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Yesman

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Everything posted by Yesman

  1. Re: Tales Of The Gold Monkey Yes! and Yes! very good show.
  2. Re: Length of a summon I'm pretty sure that the tasks/EGO thing was presented as an optional/alternate way of handling Summon's with varying degrees of amicability, nothing to get worked up about..
  3. Re: Hitler in a jar ...and Hitler's brain-in-a-jar wages an eternal war with Jefferson's brain-in-a-jar...
  4. Re: Torg HERO Drama deck: here's a Hero interpretation of the masterbook's deck from an old game I ran..: Card Play Each game session a character starts with 3 cards. Leftover cards go back into the deck at the end of every game. The Hand vs. The Pool The card "hand" and the card "pool" are mentioned several times. It is a major part of the Masterbook Card system, and is explained here in terms of use in the HERO Wounded Lion campaign. It encourages action during combat turns, plus dynamic interaction between players. Non-dramatic Rounds Whenever player characters are not in dramatic rounds (usually phase-by-phase combat), the cards are in the player's hand. The cards can be played at any time simply by throwing them into the discard pile and applying their bonuses or effects. Any number of cards may be played in this manner, as long as only one card is applied to any given action or effect. For example, an action card is played on the casting roll of a healing spell and an effect card is played on the amount of damage. When a great length of time passes in game, such as a weeks time while traveling from one city to another in which not a lot of action happens, cards may be traded between players on a one-for-one basis only. No player may give or receive a card without receiving or giving an equal number of cards. Dramatic Rounds Most of the time, characters are "out" of dramatic rounds during an adventure. A dramatic round is any time period where something very important to the adventure is happening - or, at least, something very intense. Whenever fighting breaks out in an adventure, the characters are automatically "in" rounds. Sometimes, the gamemaster will put the characters "in" dramatic rounds when the tension of the adventure has grown to a peak, or when something time-critical is happening. Once the action of the adventure enters a dramatic round sequence - always during combat, but sometimes during tense interaction or critical skill resolution as well - the players can isolate one card out of the hand into a "pool". This happens before any actions on the first seg. 12. of the first turn. (i.e. before anybody does anything). At this point, players cannot play any of their cards until they have been put into the player's card pool. How this works is simple. When the action first enters dramatic rounds, a player may place one card face up into his pool (on the table in front of him). At this point, all the players and the gamemaster can see the card. When a character has a phase come up, he has the choice of either playing a card from his pool or adding another card from his hand to his pool. Only after the player has placed the card into his pool, can he then use it on an action. Some cards will allow character's to play out of phase, when that happens the use of the card counts as the character's next card phase. (kind of like aborting….). Use of leadership or rally cards, and how they affect play during dramatic rounds, are discussed in other areas of the text. During dramatic rounds, there is no limit to the number of cards a player may have in his hand or pool. Playing for the Critical Moment This is an exception to the "in dramatic rounds" hand vs. pool rule. During a crisis situation while in dramatic rounds, a player may announce he is "playing for the critical moment" and play all his cards in that phase. He must discard any cards he does not want to play - at the end of the round, the player has no more cards. When a character plays for a critical moment, he can only obtain new cards through the use of the leadership and rally cards. In addition, a character may play for only one critical moment per game session. The Card Deck Enhancement Cards Enhancement cards follow the normal “hand†and “pool†rules of card play. Enhancement cards offer bonuses to a character’s action or hinder those of an opponent. Action Cards By playing an action card, the player can add +1 to all skills and Attribute rolls for that phase (second of action in combat). This includes Attribute rolls, Activation rolls, Skill rolls, Combat Levels, etc. Outside of combat, the action card can only be used to modify one action, or all the actions that are part of a multi-action (such as a coordinated action amongst multiple characters). Adrenaline Cards These cards add +3 to any single Strength, Dexterity, Constitution, Body, attack or physical skill. May also be played for 3 extra dice of effect for Strength rolls. When playing the card, the player must state which Attribute or skill roll he wishes to affect. Breakthrough Using the breakthrough card, the player can add +3 to any single skill roll that the character has at either No Skill (6 or less), or Familiarity (8 or less). Claim The player who throws the claim card may take the top card on the Action card discard pile in exchange for this one. The top card then goes into the player's hand. No card may be claimed more than once. Double Cross A character that wishes to betray his party or one of his party members may play the double cross card to add +6 to any one action. The action should be taken to the detriment of another player character, and the player using the card must state what single value he wishes to affect when he plays the card. Unlike other cards, the double cross card does not have to be played into the pool during combat – it can be played directly from the player's hand at any time. Drama This card maybe spent to duplicate the effects of 2 successes with the Luck advantage. A character with luck may roll thier luck and add extra successes to the 2 given with the card. Effect This card can be played to add a 10 point Aid to any one ability or power. The effect in question must be declared upon throwing the card. The card must be played before the results of the action have been interpreted. Haste Play this card on a phase that you do not have an action. You act on that phase. You do not get a card action on that phase, and playing the Haste card counts as the card action from your next legitimate phase. Hero When this card can be played, the character may choose from any one of the following effects for that round. 1. Turn a critical failure into a normal failure. The card may be played after the dice are rolled. 2. Turn a critical hit against the character into a normal hit. 3. Use a single ability at no End. Cost. 4. Gain a damage bonus of +1 DC, that may exceed weapon caps. 5. 4 Penalty Skill Levels that may be divided as the player wishes against any applicable penalties. 6. Gain +3 DCV against a single attack. 7. 2d6 Simplified Healing. Idea When a player throws this card, he may ask a somewhat specific question of the GM regarding the development of the storyline, and the gamemaster should provide related hints that help the players move the plot along. The GM has sole judgement over what hints are appropriate. The hints should be acquired in some way through the storyline, like previously unmentioned contacts, or a relation to the story previously unexplored. Leadership By using leadership, the player who throws this card may play up to two cards (total) into one or two other players' pools and/or draw two cards into his hand from the Action Deck. These cards can be given from the character's hand, his pool, or a combination of both. To play the leadership card you have to be leading in some way, either by blatantly giving orders, or helping another in a mentor like capacity; also they have to be following your orders, or at least attempting to heed your wishes. The cards are handed over after the person being “led†begins to act in a “led†fashion, not when leadership is offered. Opponent Fails After an opponent or enemy has completed an action against the cardholder's character, this card may be played to cancel the effects entirely. The action then fails, and play continues. This card may not be played to cancel an action that is not directed at least partially at the cardholder. The gamemaster has sole judgement over when this card can be played and how it works into the story Presence These cards add +3 to any single social skill or reaction roll (including animal handling), or 3d6 to a presence attack. When playing the card, the player must state which skill or Attribute he wishes to affect. The card can only modify one number value per play. Rally When a character plays the rally card, all players (including the one who played the card) may draw one card each into their pools. Rally has a strict roleplaying aspect that must be adhered to, to play this card you have to be doing something to organize, direct, incite, or boost morale to your comrades, and they have to respond to your efforts (at least as a majority). Example: Using this card after a dramatic or heroic action or after issuing an inspiring speech. The card could also be play by a character on the round following an appropriate (GM’s discretion) use of the hero card or even by another character in the same round if they can follow up the action in an appropriate manner. Regrouping after a rough combat is also an effective use of the card. Second Chance Playing this card allows the character to re-roll a die roll of any kind. Skill, Combat, Damage, Hit Loc, Presence, Luck, whatever… Seize Initiative By playing this card, the player may immediately interrupt the normal initiative order and act earlier in a dramatic round then normal. This card may be played at anytime before the character’s normal initiative, in a phase that he acts. The character’s place in the initiative will be moved to be the first character in the current order for the duration of the conflict. If the card is played after the first person in the initiative order has acted, the character immediatley acts (even interrupting another action), then reverts to the first place in subsequent phases. Outside of combat this card allows a free phase of activity that can only be used for movement related actions. Supporter To play the supporter card, the character must be trying to help someone else - but no action need be attempted or used in this support. This card may be played at any time by another character, but counts as his next card action (using a card or playing one to his pool). The "help" should be described in roleplaying terms as the card is being thrown, the “help†must also be helpful; shouting a helpful suggestion isn’t supporting if the advice is ignored, bad advice, or isn’t providing any real help (i.e. yelling “duck†when someone is already ducking or obviously intends to duck isn’t a great boon). It adds an automatic +3 to any one of other character's actions during the same round – but must be thrown as the other character is performing the action. Example: Yelling “swing low, he has problems defending his legs†if the opponent in question has been hit low before, for the +3 to attack. Declaring that you jostle the opponent during an attack could be worth the bonus to hit or to the ally’s defense, provided you’re in a position to do so. Willpower These cards add +3 to any single Intelligence, Ego, Perception, or mental skill roll. When playing the card, the player must state which Attribute or skill total he wishes to affect. May also be played for 3 extra dice of effect for Ego rolls. The card can only modify one number value per play. Subplot Cards Sub plot cards do not have to be played to a character’s pool to be used. Most subplot cards are played face up when they are drawn. The gamemaster may claim the card at anytime to activate it or the player may suggest a use to the GM. The campaign and martyr cards are exceptions to this and may be played directly from the player’s hand Alertness When this card is placed face up in front of a player's character, that person has a special "sixth sense" outside of all other rules and roleplaying situations that will help him to spot a previously unseen item, character, or clue selected by the gamemaster. It is normally used to allow a character to spot something he missed before or something that is important to the adventure. Campaign This card can be used to make another subplot permanent. The subplot must be one that could be made permanent – such as nemesis, romance, or personal stake (not alertness) – and the use of the card must be approved by the gamemaster. The "permanency" of the subplot is only as long as the gamemaster decides it is fun – or until the player character takes steps toward ending it. Unlike other subplot cards, the campaign card can be held in the player's hand until an appropriate subplot comes up. It does count as a card in the character's hand until it is played, and the gamemaster may reject the permanent subplot. When used in this manner, the character receives another card. Common Ground When a character has this subplot in effect, the gamemaster uses it to establish a common relationship between that character and an otherwise alien or strange person, environment, or culture. Connection Played face up, this card means that, sometime during the adventure, the gamemaster will introduce a gamemaster character (or characters) that will help the player character in some way. Martyr A "last-ditch effort' card. When played the character sacrifices his life to perform some gamemaster-designated (and usually heroic/normally impossible) action. The martyr card should be used selectively. It means killing off a character in a high profile, exciting way. The player shouldn't do it if he doesn't want to, and the gamemaster should let the player know if there is likely to be some heroic/exciting way the character can die. Unlike other subplot cards, the martyr card can be held in the player's hand until an appropriate action comes up. Mistaken Identity According to this subplot, either the character becomes convinced that someone he meets is someone else (intentionally or unintentionally) or the character is mistaken for another person. At the end of an adventure, the character may be awarded bonus character points (if the subplot is played in an interesting manner). Nemesis Someone the character meets during the adventure (or interacts with, or who is hanging around) has or develops a grudge against the character - of dangerous intensity. At the end of the adventure, the character may be awarded bonus character points (if the subplot is played in an interesting manner). Personal Stake This makes a mission, situation, or occurrence much more personal for the character. Somehow, possibly through the characters background, or even through situations arising at the moment, the character has more riding on the adventure than anybody else does. If the player roleplays this personal stake, acting in accordance to the situation, the character may be awarded bonus character points at the end of the adventure, depending on how well he does. Romance The character attracts a romantic interest and must roleplay the situation. This does not mean the character has to "fall in love" – love might not even be the issue. But, there must be roleplaying involved in the acceptance, rejection, or combination of the two. If the player roleplays the situation, at the end of the adventure, the character may receive bonus character points – depending on whether the gamemaster feels the player roleplayed adequately. Suspicion The character that plays this subplot card will be "under a cloud of suspicion" sometime during the adventure. Some gamemaster character, or characters, will suspect that the character is not who he seems. If the player roleplays the situation, at the end of the adventure, the character may receive bonus character points – depending on whether the gamemaster feels the player roleplayed adequately. Picture Cards Also known as the jokers, the picture cards are special cards that can be used in several ways. When a character is dealt a particular picture card, it has the results described below. The 'Wild' Card When a character gets the wild card, he can look use the card as any card in the deck except another picture card. In addition, the character does not have to decide what card the wild card will be until he needs it. The 'Interloper' Card When a character is given this card, it must be played face up as if it were a subplot (red) card. Sometime during the adventure (hopefully soon, but the timing is up to the gamemaster), a "third party" should show up. The third party might show up to help the player characters, the gamemaster characters, or to pursue their own interests. When they show up, the card is discarded, and they act normally. The Disaster Card When a character draws this card, something really bad happens – not necessarily to the character, but in general. If this card comes up outside of combat or in a situation where it is unlikely something bad would happen, then the player should put it in front of him and draw another card (as if it were a subplot card). When the gamemaster can work the disaster in, the card is discarded and something bad happens. The "Opportunity" Card This card is somewhat the reverse of the disaster card. When it is drawn, the player puts the card into his hand and works it into his pool as if it were an enhancement card. When the player wants, and when the card pool rules allow, he can throw the card and receive an opportunity. The best description is that the card is a thematic cross between an idea card and a breakthrough card. The bounds of the opportunity should be up to the gamemaster, but the actual execution depends on the player and the character. The General Cards These cards are considered "setting specific." For Wounded Lion campaign, they have the following specific meanings. The “Cube†card is the Past card. The “Spiral†card is the Spirit World card. These cards are played like any other Subplot Card. •Past Card: This card represents some aspect of the past (either from the character’s background or from events that have developed during play) that has returned to haunt him. Enemies begin to plot against him, old loves return seeking his help, or subplots made permanent with the campaign card flare up again. The events may not come into play immediately, but the gamemaster should start to work in connections to the character’s past over the next few game sessions. •Spirit World Card: Crazy shit of a magical bent.
  5. hello, The GM for a Roman based fantasy game I'm playing in asked me to make up a martial art for the roman soldiery. My initial thoughts were that skill levels would serve better for common soldier training, but he seemed pretty keen on the MA idea. I wrote up an Armatura style based on what little I could find. I'm not the most knowlegable person on the Roman military, or for that matter the Hero MA system so any helpful advice is welcome.. [u][b]Armatura[/b][/u] [b]Cost Martial Arts Maneuver[/b] 1 Weapon Element: Blades, Shields 1 Extra Weapon Element: Spears 3 Thrust: 1/2 Phase, +0 OCV, +1 DCV, Weapon Strike +2 DC [Notes: From shield wall +1 DCV per side "covered" by an ally up to +2] 4 Shield Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort [Notes: Only with Shields. Shield adds it's DCV to OCV.] 4 Return Strike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block 4 Hold: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to resist Shove; Block, Abort 4 Push: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove [Notes: Only with Shields] 3 Defensive Turn: 1/2 Phase, +0 OCV, +3 DCV, +5 STR to resist Disarm, Bind, Grab Weapon; Dodge, Abort [b]Martial Arts Cost:[/b] 24 [b]Cost Skill[/b] 2 WF: Blades, Polearms and Spears 2 PS: Soldier 11- 2 KS: Armatura Training 11- 1 Fast Draw 8- 1 Tactics 8- 3 Teamwork 11- [b]Skills Cost:[/b] 11 [b] Total Cost: 35[/b] edited to change a manuever name
  6. Re: Adding DC to weapons I totally ignore having advantages change the rate that strength adds DCs. In a Heroic level game, I don't see much need for it.
  7. Re: Fantasy HERO Recommended Films that page was torn from the book, fracturing the whole and plunging the world into imbalance.
  8. Re: Temporarily enchanting an item Does this thread re-size anyone else's browser windows?
  9. Re: Putting extra "oomph" into a spell I've never had any problems letting mages push per the normal pushing rules.
  10. Yesman

    hit location

    Re: hit location started without it, then phased it in as elective, then made it mandatory.
  11. Re: Monty Haul DnD vets: need your help for NPC villain team You need to have that one very low level character, who just joined the group, and is waiting to level up off of the exploits of the established party... have him just wait in the back and cower, or maybe make a pot-shot or two with his hand-me-down magical weapons.
  12. Re: Firefly HERO Website Up Wow ! Awsome site.
  13. Re: Racial Disadvantages I would think very carefully about letting racial disads not count against the limit. That kind of thing got very out of control with GURPS.
  14. Re: Spells that work against pain maybe bonus levels of CON (only to avoid con-stun -1) ?
  15. Re: Spells that work against pain I think there's an optional rule somewhere that gives a penalty to actions when a character has been wounded (the penalties due to pain and shock), unless that character can make an EGO roll to offset the penalties. If that optional rule is in effect; A reduce pain spell could be bought as EGO limited to only effect the outcome of the 'resist pain' roll or as PSLs vs. the pain induced penalty.
  16. Re: Things I'd like to see more of in fantasy gaming Skills are your best friend for this. If there's some law, civility, or whatever that you need to make sure the party understands then stress it to the character with the most appropriate skills (and or background). Let them pass it on to the rest however they see fit. Especially for History, Law, High Society, Politics. I've found it helpful to keep a few handouts with histories, maps etc. on them to give to players whose character's have the right skills. gets the info out there, and rewards players for having well rounded skills. double good. I tend to run games where formalized knowlege of pretty much any kind is jealously guarded though... might be a factor on the success I've had with this approach. eh.
  17. Re: Things I'd like to see more of in fantasy gaming I feel so lucky. The last FH game I ran had a couple of players that would rather die than submit (or suffer insult, or suffer mild-discomfort, or...etc.). I also had 2 that would surrender at the drop of a hat, then try to arrange an escape after learning what they could about the enemy. A wizard that would fight on until the going got rough, then "find" the runes she needed for one last teleport spell... The rest of the group (11 players total at the most) would fight until reason dictated they flee... unless of course there was a very good reason to stay. The mix was great.
  18. Yesman

    stun x

    Re: stun x thanks
  19. Re: "Essential" Graphic Novels / Trade Paperbacks It's not a super-hero graphic novel, but I cannot reccomend Signal to Noise by Gaiman/McKean enough. It's one of those comics you show to people who don't think that comics can be either literature or fine art. the first couple of Powers TPB were very good. JSA: The Liberty Files, is a really good pulpy elseworlds book. completely self-contained story.
  20. Yesman

    stun x

    Re: stun x I've been meaning to ask this for awhile.. Is the maximum stun mod x5 after the hit location, increased stun multiplier, etc? I thought I read that somewhere, but can't for the life of me find it again.
  21. Yesman

    held action

    Re: held action of course, if you've got the points to burn (and the GM trusts you like a brother) you could slap an appropriate trigger and detect on that dispell. no dex off, and no held action to boot. (unless triggers need dex-offs....? I'll have to double-check that.) still, no held action...
  22. Yesman

    held action

    Re: held action I once had a notion to develop a martial art for dueling wizards that included a manuever that allowed an abort to dispell; as well as ranged attacks, and a few other sundry maneuvers. I was wary of stepping so far afield of the cannon rules regarding aborting to an attack power, so I came up with a stop-gap measure until I could think the ramifications of such a thing through. Very cheap dex roll skill levels, only for purposes of held action interruptions involving dispells. I think I made: Only for Dispell Interupts (-2) Not quite the same thing, but the players thought it was OK enough.
  23. Re: Best Soundtrack for your FH sessions? The Arjuna soundtracks by Yoko Kano 1492 score by Vangelis anything by Rasa Devotion Voices of Light by Eric Rhienhorn Mary Shelley's Frankenstien soundtrack by Patrick Doyle Aria 2 by Paul Schwartz (arias sung over techno) the Dot.Hack soundtracks (mix of techno and fantasyesque) Jubilee collection, Music of the Crusades (best mixed in with more orchestral stuff.. IMHO) Nostradamus soundtrack by Barrington Pheloung Escaflowne soundtrack by Yoko Kano hell.. anything by Yoko Kano. Passion by Peter gabriel The Final Fantasy: Crystal Chronicles soundtracks are good for a more honest, playfull, and innocent sound.
  24. Re: Modern-Day Urban Fantasy if you can find a copy of the Underworld rpg by Synister Creative Systems, it had some pretty good stuff in it. good luck finding it though..
  25. Yesman

    Video Games

    Re: Video Games I vaguely remember a Q-bert cartoon. It was part of the Pac-Man power hour or something. About the same time that Nerds cereal hit (i think), if that helps narrow the time for ya......
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