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Gandalf970

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  1. Like
    Gandalf970 got a reaction from DentArthurDent in The Jolrhos Player's Guide   
    Chris
         I am full on using your Field Guide, Fantasy Codex and Bestiary.  My players are loving it.  We are a group of old school players (youngest player being 52) and they are very much enjoying these books.  They are delving into the detail, the imagination of the spells and has brought a further immersion into the game.  They see monsters now that they have never seen so they are using skills, asking questions and roleplaying more.  
     
    Thank you so much.
     
    Cannot wait for the next thing to arrive.
  2. Like
    Gandalf970 got a reaction from Khymeria in The Jolrhos Player's Guide   
    I have both as well and love them!  Thank you for the great work.
  3. Like
    Gandalf970 got a reaction from Christopher R Taylor in The Jolrhos Player's Guide   
    I have both as well and love them!  Thank you for the great work.
  4. Like
    Gandalf970 got a reaction from Christopher R Taylor in The Jolrhos Player's Guide   
    Chris
         I am full on using your Field Guide, Fantasy Codex and Bestiary.  My players are loving it.  We are a group of old school players (youngest player being 52) and they are very much enjoying these books.  They are delving into the detail, the imagination of the spells and has brought a further immersion into the game.  They see monsters now that they have never seen so they are using skills, asking questions and roleplaying more.  
     
    Thank you so much.
     
    Cannot wait for the next thing to arrive.
  5. Thanks
    Gandalf970 reacted to archer in New Campaign Limitations   
    Offhand, the Mental caps look too high since you're going to often be working with NPC characters with a 2 or 3 DMCV versus a PC with a 6 OMCV (a 3 or 4 point gap) while your physical and energy combat is going to more often be a 1-2 point gap or completely even. But I'm not very experienced playing in 6th in Fantasy Hero, maybe that's perfect.
     
     
    The only real trap that I'd advise against is being married to the caps.
     
    If they don't seem to be working like you want them to work, try something else rather than keep trying to put a square peg into a round hole.
  6. Thanks
    Gandalf970 reacted to MrKinister in New Campaign Limitations   
    Caps are good. They help shape a character's capabilities when they first start, and won't let one character outshine another.
     
    However, in my games I remove the initial caps once the game starts and use a new set of caps that characters have to build to.
     
    I tend to think in terms of how "powerful" or how much "epic scope" I'd like the game to have.
     
    For example, this is how I think of combat competency among characters: a normal NPC will have a CV of 3, on the average, 2 if they are incompetent or just not focused on combat (not everybody is). A trained soldier may have +1 or +2 to their combat value. A veteran who keeps herself in shape might have +3 or +4. Where do your PCs fall into that range? Are they regular people? Are they heroic characters that outshine, outsmart, out-spell, and out-fight a common man?
     
    Based on this I see initial PC combat values between 6 to 9. Armor values I keep in the normal range, but add the possibility of extraordinary materials or enchantments, as usual. This often comes to between 3 to 8, sometimes higher. Damage is by weapons + skill + talent, plus enchantment where present, to a regular 5 to 9 DC. 
     
    And if these PC stats are the heroic level, what is the epic level? What is the demi-god level? And at what level should an antagonist be at to present a challenge to the PCs? (Especially if you are considering a solo opponent.)
     
    In my perspective, these fantasy characters, at 175 points (6th Ed.) are strong PCs, roughly the equivalent of 7th to 9th level characters in D&D.
     
    Of course, these are my preferences. You may not be running the same type of game I am. Your mileage may vary. I am merely presenting a different point of view to bounce your ideas off.
  7. Like
    Gandalf970 reacted to Christopher R Taylor in Limit Weapon Master   
    There are a few talents in Fantasy Hero and Champions which I suspect were added in because they mimic D&D feats, and the writers wanted to show how you'd do it in this game.  They are talents I do not like or want in my game (Weapon Master, Deadly Blow, etc).  They're DC cap breakers and unbalancers.
  8. Thanks
    Gandalf970 reacted to Lord Liaden in An Enemy in the Shadows   
    Hero Games contributing author, and our forum colleague, Dean Shomshak, created a supernatural "multiverse" for Hero's house settings, originally for the Champions line, but having been adapted to their fantasy and sci-fi lines. It's inspired by the Sephirothic Tree of Life, cosmology from Kabbalah. Dean also adapted another concept from Kabbalah, the Qliphoth, worlds which God created and discarded before He created our own. In Dean's interpretation the Qliphoth are like a distorted reflection or shadow of the Sephiroth, universes so ancient and decayed that they've become antithetical to life, matter, energy from our own. Yet these universes have also spawned their own forms of very alien "anti-life." Across Fourth, Fifth, and Sixth Edition books, we have game stats and descriptions for a score of these creatures, some intelligent in their own incomprehensible way. These are explicitly inspired by the creations of H.P. Lovecraft and his imitators, even up to analogues to his Great Old Ones, the "Kings of Edom." I guarantee that most of them will be unlike anything your players have ever encountered before. Most would be usable for fantasy games just by adjusting their numbers or modifying their stats a bit.
     
    However, for the kind of large-scale supernatural destruction you want, from that collection I recommend the Ravens of Dispersion (Harab Serapel in Hebrew), sometimes called "Ravens of Death." Here's an excerpt from their write-up in The Super Mage Bestiary for Fourth Edition:
     
    Thousands of universes ago, mighty Lords of Artifice crafted Times for mortals to live in, faceting each moment with care and stringing them into necklaces of hours, days, years, and ages. But with passage of eons, even conceptual entities can die. The Harab Serapel are ghosts of ghosts.

    By rights the Harab Serapel and their dimension, the Pale Cathedral, should have fallen to oblivion eons ago. The Ravens of Death, however, learned how to stave off that final plunge by stealing energy from other planes, pulling the other dimension a little closer to destruction in the process. Stealing small amounts of energy is easy, but each theft only sustains the Pale Cathedral for a short time. To gain whole ages of extra time, the Harab Serapel must pull entire worlds into oblivion — which they do. They have lost the power to create anything, so instead they create Nothing.
     
    Although the Harab Serapel have great power, even they cannot destroy an entire world all by themselves. They can, however, achieve such a feat with the help of other beings. Lesser qliphothic entities are the least of their pawns. Naïve inhabitants of the worlds that the Harab Serapel wish to destroy serve the Raven’s plans much better – or perhaps they simply appeal to some tiny remnant of a sense of humor. The Ravens of Death mentally search the Multiverse for sorcerers who are corrupt, insane, or foolish enough to call on the powers of the qliphothic planes. They teach such wizards through dreams and visions, increasing their power and madness until the mage can open a Gate to the Final Abyss. Unless such a Gate is closed quickly, it can expand out of control as the world’s energies pour away. The Harab Serapel make sure that the Gate does not close.

    A Harab Serapel looks like a human skeleton topped with a bird’s skull. Their obsidian wings wrap around them like the husks of dead, dried-out beetles. They mutter and squawk to themselves in querulous voices as they shuffle about the Pale Cathedral and conduct their deadly rituals.
     
    There's more about the Ravens in TSMB, including a full 4E character sheet, as well as about the Pale Cathedral. I'll attach their image from the book below, which includes a drawing of another creature from the Qliphoth, a Space-Eater. Should you wish it I can direct you to where game stats for the other creatures can be found, and/or summarize them here. There are also descriptions of two other dimensions of the Qliphoth besides the Pale Cathedral, should you wish your PCs to do a bit of dimension-hopping.
     

  9. Thanks
    Gandalf970 reacted to HeroGM in Armor Body Location Picture   
    http://davidwoolsey.com/asmrb/hitlocations.html
     
     

  10. Thanks
    Gandalf970 reacted to Scott Ruggels in Armor Body Location Picture   
    Hope this helps
     
     
  11. Like
    Gandalf970 reacted to archer in Armor Body Location Picture   
    I found this image. Don't know how useful it will be though....
     
     
     
  12. Thanks
    Gandalf970 reacted to Old Man in My Players Never Block   
    Late to the thread as usual...
     
    Block is an almost overpowered maneuver.  OP's players are fools. 
     
    Use Block when:
    Your SPD is lower than your opponent's. Your OCV is significantly higher than your DCV, especially if you're using levels and you don't want to (or can't) switch them. You're fighting one opponent. You have a large shield to block with. You have buddies who can kill your opponent for you. Use Dodge when:
    You have a significant DEX advantage. You're outnumbered. You're fighting ranged opponents. You have buddies who can kill your opponent for you.  
    The single most important tactic for both Block and Dodge is when the party is wolfpacking one or two large opponents.  To oversimplify, everyone reserves and waits to see who the bad guys attack, whoever gets attacked Blocks or Dodges, and whoever's left throws a haymaker.  This effectively raises everyone's DCV by 3 (if dodging).
     
    The other thing to remember is, if the opponent's OCV is known, how much of a statistical difference a Block or Dodge would make.  Dropping an opponent's to-hit from 17- to 14- reduces the likelihood of a hit by around 10%.  Dropping the to-hit from 12- to 9- reduces the likelihood of a hit by 35%.
     
    Blocking became so prevalent in our campaign that we had to ban 2pt. OCV levels, impose off-hand penalties to blocking with shields, and keep track of shield damage.  And wolfpacking is still a serious problem for large opponents, who eventually had to up their game with Sweep maneuvers.
     
     
  13. Like
    Gandalf970 reacted to steph in Limit Weapon Master   
    Personally, I have never granted Weapon Master in my sessions. I have always found talent a clone of DND. To simulate people skilled at weapons I stick to more, OCV, CSL or martial arts. 
     
     
     
  14. Like
    Gandalf970 reacted to Christopher R Taylor in Vitals hit location   
    People complain when using random hit locations that you hit the hands and arms a lot but... you should.  That should be primarily where you hit humanoid opponents, because that's stuff that's moving closest and at you.  Its pretty easy to hit the legs on most humanoids because they will tend to be planted on their legs, so they can't move them as much.  Honestly if anything the hit location penalties for a called shot are excessive.
     
    I guarantee you that if I wanted to touch you on the head, I could do it 9 times out of 10 unless you used a block maneuver to stop me (put an arm up, etc).  Now granted, its harder to hit someone in the head if you want to do any kind of damage, but still, the principle applies: its just not that hard to do so... if you don't care what they do to you.
     
    -8 to hit a head makes sense in a metagaming way: we don't want you to be able to hit the head very reliably; but it fails any sort of smell test in real life combat.  But then, in real life combat you have to rely on protecting yourself with blocking and dodging way more than Hero combat simulates as well.  Basically you're trying hard to not get hurt while looking for an opening in normal combat.
     
     
  15. Like
    Gandalf970 reacted to Duke Bushido in Vitals hit location   
    Well, I may _never_ find the finished ones (ended up making them for standing, left/right cover, waist-down cover, and prone, as well as targeting modifiers for ranged and hand-to-hand / melee (ranged pictured below)), but I _did_ find a rough draft of the one that I started from to make the others.
     
    I don't know if it will help anyone's idea juice get flowing, or even if anyone is remotely interested, but do take just a moment to note that my chart features a less-than-half-a-percent chance to randomly "nut-shot" an opponent.  That makes a _huge_ difference in keeping combat from devolving into a bunch of stale and immature jokes....
     
     
     
     
    This was the rough draft from which I based all the others.
     
    If you had a character with a tail, then ask if it was "leg-sized" or "arm sized."  If it was leg-sized, any roll to location 5 you rolled a d3 instead of a d2; on a 3, you got hit in the tail.  If it was arm-sized, repeat that d3 roll on location 4.
     
    If you had wings, make a d3 location check on location 11-12 for large wings; location 12 for smaller wings. 
     
    If you were being attacked from behind, then make a "tail check" on all locations 4-7 for a "leg sized" tail; all locations 3-5 for a small one.
     
    Large wings (from behind)  meant make a wing check on all locations 10-12, and small wings got checked on locations 11-12.
    Note that, for sci-fi games (we never used hit locations in Supers games.  It just felt wrong), a "wing hit" could result in a hit to mechanical wings instead of the character.  Still, that's bad news in itself. 
     
    Enough about that, though:
     
    As I said, it's based (roughly) on the rule of 9s, and weighted for sensible shooting.  I split arms and legs into multiple locations because in our Heroic games, we do tend to use sectional armor quite a bit, and this eliminated the need for an "activation roll" type mechanic, particularly when said roll might allow an armored gauntlet to repeatedly defend a foot.  Characters are clearly far more flexible than I would have thought.    Also, as there is only about 55 percent _total_ to the rule of nines, and because of probability distribution with the dice, splitting those locations-- and making "vitals" a non-specific area of "something really important"-- and most importantly, by making the groin an actual location _separate_ from the vitals-- helped to reconcile things.  "Vitals" on this chart represent things generally found in the torso, like the lungs, the liver, the spleen, the heart, and the kidneys.  The groin is now the groin, and "low blow" has one hell of a steep modifier.    
     
    STUN multipliers were based on researching self-reported pain levels from various types of injury;  BODY multipliers were based on difficulty of treatment for certain kinds of wounds, the ability to field-treat certain types of wounds, and the final prognosis (including healing time) for the majority of serious injuries to the relevant parts of the body, with weight to the "original values" as printed in the original Fantasy HERO.
     
    OCV modifiers were based roughly (very) on the rule of nines, and weighted toward their original values as given in Fantasy HERO _and_ just how often I wanted to hear players shout "I'm totally aiming for his grapes!"  Then I dropped it back down to a _slightly_ possible -9 (one lower than the requirement for a "critical hit" in our fantasy games at the time), because there may one day come a legitimate reason to have to aim for the grapes.
     
    Feedback welcomed, so long as you understand that this was the rough draft of something that got (slightly) more refined, and that I'm probably not going to defend it particularly hard, because I don't expect it to work for a single soul outside of our group.
     
  16. Like
    Gandalf970 reacted to Duke Bushido in Vitals hit location   
    I'll have to dig it up; we haven't used hit locations in _years_, but when last we did, I had re-done a hit location based on the Rule of Nines.
     
    For those unfamiliar with the Rule of Nines, is a tool for quick-and-dirty triage assessment to determine the extent of tissue damage for burn victims.
     

     
     
     
    Using this chart (well, a different one, but mathematically, they're all the same) and the actual probabilities of any given number on 3d6, I came up with something we liked a bit better, and used routinely, but honestly, we just got _bored_ with the Hit Location mechanic, period.  In addition to slowing down an already fairly ponderous combat system, it made things generally more grisly than we care for.
     
     
     
    Edit to add:
     
    Obviously, it wasn't just completely random.  I had weighted it a bit to lean more toward the chest / torso area (center of mass and what any reasonably practiced person would be aiming for, at least at range) and the head.  That entire "roughly twenty percent of your strikes will hit the groin" thing was just nonsense unless you're fighting Bobby Hill. )
     
     
  17. Like
    Gandalf970 reacted to HeroGM in Gun Strength => Sword   
    Gun muscle. Now my brain works as I go back to the cold
  18. Like
    Gandalf970 got a reaction from bluesguy in Grimoire Arcanium   
    I am in, thank you for this.  It will be a great addition to my Grimoire, haha get it!😝
  19. Like
    Gandalf970 reacted to C-Note in Ultimate Base Sheet   
    No manual Base sheets that I know of.  There is a Hero Designer export format for Bases posted here (Text export only):
     
    https://www.herogames.com/files/file/92-txt-6e-straight-text-bases-gorden-feiner/
     
    Posted by someone named Spence.
  20. Like
    Gandalf970 reacted to Spence in Ultimate Base Sheet   
    When the Hero switched to a new host and software a few years ago, some of us pulled material from the old site and uploaded it here so it wouldn't be lost.  That is probably one of them.  I can't remember what all was moved.
  21. Like
    Gandalf970 got a reaction from Christopher R Taylor in Western Hero 6th edition   
    I can't wait for some rootin tootin cowboy action.  Consider this a purchase for me
  22. Thanks
    Gandalf970 got a reaction from Amorkca in Doing a two shot adventure, need some help.   
    So the two shot went off and it was epic.  I have never run Hero with firearms so it was a little slow, but it didn't take long for it to get crazy.  The soldiers were on R&R at a Juarez off-track dog betting parlor.  They were partying and getting into pushing and shoving matches.  During the night they popped a pill and next they know blackout.  They woke up and everyone was dead, there was blood all over their hands and defensive wounds on their arms.
     
    The smell was getting bad, indicating they had been here for a few days and when they heard sirens.  Then this man with tatoo's all over his face comes walking in the back door.  During this time the party starts searching the room looking for weapons and finds a prescription bottle on one of the dead men and a strange religious symbol on all the dead men.  Then all hell broke loose as the ninja's jumped down from the ceiling.  They used their commando training to fight off the ninjas and the tattooed man threw a stun grenade.
     
    The tattooed man explains that a Deacon had tipped the men off to unusual activity in and out of the church's private cemetery.  As they enter the church they find deacon dead with a throwing dagger in his throat, actually a perfect shot.  Then a black armored assassin with katanas jumps down and kicks the snot out of the party.  Only due to the luck of one player and the church getting riddled with bullets they stumble down some stairs.  They escape to the mausoleum and find a secret door, there is also a computer panel which they shoot instead of using.
     
    They get found out from above and have a fire fight with the soldiers friends they killed in the off-track betting parlor.  They bust into the secret door which has an elevator and leads four stories into the ground.  They sneak in and knock out two guards who are wearing red masks.  In the hold underneath is a huge drug lab and distribution center.  They remember the pill bottle and put two and two together.  They actually use a computer and find these to be legal drugs, but luck (3 6's) once again comes through and they find two different pills.  A black light in a drawer show's them the truth.
     
    These they deduce are knock out pills so they take a bunch out of the bottles.  This is huge so they believe they are being used to capture sex slaves (no idea where Socrates and Plato came up with this).  With these pills in hand they hear some noise and see soldiers.  They sneak out and decide to liquify the pills to be used on the enemy!  They spend a week doing this and beat up some Mexican Pharmacists to make this happen.  
     
    With this bold belief that they can knockout their enemy, they put the formula into smoke grenades and find out about where the assassin and ninja fortress is.  They sneak in and throw the grenades into the compound and are amazed at how the ninjas find them exactly and shoot them up easily.  The pills when taken together cause the next action to be perfect thus, perfect perception, stealth and aiming.  After binding the party the side effects kick in and the party get's to watch the blood rage of the ninja's kill each other.
     
    On one of the log's they seen names for a local police investigator and the local alderman in Juarez.  They are pretty pissed and go hunting down the local police investigator.  After some shoot ups and running on roof tops (one player fell through a roof into a cock-fight and placed a bet before leaving) they capture the cop.  They cop is fat, sweaty and out of breath and he tells them about the Lady Alderman.  As they are walking out he pops two pills and the turn and shoot him thinking they were the pills.  Turns out it was heart medicine, they got a chuckle out of that as they are a little paranoid.
     
    The final fight is on a hill in a decrepit old stone building.  The Lady Alderman is waiting with some ninjas and a fight ensues, they miss a luck roll and are pretty beat up.  They remember they have one grenade left and let it go on themselves and kill the Lady Alderman.  They then turn into rage monsters and attack each other.  They are happy about this as they have been poking at each other the whole night about who is better (I made them exactly the same characters).  So they fight it out and one kills the other, but due to the rage after they die they turn into zombies and he rises and kills the one that killed him.
     
    The end.  I had so much fun with this and really appreciate all the help.  I told the party that this forum created the adventure and they want to do it again.   I will start something soon, but thank you so much.
     
     
     
     
  23. Like
    Gandalf970 got a reaction from Scott Ruggels in Doing a two shot adventure, need some help.   
    So the two shot went off and it was epic.  I have never run Hero with firearms so it was a little slow, but it didn't take long for it to get crazy.  The soldiers were on R&R at a Juarez off-track dog betting parlor.  They were partying and getting into pushing and shoving matches.  During the night they popped a pill and next they know blackout.  They woke up and everyone was dead, there was blood all over their hands and defensive wounds on their arms.
     
    The smell was getting bad, indicating they had been here for a few days and when they heard sirens.  Then this man with tatoo's all over his face comes walking in the back door.  During this time the party starts searching the room looking for weapons and finds a prescription bottle on one of the dead men and a strange religious symbol on all the dead men.  Then all hell broke loose as the ninja's jumped down from the ceiling.  They used their commando training to fight off the ninjas and the tattooed man threw a stun grenade.
     
    The tattooed man explains that a Deacon had tipped the men off to unusual activity in and out of the church's private cemetery.  As they enter the church they find deacon dead with a throwing dagger in his throat, actually a perfect shot.  Then a black armored assassin with katanas jumps down and kicks the snot out of the party.  Only due to the luck of one player and the church getting riddled with bullets they stumble down some stairs.  They escape to the mausoleum and find a secret door, there is also a computer panel which they shoot instead of using.
     
    They get found out from above and have a fire fight with the soldiers friends they killed in the off-track betting parlor.  They bust into the secret door which has an elevator and leads four stories into the ground.  They sneak in and knock out two guards who are wearing red masks.  In the hold underneath is a huge drug lab and distribution center.  They remember the pill bottle and put two and two together.  They actually use a computer and find these to be legal drugs, but luck (3 6's) once again comes through and they find two different pills.  A black light in a drawer show's them the truth.
     
    These they deduce are knock out pills so they take a bunch out of the bottles.  This is huge so they believe they are being used to capture sex slaves (no idea where Socrates and Plato came up with this).  With these pills in hand they hear some noise and see soldiers.  They sneak out and decide to liquify the pills to be used on the enemy!  They spend a week doing this and beat up some Mexican Pharmacists to make this happen.  
     
    With this bold belief that they can knockout their enemy, they put the formula into smoke grenades and find out about where the assassin and ninja fortress is.  They sneak in and throw the grenades into the compound and are amazed at how the ninjas find them exactly and shoot them up easily.  The pills when taken together cause the next action to be perfect thus, perfect perception, stealth and aiming.  After binding the party the side effects kick in and the party get's to watch the blood rage of the ninja's kill each other.
     
    On one of the log's they seen names for a local police investigator and the local alderman in Juarez.  They are pretty pissed and go hunting down the local police investigator.  After some shoot ups and running on roof tops (one player fell through a roof into a cock-fight and placed a bet before leaving) they capture the cop.  They cop is fat, sweaty and out of breath and he tells them about the Lady Alderman.  As they are walking out he pops two pills and the turn and shoot him thinking they were the pills.  Turns out it was heart medicine, they got a chuckle out of that as they are a little paranoid.
     
    The final fight is on a hill in a decrepit old stone building.  The Lady Alderman is waiting with some ninjas and a fight ensues, they miss a luck roll and are pretty beat up.  They remember they have one grenade left and let it go on themselves and kill the Lady Alderman.  They then turn into rage monsters and attack each other.  They are happy about this as they have been poking at each other the whole night about who is better (I made them exactly the same characters).  So they fight it out and one kills the other, but due to the rage after they die they turn into zombies and he rises and kills the one that killed him.
     
    The end.  I had so much fun with this and really appreciate all the help.  I told the party that this forum created the adventure and they want to do it again.   I will start something soon, but thank you so much.
     
     
     
     
  24. Thanks
    Gandalf970 got a reaction from Duke Bushido in Doing a two shot adventure, need some help.   
    So the two shot went off and it was epic.  I have never run Hero with firearms so it was a little slow, but it didn't take long for it to get crazy.  The soldiers were on R&R at a Juarez off-track dog betting parlor.  They were partying and getting into pushing and shoving matches.  During the night they popped a pill and next they know blackout.  They woke up and everyone was dead, there was blood all over their hands and defensive wounds on their arms.
     
    The smell was getting bad, indicating they had been here for a few days and when they heard sirens.  Then this man with tatoo's all over his face comes walking in the back door.  During this time the party starts searching the room looking for weapons and finds a prescription bottle on one of the dead men and a strange religious symbol on all the dead men.  Then all hell broke loose as the ninja's jumped down from the ceiling.  They used their commando training to fight off the ninjas and the tattooed man threw a stun grenade.
     
    The tattooed man explains that a Deacon had tipped the men off to unusual activity in and out of the church's private cemetery.  As they enter the church they find deacon dead with a throwing dagger in his throat, actually a perfect shot.  Then a black armored assassin with katanas jumps down and kicks the snot out of the party.  Only due to the luck of one player and the church getting riddled with bullets they stumble down some stairs.  They escape to the mausoleum and find a secret door, there is also a computer panel which they shoot instead of using.
     
    They get found out from above and have a fire fight with the soldiers friends they killed in the off-track betting parlor.  They bust into the secret door which has an elevator and leads four stories into the ground.  They sneak in and knock out two guards who are wearing red masks.  In the hold underneath is a huge drug lab and distribution center.  They remember the pill bottle and put two and two together.  They actually use a computer and find these to be legal drugs, but luck (3 6's) once again comes through and they find two different pills.  A black light in a drawer show's them the truth.
     
    These they deduce are knock out pills so they take a bunch out of the bottles.  This is huge so they believe they are being used to capture sex slaves (no idea where Socrates and Plato came up with this).  With these pills in hand they hear some noise and see soldiers.  They sneak out and decide to liquify the pills to be used on the enemy!  They spend a week doing this and beat up some Mexican Pharmacists to make this happen.  
     
    With this bold belief that they can knockout their enemy, they put the formula into smoke grenades and find out about where the assassin and ninja fortress is.  They sneak in and throw the grenades into the compound and are amazed at how the ninjas find them exactly and shoot them up easily.  The pills when taken together cause the next action to be perfect thus, perfect perception, stealth and aiming.  After binding the party the side effects kick in and the party get's to watch the blood rage of the ninja's kill each other.
     
    On one of the log's they seen names for a local police investigator and the local alderman in Juarez.  They are pretty pissed and go hunting down the local police investigator.  After some shoot ups and running on roof tops (one player fell through a roof into a cock-fight and placed a bet before leaving) they capture the cop.  They cop is fat, sweaty and out of breath and he tells them about the Lady Alderman.  As they are walking out he pops two pills and the turn and shoot him thinking they were the pills.  Turns out it was heart medicine, they got a chuckle out of that as they are a little paranoid.
     
    The final fight is on a hill in a decrepit old stone building.  The Lady Alderman is waiting with some ninjas and a fight ensues, they miss a luck roll and are pretty beat up.  They remember they have one grenade left and let it go on themselves and kill the Lady Alderman.  They then turn into rage monsters and attack each other.  They are happy about this as they have been poking at each other the whole night about who is better (I made them exactly the same characters).  So they fight it out and one kills the other, but due to the rage after they die they turn into zombies and he rises and kills the one that killed him.
     
    The end.  I had so much fun with this and really appreciate all the help.  I told the party that this forum created the adventure and they want to do it again.   I will start something soon, but thank you so much.
     
     
     
     
  25. Like
    Gandalf970 got a reaction from Cancer in Doing a two shot adventure, need some help.   
    So the two shot went off and it was epic.  I have never run Hero with firearms so it was a little slow, but it didn't take long for it to get crazy.  The soldiers were on R&R at a Juarez off-track dog betting parlor.  They were partying and getting into pushing and shoving matches.  During the night they popped a pill and next they know blackout.  They woke up and everyone was dead, there was blood all over their hands and defensive wounds on their arms.
     
    The smell was getting bad, indicating they had been here for a few days and when they heard sirens.  Then this man with tatoo's all over his face comes walking in the back door.  During this time the party starts searching the room looking for weapons and finds a prescription bottle on one of the dead men and a strange religious symbol on all the dead men.  Then all hell broke loose as the ninja's jumped down from the ceiling.  They used their commando training to fight off the ninjas and the tattooed man threw a stun grenade.
     
    The tattooed man explains that a Deacon had tipped the men off to unusual activity in and out of the church's private cemetery.  As they enter the church they find deacon dead with a throwing dagger in his throat, actually a perfect shot.  Then a black armored assassin with katanas jumps down and kicks the snot out of the party.  Only due to the luck of one player and the church getting riddled with bullets they stumble down some stairs.  They escape to the mausoleum and find a secret door, there is also a computer panel which they shoot instead of using.
     
    They get found out from above and have a fire fight with the soldiers friends they killed in the off-track betting parlor.  They bust into the secret door which has an elevator and leads four stories into the ground.  They sneak in and knock out two guards who are wearing red masks.  In the hold underneath is a huge drug lab and distribution center.  They remember the pill bottle and put two and two together.  They actually use a computer and find these to be legal drugs, but luck (3 6's) once again comes through and they find two different pills.  A black light in a drawer show's them the truth.
     
    These they deduce are knock out pills so they take a bunch out of the bottles.  This is huge so they believe they are being used to capture sex slaves (no idea where Socrates and Plato came up with this).  With these pills in hand they hear some noise and see soldiers.  They sneak out and decide to liquify the pills to be used on the enemy!  They spend a week doing this and beat up some Mexican Pharmacists to make this happen.  
     
    With this bold belief that they can knockout their enemy, they put the formula into smoke grenades and find out about where the assassin and ninja fortress is.  They sneak in and throw the grenades into the compound and are amazed at how the ninjas find them exactly and shoot them up easily.  The pills when taken together cause the next action to be perfect thus, perfect perception, stealth and aiming.  After binding the party the side effects kick in and the party get's to watch the blood rage of the ninja's kill each other.
     
    On one of the log's they seen names for a local police investigator and the local alderman in Juarez.  They are pretty pissed and go hunting down the local police investigator.  After some shoot ups and running on roof tops (one player fell through a roof into a cock-fight and placed a bet before leaving) they capture the cop.  They cop is fat, sweaty and out of breath and he tells them about the Lady Alderman.  As they are walking out he pops two pills and the turn and shoot him thinking they were the pills.  Turns out it was heart medicine, they got a chuckle out of that as they are a little paranoid.
     
    The final fight is on a hill in a decrepit old stone building.  The Lady Alderman is waiting with some ninjas and a fight ensues, they miss a luck roll and are pretty beat up.  They remember they have one grenade left and let it go on themselves and kill the Lady Alderman.  They then turn into rage monsters and attack each other.  They are happy about this as they have been poking at each other the whole night about who is better (I made them exactly the same characters).  So they fight it out and one kills the other, but due to the rage after they die they turn into zombies and he rises and kills the one that killed him.
     
    The end.  I had so much fun with this and really appreciate all the help.  I told the party that this forum created the adventure and they want to do it again.   I will start something soon, but thank you so much.
     
     
     
     
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