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Derek Hiemforth

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  1. Like
    Derek Hiemforth reacted to Tjack in NAME NEEDED   
    Well, those are the powers.  What is SHE like?
  2. Like
    Derek Hiemforth got a reaction from Lawnmower Boy in Western Shores Map   
    I've always more-or-less had the idea that the countries aren't quite as cleanly delineated as they appear on the map. Many of their write-ups describe monster incursions in the borderlands, and the general feel I get is that the further you get from the "core" of each country, the less well-defined it is. So there seems to be plenty of potential danger to travelers, or reasons why caravans need guards, or orc uprisings that need to be opposed, etc.
     
    And of course, the entirety of the eastern part of the Shores, with the Daemon's Cleft, Celinad, the Ruined March, the Witchwood, the Drakor Mountains, etc. are all adventureland.  
     
     
    Kron's Wall hampers armies, and therefore keeps Daria and Ambria from constantly being at war, but I don't think that does much to isolate Daria from adventurers. I'll agree that it's no tourist destination, so adventurers are unlikely to want to just go there to see what's there, but I can think of all sorts of plot hook reasons why they might want/need to go to Daria.
     
    Perhaps they have family there being threatened under the tyrannical rule. Perhaps they've learned of an old ruin with an item of power, and they want to retrieve it before Zephrahm and Sarador find it and use it to break the balance of power with Ambria. Perhaps they're crusading do-gooder types who want to bring down Zephrahm and Sarador in hopes that their successors will be less terrible to the people. Perhaps they're spying for the Dwarves of the Peaks of Dawn, gathering intelligence on Zephrahm's war preparations. Perhaps they're smuggling something or someone into or out of Daria through Vlaskarov. Perhaps they're pirates (or just Brondheimers) plundering the All Sea coast. Heck, for a twist on things, maybe a powerful necromancer arises in Daria --  a land of ancestor worshippers seems ripe for such -- and Zephrahm and Sarador actually seek out the PCs' help in stopping him before he can put the lich of some great past Darian Wizard-King back on the throne or something.
     
     
    The book itself notes, "Though the Elves patrol the central forest, the outlying areas are more wild, and make a good location for wilderness adventures." The elves rule the forest, but they're not its only inhabitants, nor are they everywhere at once...
     
  3. Thanks
    Derek Hiemforth reacted to rravenwood in Enhanced Senses in EC 3rd   
    Whaddya know - actually, 3rd edition DOES include the rule that Enhanced Senses don't cost any END, but they screwed up on the layout and the paragraph which says that appears AFTER the listings for Infrared Vision and Enhanced Vision (p.23), so it's easy to overlook.  This is one of many epic layout fails that happened in the old Hero Games books - they just make me laugh now
  4. Thanks
    Derek Hiemforth got a reaction from Lord Liaden in Western Shores Map   
    I've always more-or-less had the idea that the countries aren't quite as cleanly delineated as they appear on the map. Many of their write-ups describe monster incursions in the borderlands, and the general feel I get is that the further you get from the "core" of each country, the less well-defined it is. So there seems to be plenty of potential danger to travelers, or reasons why caravans need guards, or orc uprisings that need to be opposed, etc.
     
    And of course, the entirety of the eastern part of the Shores, with the Daemon's Cleft, Celinad, the Ruined March, the Witchwood, the Drakor Mountains, etc. are all adventureland.  
     
     
    Kron's Wall hampers armies, and therefore keeps Daria and Ambria from constantly being at war, but I don't think that does much to isolate Daria from adventurers. I'll agree that it's no tourist destination, so adventurers are unlikely to want to just go there to see what's there, but I can think of all sorts of plot hook reasons why they might want/need to go to Daria.
     
    Perhaps they have family there being threatened under the tyrannical rule. Perhaps they've learned of an old ruin with an item of power, and they want to retrieve it before Zephrahm and Sarador find it and use it to break the balance of power with Ambria. Perhaps they're crusading do-gooder types who want to bring down Zephrahm and Sarador in hopes that their successors will be less terrible to the people. Perhaps they're spying for the Dwarves of the Peaks of Dawn, gathering intelligence on Zephrahm's war preparations. Perhaps they're smuggling something or someone into or out of Daria through Vlaskarov. Perhaps they're pirates (or just Brondheimers) plundering the All Sea coast. Heck, for a twist on things, maybe a powerful necromancer arises in Daria --  a land of ancestor worshippers seems ripe for such -- and Zephrahm and Sarador actually seek out the PCs' help in stopping him before he can put the lich of some great past Darian Wizard-King back on the throne or something.
     
     
    The book itself notes, "Though the Elves patrol the central forest, the outlying areas are more wild, and make a good location for wilderness adventures." The elves rule the forest, but they're not its only inhabitants, nor are they everywhere at once...
     
  5. Like
    Derek Hiemforth reacted to Lord Liaden in Western Shores Map   
    You could spend years, game-world and real-world, adventuring in the Western Shores.
     
    I will once again pimp my favorite original Hero System fantasy world, The Savage Earth, created by our long-absent forum colleague, Keith Curtis. It's a future Earth turned on its side by a magical apocalypse, reminiscent of a more serious and detailed version of the old Thundarr the Barbarian cartoon. Keith being a professional cartographer, his setting maps are outstanding. Here are some samples:
     
    http://savageearth.net/Savage-Earth-Master-Map.jpg
     
    http://savageearth.net/Merikia.jpg
     
    http://savageearth.net/Tallon-Rendered.html
  6. Thanks
    Derek Hiemforth reacted to Scott Ruggels in Western Shores Map   
    Here's the  map at high Res. Enjoy!

    https://imgur.com/a/5IcmFXZ
  7. Like
    Derek Hiemforth got a reaction from rjcurrie in Should Summon and Multiform be re-priced?   
    No.
     
     

  8. Like
    Derek Hiemforth got a reaction from Khas in Fun new ideas   
    I like the idea of "beefing up" Heroic Action Points (HAPs) a bit, and tying them to Complications. I use these rules:
     
    Starting HAPs: GM option, based on the nature of the campaign. For most games, one or two should be plenty to start with.
     
    Gaining HAPs: After play begins, characters gain new HAPs in two ways. First, they gain 1 HAP per game session they participate in. Second, they can gain a HAP when their Complications come into play.
     
    The GM will typically bring a Complication into play (and award a HAP accordingly) only when it's driven by issues beyond the player's/character's control (such as a Hunted or an Accidental Change). This is called “Compelling a Complication.”

    Most HAPs are earned by players bringing character Complications into play themselves (called "Invoking a Complication"). To Invoke a Complication, the player must accept the appearance of the Complication in the story; they cannot, for instance, attempt to make an EGO Roll to override their Psychological Complication, then take a HAP for playing the Complication after they fail the EGO Roll. They have to forego the EGO Roll.

    For example, a character with the Psychological Complication Sticks Foot In Mouth is undercover at a fancy party. His player might note, "You know... Bob is pretty likely to say something innocuous-but-completely-inappropriate to the hostess while making small talk." By bringing that Psych Comp into play, roleplaying the exchange and accepting the consequences into the flow of the story, Bob's player has Invoked a Complication, and receives a Heroic Action Point.

    HAP rewards are intended to encourage creative and appropriate use of Complications; they're like rewards for seeking out chances to make the story more interesting. HAPs won't be awarded absolutely every time any Complication comes up, just because it comes up. For example, if a character has Psychological Complication Code Against Killing, they don't gain 1 HAP every single time they refrain from killing every opponent. But if they refrain from killing (say) even the murderer of their parents, and refrain without attempting not to refrain... then they get a HAP.
     
    Using HAPs: Spending a HAP also involves a Complication. The player chooses what they want to use the HAP for, and then (if it's not immediately obvious how the proposed action relates to the Complication) describes how this ties together with one of their Complications. HAPs can be spent in three ways:
    Establish A Story Detail. Allows the character to have something in the story be the way he or she wishes it to be, within reason. This could be something relatively tangible, like having a desired object nearby, or more esoteric, like knowing a fact or a person. The effect could be considered similar to a single level of Luck. You "just happen" to find the right thing, or have read just the right book, or bump into a friend of the family who can help you out, etc. Add +3 to a Success Roll. Pretty much what it sounds like. For example, a doctor in need of +3 to their attempt to stop severe bleeding might invoke their Psychological Complication: Hippocratic Oath, spend 1 HAP, and add +3 to her attempt. Re-Roll a Success or Effect Roll. Again, pretty straightforward. Here, our doctor might use Hippocratic Oath to explain spending a HAP to re-try a failed Paramedics roll.
     
  9. Like
    Derek Hiemforth reacted to Hugh Neilson in Should Summon and Multiform be re-priced?   
    Actually, that sums it up rather well, Derek!
  10. Like
    Derek Hiemforth got a reaction from Hugh Neilson in Should Summon and Multiform be re-priced?   
    No.
     
     

  11. Like
    Derek Hiemforth got a reaction from Khas in Multiple attacks with multipower   
    Hi Lambprey, welcome to the forums! 
     
    The Hero System Combat Handbook is a 5E book, and the rule you cite was indeed the case in 5E.
     
    However, that's no longer the case in 6E.  For 6E, the relevant text is the following from Hero System Sixth Edition, Vol. 2: Combat and Adventuring:  "A character can make a Multiple Attack with two or more slots in a single Power Framework, provided he has enough reserve/Pool points to allocate to the two or more slots used in the attack simultaneously."  (6E2, page 78).

    Champions Complete doesn't specifically mention that using two or more slots like that is allowed, but it doesn't say it's not either; it just doesn't address that specific question.
     
    Some instances where two attacks are used at once would be considered a Combined Attack (a type of Strike) rather than a Multiple Attack per se, but the same rule about two or more slots from the same Power Framework would apply.
     
    Hope this helps!   
  12. Like
    Derek Hiemforth got a reaction from SteveZilla in Takes No Damage From Attacks for Mental Paralysis build   
    You're not missing anything, exactly; it's just that the +¾ level of Takes No Damage From Attacks is unique to Mental Paralysis Entangles only, which is why it isn't listed as an option along with the +¼, +½, and +1 versions.  It's a special case.
     
    It doesn't follow either of the rules of the +1 level of TNDFA. It follows the rules described on 6e1 p217 under Mental Paralysis.
  13. Like
    Derek Hiemforth got a reaction from Hugh Neilson in Takes No Damage From Attacks for Mental Paralysis build   
    You're not missing anything, exactly; it's just that the +¾ level of Takes No Damage From Attacks is unique to Mental Paralysis Entangles only, which is why it isn't listed as an option along with the +¼, +½, and +1 versions.  It's a special case.
     
    It doesn't follow either of the rules of the +1 level of TNDFA. It follows the rules described on 6e1 p217 under Mental Paralysis.
  14. Like
    Derek Hiemforth got a reaction from Christopher R Taylor in Flight Turn Mod question   
    Let's say you have Flight 40m and you want to do an Immelman. To finish it you obviously need to turn 180 degrees, so you need to make three 60-degree turns. For simplicity's sake, I'd say you'd need to halve your movement distance for fighting gravity until you level off after the third 60-degree turn.
     
    The first turn (presumably right after the start of your Phase) is "free," and now you have to halve your movement speed, then you have to move at least X meters before making the second turn, and then X more meters before making the third turn. After this, you no longer have to halve your movement speed.
     
    Crunching some numbers, it comes out to needing to allocate 24m of movement distance to account for the halving that comes with climbing, leaving 16m unmodified for flying level after the Immelman. So the total distance traveled this Phase is going to be 28m (24m halves to 12m for climbing, plus 16m remaining of our original 40m = 28m).  That gives us a Turn Mode of 28/5 = 5.6, rounded to 6. So you make the first 60-degree turn, fly 6m up, turn again, fly 6m further up, turn the last time to level off, and fly 16m more.
     
    All of that is for a Full Move.  If you only want to do a 20m Half Move, then it would be free turn, fly 3m up (which uses up 6m), turn and fly 3m further up (which uses up another 6m), then turn to level off and fly the remaining 8m for the half move (14m total distance moved / 5 = Turn Mode of 3).
     
  15. Like
    Derek Hiemforth got a reaction from foolishvictor in Flight Turn Mod question   
    Let's say you have Flight 40m and you want to do an Immelman. To finish it you obviously need to turn 180 degrees, so you need to make three 60-degree turns. For simplicity's sake, I'd say you'd need to halve your movement distance for fighting gravity until you level off after the third 60-degree turn.
     
    The first turn (presumably right after the start of your Phase) is "free," and now you have to halve your movement speed, then you have to move at least X meters before making the second turn, and then X more meters before making the third turn. After this, you no longer have to halve your movement speed.
     
    Crunching some numbers, it comes out to needing to allocate 24m of movement distance to account for the halving that comes with climbing, leaving 16m unmodified for flying level after the Immelman. So the total distance traveled this Phase is going to be 28m (24m halves to 12m for climbing, plus 16m remaining of our original 40m = 28m).  That gives us a Turn Mode of 28/5 = 5.6, rounded to 6. So you make the first 60-degree turn, fly 6m up, turn again, fly 6m further up, turn the last time to level off, and fly 16m more.
     
    All of that is for a Full Move.  If you only want to do a 20m Half Move, then it would be free turn, fly 3m up (which uses up 6m), turn and fly 3m further up (which uses up another 6m), then turn to level off and fly the remaining 8m for the half move (14m total distance moved / 5 = Turn Mode of 3).
     
  16. Like
    Derek Hiemforth got a reaction from foolishvictor in Flight Turn Mod question   
    Probably even easier to buy Movement Skill Levels for use in decreasing the Turn Mode.
  17. Like
    Derek Hiemforth got a reaction from Duke Bushido in Flight Turn Mod question   
    Probably even easier to buy Movement Skill Levels for use in decreasing the Turn Mode.
  18. Like
    Derek Hiemforth reacted to Scott Ruggels in Champions Campaign 40th Anniversary   
    There was a a gathering at a Steve Petersen’s house for the old Hero Games employees. He told the story of how Champions came the be, and the mad rush to hand collate 1500 copies of that first book, and of what a disaster con registration was for Pacific Origins, and how they turned it into an opportunity, but sending their booth babe, dressed as Wonder Woman down the the lines to hand out flyers. How the had Bruce Harlick squat on the only open gaming tables inside the hotel (the rest of the open gaming was in sweaty tents around behind the Hotel.) the game was a success People would play the demo, then get up from the table and walk into the dealers room and buy their copy for $10.  From there , the rest is history. The distributors that picked up whole boxes at Origins would start selling by August. And the Distrubutors asked, so when are the supplements coming out?”  So upon their return from the con, they wrote Enemies, and The Island of Dr. Destroyer. 
     
    Here are some artifacts from that first weekend:
    https://imgur.com/a/0E72NAX
     
    40 years later it’s still going. 
     
    Scott
     
  19. Thanks
    Derek Hiemforth got a reaction from jdounis in Help Requested: Compiling Errata for Champions Complete   
    That's probably fair. Certainly, Champions Complete intended to be much briefer in its discussion of damage classes and advantages, but I probably got too brief there.  I probably should have included an entry under Adding Damage for considerations when adding damage to an attack with advantages.
     
    I do think, perhaps naively, that many/most folks will extrapolate to the correct answer anyway. In the same way that Advantages "reduce" the number of Damage Classes in the attack, so also do they "reduce" the amount of benefit you get from added damage.
     
    But you're probably right that I shouldn't have left this as something they would have to extrapolate; I should have added at least a sentence or two about it.
     
     
    This one I think is okay as-is in the book. However, instead of "A character automatically takes 1 STUN for every 1 point of BODY damage that gets through his defenses," perhaps I could have said "A character automatically takes at least 1 STUN for every 1 point of BODY damage that gets through his defenses."   
  20. Thanks
    Derek Hiemforth reacted to jdounis in Help Requested: Compiling Errata for Champions Complete   
    Hello Mr. Hiemforth,
     
    Thank you for this great product!
     
    1)I think the Damage Classes/Adding Damage (pg. 156-157) section leaves out key information about adding damage to advantaged powers compared to
    Hero 6th Edition vol. 1 & 2. Was this intentional for Champions Complete? There is the reference to special active point calculation for Damage Classes but not how this is applied
    in Adding Damage, i think if the intention was to keep the rule for adding damage to advantaged powers someone could not deduce it from current text.
     
    2) Minimum Damage from Injuries (pg.157), without the example, could be misintepreted as this STUN damage is on top of other STUN damage(even if the header states minimum)
    if think this could benefit from adding that "if final STUN damage is below final BODY damage" or something similar(forgive me, English is not my native language).  
     
    Thank you,
     
    Ioannis Dounis
  21. Like
    Derek Hiemforth reacted to Chris Goodwin in Champions Campaign 40th Anniversary   
    Happy 40th birthday to Champions!  Released at Origins on July 3, 1981. 🎂
  22. Like
    Derek Hiemforth reacted to Tech in Champions Campaign 40th Anniversary   
    It's hard for me to believe I'm saying this but come this June, our campaign will be 40 years old, along with the 40th Anniversary of the game Champions. It's actually mind-boggling to me, that any campaign could be that long. The campaign is older than my friend's marriage as well as some people in the campaign. I'm planning on buying some plastic award medals that you can put your own emblem inside of and giving them out in June. By the way, this is the same continuous campaign - never stopped or retconned. It's gone through changes over the decades and has seen players & characters come and go, but the core players are still playing some of the same characters that the campaign started with.
     
    So along with saying it's been 40 years, I also want to say that it is the Champions game that is so durable and flexible that made this happen. My hat off to you, Hero Games and more specifically, to Champions.
  23. Like
    Derek Hiemforth got a reaction from Dr.Device in How much of a limitation would Needs END be?   
    I recommend keeping your life simple...
     
    Have an END Reserve for the Powers that cost END to use, as per usual. Then, for the smaller Powers that don't technically cost END to use, but that you can't use if the suit's batteries are dead, take a -¼ Limited Power Limitation: "Doesn't Work if Suit's Batteries Are Dead."
     
    Easy-peasy lemon squeezey.   
     
    Of course, this presumes that the GM agrees that the suit will have dead batteries often enough to warrant a -¼ Limitation...
  24. Like
    Derek Hiemforth reacted to Simon in How much of a limitation would Needs END be?   
    The concept that he’s after is fiddly by nature (and questionably conceived, as noted above). I dislike handwavium to get around bad/fiddly concepts.
  25. Like
    Derek Hiemforth reacted to unclevlad in How much of a limitation would Needs END be?   
    Yeah, plus, Costs END will mean each little power will cost 1+ END, making for a ridiculously large-looking drain.    And as noted, it's a bookkeeping PITA.  I'd have to look at what you want to apply that to, but I might allow a -1/4 limitation.  Guys, a point here to consider is this is probably getting a -1/2 OIF (Power Armor Suit) blanket limit, so an extra -1/4 on small stuff won't be saving many points at all.
     
    The armor's END Reserve can't recharge except at the base is a MAJOR issue, IMO.  Especially if this cuts the life support off.  Not thinking in game terms here;  I'm putting on my combat engineer and systems integrator caps.  I'd design it differently, I think...if the END reserve drops below a certain point, offensive systems shut down.  Below another, lower, point, defenses that cost END cut out.  You DO NOT want comms and life support being lost;  that's a deathtrap design.
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