this is my problem getting some which should be clear. Thank you.
  15. (I know that TΑRGET should be ECV and perhaps I should purchase the source code, but I is ah po' student.)
  16. Let me shown my example: <CLAIRSENTIENCE DISPLAY="Clairsentience" STOPSIGN="Yes" TARGETINGGROUPCOST="10" NONTARGETINGGROUPCOST="10" TARGETINGSENSECOST="5" NONTARGETINGSENSECOST="5" DURATION="CONSTANT" TARGET="HEX" RANGE="Yes" VISIBLE="No" USESEND="Yes" BASECOST="20"> <TYPE>STANDARD</TYPE> <TYPE>SENSORY</TYPE> <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <SOURCE>Sidekick</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 93; Revised, page 140-142) A character with Clairsentience can use one or more of his senses (usually Normal Sight) at a distance, and sometimes to perceive the future or past. Examples of Clairsentience include mystic scrying spells, borescopes used to see through walls and around corners, and closed-circuit television systems.</DEFINITION> <ADDER XMLID="INCREASEDRANGE" DISPLAY="x[LVL] Range" LVLCOST="5" LVLVAL="1" LVLPOWER="2" LVLSTART="1" MINVAL="1" BASECOST="0" EXCLUSIVE="Yes"> <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <SOURCE>Sidekick</SOURCE> </ADDER> <ADDER XMLID="PERCEIVEPAST" DISPLAY="Retrocognition" BASECOST="20"> <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 93; Revised, page 141) This Adder allows a character to perceive events which have already happened in the past.</DEFINITION> </ADDER> <ADDER XMLID="PERCEIVEFUTURE" DISPLAY="Precognition" BASECOST="20" > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 93; Revised, page 141) This Adder allows a character to perceive "visions" of the future.</DEFINITION> </ADDER> <ADDER XMLID="SINGLEDIMENSION" DISPLAY="Single Dimension" BASECOST="10" EXCLUSIVE="No" > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 93; Revised, page 164) This Adder allows Clairsentience to view into one additional dimensions.</DEFINITION> </ADDER> <ADDER XMLID="DIMENSIONGROUP" DISPLAY="Related Group of Dimensions" BASECOST="20" EXCLUSIVE="No" > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 93; Revised, page 164) This Adder allows Clairsentience to view into group of dimensions.</DEFINITION> </ADDER> <ADDER XMLID="MOBILEPERCEPTION" DISPLAY="Mobile Perception Point (can move up to [LVL]&quot; per Phase)" BASECOST="5" LVLCOST="5" LVLVAL="1" LVLMULTIPLIER="6" LVLPOWER="2" LEVELSTART="0" MINVAL="0" EXCLUSIVE="Yes"> <SOURCE>UNTIL Superpowers Database</SOURCE> <DEFINITION>(UNTIL Superpowers Database, page 164; Revised, page 141) This Adder allows the character to move the perception point up to 6" per Phase while the Clairsentience Power remains active.</DEFINITION> </ADDER> <ADDER XMLID="MULTIPLEPERCEPTION" DISPLAY="[LVL] Perception Points" BASECOST="0" LVLCOST="5" LVLVAL="1" LVLPOWER="2" LEVELSTART="1" MINVAL="1" MAXVAL="10" EXCLUSIVE="Yes"> <SOURCE>UNTIL Superpowers Database</SOURCE> <DEFINITION>(UNTIL Superpowers Database, page 164; Revised, page 141) This Adder allows the character to have the ability to perceive multiple perception points at once.</DEFINITION> </ADDER> <MODIFIER XMLID="PRECOGNITIONONLY" DISPLAY="Precognition/Retrocognition Only" BASECOST="-1" EXCLUSIVE="Yes" > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 94; Revised, page 142) This Limitation means that Clairsentience can only be used for Precognition or Postcognition, thus not being able to use the Power as normal Clairsentience.</DEFINITION> </MODIFIER> <MODIFIER XMLID="DREAMSONLY" DISPLAY="Only Through Dreams" BASECOST="-1" EXCLUSIVE="Yes" > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 94; Revised, page 142) Precognition or Retrocognition with this Limitation only provides visions to the character through dreams.</DEFINITION> </MODIFIER> <MODIFIER XMLID="TIMEMODIFIERS" DISPLAY="Time Modifiers" BASECOST="-.5" EXCLUSIVE="Yes" > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 94; Revised, page 142) Precognition or Retrocognition with this Limitation is harder to use over greater spans of time.</DEFINITION> </MODIFIER> <MODIFIER XMLID="ATTACKROLL" DISPLAY="Attack Roll Required" BASECOST="-.25" EXCLUSIVE="Yes" LVLCOST="5" LVLVAL="1" LEVELSTART="1"> <ADDER XMLID="PLUSONEHALFDIE" DISPLAY="+1/2 d6" BASECOST="5" EXCLUSIVE="Yes"> <EXCLUDES>PLUSONEPIP</EXCLUDES> <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> </ADDER> <ADDER XMLID="PLUSONEPIP" DISPLAY="+1 pip" BASECOST="3" EXCLUSIVE="Yes"> <EXCLUDES>PLUSONEHALFDIE</EXCLUDES> <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> </ADDER> > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 93; Revised, page 142) Clairsentience with this Limitation requires and Attack Roll against DCV 3 every time the character tries to place his perception point.</DEFINITION> </MODIFIER> <MODIFIER XMLID="BLACKOUT" DISPLAY="Blackout" BASECOST="-.5" EXCLUSIVE="Yes" > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 93; Revised, page 142) This Limitation signifies that the character cannot use his normal Senses while using his Clairsentience.</DEFINITION> </MODIFIER> <MODIFIER XMLID="ONLYTHROUGHOTHERS" DISPLAY="Only Through The Senses Of Others" BASECOST="-.5" EXCLUSIVE="Yes" > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 93; Revised, page 142) This form of Clairsentience uses the Senses of others to perceive through. In effect, the character must have another creature to use as his perception point.</DEFINITION> </MODIFIER> <MODIFIER XMLID="FIXEDPOINT" DISPLAY="Fixed Perception Point" BASECOST="-1" EXCLUSIVE="Yes" > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 94; Revised, page 142) Clairsentience with this Limitation has a fixed perception point defined when the power is purchased. The perception point cannot be changed thereafter.</DEFINITION> </MODIFIER> <MODIFIER XMLID="ONLYONE" DISPLAY="One Sense Only" BASECOST="-.25" EXCLUSIVE="Yes" > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 94; Revised, page 142) Clairsentience with this Limitation does not work with a Sense Group at its base level, but only a single Sense.</DEFINITION> </MODIFIER> <MODIFIER XMLID="VAGUEANDUNCLEAR" DISPLAY="Vague and Unclear" BASECOST="-.5" EXCLUSIVE="Yes" > <SOURCE>Hero System Fifth Edition Rule Book</SOURCE> <DEFINITION>(Hero System Fifth Edition Rule Book, page 94; Revised, page 142) Precognition or Retrocognition with this Limitation simulates an ability to foretell the future or uncover the past which is, at best, unreliable.</DEFINITION> </MODIFIER> </CLAIRSENTIENCE>
  17. Yes. I started with the manual. (RTFM) But clearly I am missing something, probably obvious. Starting at page 49.
  18. I have tried powers... and so far no luck. How to do powers?
  19. The NP Polaris is currently not working for Cognition. Will fix.
  20. This is a first pass at scale but it will be modified: Cosmic, Variable Power Pool, Cutter need work. SPD is 4 at 14-29, 4-5 at 23-26, 5-6 30-33, and 8-9 above that.
  21. A new version which includes cognition which the character does not know whether the action has happened, is happening now, or will happen. Hacker's Guide to Champions The four powers listed are variations on the same theme: cognition, precognition, retrocognition, and ergocognition all parties the same effect: a vision that relates to the characters sense of what happened at a particular point in time. The character does not know which point in time it is necessarily, only some sense of what happened for a brief instant. The effect is the same as mind control, mental illusions, telepathy, and other similar mental effects: first the player must hit the target and then rolls EGO against the target according to the dice of the power. The GM may wish to roll the dice himself out of the players vision, because there is some possibility of false information. What is different is that the character may not know the actual EGO, and it may be the universe, which for this purpose has an EGO value of 23, though this may be modified by the GM either up or down depending on how secret the cognition is meant to duplicate. Roll Under or equal to MD. False information Less the 1x EGO + MD No Information 1x EGO + MD. A glimpse which reveals a tiny piece of the puzzle. Example: the character tries to retrocognate a dead body and sees a scene but only gives a minor clue such as the murderers sex. 1x EGO +MD +10. A tangible clue: such as the means used to murder the victim or the time which the murder took place. 1x EGO +MD +20. A clue which gives a major detail. 1x EGO +MD +30. The full scene that lays bare the entire activity. If the target knows that he is being searched for then the GM may determine that the plus 10/20/30 can be xEGO. One of the most important requirements is to know whether the scene actually happened or might have happened. If it is the first case, then the player cannot change the scene without great difficulty such as time travel: the scene has actually happened as specified. If it is the second case then the character may prevent the scene by preventing some sequence from happening. In the first case the scene is known and therefore it can be used in things like deduction or other skill rolls or can be described to police officers and will eventually come to pass and therefore have been observed. In the second case the character has the option of preventing the scene from happening. The effect of cognition means that the character does not know whether the events are in the past, present, or future. The character may add more senses otherwise the GM determines what senses are triggered by the scene. Examples from comic book are Chapter 4 from Watchmen, and in movies the scene from Dr. Strange with Dormammu. From this one can see that the character may experience the vision as real, including taking body until the vision stops. The target may allow the character to get more of a vision in some circumstances, for example if the target has cognition as well. This power has a STOP next to it so that the GM may bar or limit the power. NPSuper.hdt
  22. Some alternate rules: 0. New Polaris .hdt are canonical. 1. ECs may contain powers that do not use END. Essentially, they are for powers manipulated by the same special effect and can be seen as such. 2. Hardening reduces both Armoring Piercing and Penetrating. 3. Psych Lims are encouraged. 4. Hunteds are discouraged. 1 is acceptable. Monitors can be freer. 5. Mental Defense may be place in Multi-powers.
  23. Some Templates - alpha version. More soon... Brick Blaster.hdc Martial Artist.hdc Mind Scan Mentalist.hdc Fast Brick.hdc Soft Brick.hdc Hard Brick.hdc Standard EP.hdc Heavy EP.hdc Brick.hdc
  24. I have done a 5e Hero System variant. The hdt base is available and I am working on starting character concepts such as Brick, Martial Brick, EP etc.
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