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torchwolf

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  1. Re: THE HERO SYSTEM BESTIARY: What Do *You* Want To See? I second the Hit Location idea - maybe just a Hit Location Gallery list of a few pages, generalizing by types of body parts and anatomical proportions? (brain, sensory organs, extremities, internal organs, etc.) A brief overview of categories suitable for animal shapeshifters, Summoners, and the like, could be handy. That needn't be more than a sidebar though. Animal senses, instincts as skills, and such, though I'm sort of expecting that to be in there. Although the section on monster ecology from Fantasy Hero (I think?) was cool, that might be for the 6E FH rather than this book. Also, it'd be nice to see a Jabberwock written up.
  2. Re: What Do You Do with a Dog in a Dungeon? A dog can be very handy when you run into those skeleton hordes. Just say "Fetch!" and point.
  3. Well, not exactly a house rule. A quick-reference chart for additional detail when using Sectional Defenses; while primarily useful for Fantasy Hero and Heroic campaigns, some other campaigns campaigns also use Hit Locations and Wounding, and so detailing the Limitation might be useful. The “expanded” Limitation values for 7- or less are optional (intended for additional granularity), and are listed in parenthesis to make this clear. These are just extrapolated values. Roll x/216 % Limitation Lim. (expanded) 18- 216 100.00 0 17- 215 99.54 0 16- 212 98.15 0 15- 206 95.37 -¼ 14- 196 90.74 -½ 13- 181 83.80 -½ 12- 160 74.07 -¾ 11- 135 62.50 -1 10- 108 50.00 -1 ¼ 9- 81 37.50 -1 ½ 8- 56 25.93 -2 7- 35 16.20 -2 (-2 ¼) 6- 20 9.26 -2 (-2 ½) 5- 10 4.63 -2 (-2 ¾) 4- 4 1.85 -2 (-3) 3- 1 0.46 -2 (-3 ¼) These are the statistical odds of rolling a specific number or less on 3d6; note that the sectional defenses Limitation on 6E2 212 differ slightly from the RAR Limitation on 6E1 389 in values. RAR Limitation values: 15- (-0); 14- (-¼); 8- (-1 ¾); 7- (-2). Roll Location x/216 % Limitation Lim. (expanded) 3 Head 1 0.46 -2 (-3 ¼) 4 Head 3 1.39 -2 (-3) 5 Head 6 2.78 -2 (-3) 6 Hands 10 4.63 -2 (-2 ¾) 7 Arms 15 6.94 -2 (-2 ¾) 8 Arms 21 9.72 -2 (-2 ½) 9 Shoulders 25 11.57 -2 (-2 ½) 10 Chest 27 12.50 -2 (-2 ½) 11 Chest 27 12.50 -2 (-2 ½) 12 Stomach 25 11.57 -2 (-2 ½) 13 Vitals 21 9.72 -2 (-2 ½) 14 Thighs 15 6.94 -2 (-2 ¾) 15 Legs 10 4.63 -2 (-2 ¾) 16 Legs 6 2.78 -2 (-3) 17 Feet 3 1.39 -2 (-3) 18 Feet 1 0.46 -2 (-3 ¼) Using this table, you can add up the “x/216” specific areas covered, and use the nearest number on the above table to find the Limitation value. Remember that this only gives an accurate value if you add up the total; if you apply the Limitation separately for each piece of sectional armor you will get incorrect results; if you have different protection values, use the lowest protection value (DEF) covering all the protected locations, and then buy some extra protection value only for the areas it applies to; this will get you a more appropriate Limitation value for the entirety of your armor. Incidentally, the % chance also correspond to the percentage Mass and Cost of a full suit of armor in tables for sectional armor as listed on 6E2 212 and in Fantasy Hero 5th Edition. When calculating this, you can do it by location since it doesn't affect the Limitation value. NOTE: Some Locations, such as the head, will add up to slightly more than actual values due to rounding errors; in such cases, see the table below for more exact values. Roll Location x/216 % Limitation Lim. (expanded) 3-5 Head 10 4.63 -2 (-2 ¾) 6 Hands 10 4.63 -2 (-2 ¾) 7-8 Arms 36 16.67 -2 (-2 ¼) 9 Shoulders 25 11.57 -2 (-2 ½) 10-11 Chest 54 25.00 -2 12 Stomach 25 11.57 -2 (-2 ½) 13 Vitals 21 9.72 -2 (-2 ½) 14 Thighs 15 6.94 -2 (-2 ¾) 15-16 Legs 16 7.41 -2 (-2 ½) 17-18 Feet 4 1.85 -2 (-3) This is just a variant of the above chart, divided into sections per body part instead of 3d6 Roll for ease of reference if you have standard-sized armor (covering entire limbs, etc.). Hope anyone finds this useful.
  4. Re: Public ID or Secret ID Exactly. That's a valid reason for reducing the frequency and value for Disads/Complications in recognition of the actual game time that will be spent on it; as mentioned under GMing in the rules, the greater the number of players, the less screen time all individual Disads/Complications will get.
  5. Re: 4th-6th VPP Question While this may sound a bit metagamey, consider this: If you want to have a flashlight laser ready for use, just copy the flashlight and laser slots from the MP and copy them within the VPP pool, activating both with the same Skill Roll. That way, both slots are available for use until the pool is switched. This represents the character pulling out a complete flashlight laser (putting together some prebuilt modules, cobbling one together quickly, locating the complete gadget in his extradimensional pocket dimension, whatever). If you just want one of the abilities, say the flashlight, just activate that one. That would represent that the character has to _modify_ it into a laser, requiring a Phase and a Skill Roll, to switch the flashlight gadget to laser gadget (or just adding the laser function). Looking at it like this, the VPP is slightly more useful for specialized gadgets (unless bought with Advantages for quick reallocation). The most problematic use of an entire MP placed within a VPP is of course that any slot will be so disproportionally cheap (hence my suggestion above for a quick-balance approx), but in any case, if the GM approves, you can of course do it. As long at just one of the MP-equivalent slot can be used at once, and it applies only to prebuilt gadgets, the ability to switch quickly between these particular abilities might not prove extremely unbalancing, but that would certainly depend on the particular multi-gadget intended. Fairly recently, there was a forum discussion about these things, and how to best represent utility belts etc. One interesting thing brought up was the option (at GM discretion) of not having to define in advance how the VPP pool was allocated, allowing a gadgeteer to quickly pull out the appropriate gadget he coincidentally had kept ready for use. This might not work in all campaigns or genres (being a bit pulp-era in concept), but could certainly represent some classic literary tropes of gadgeteers. All in all, GM's prerogative, I'd say.
  6. Re: Abstract Money System? While not directly related to buying or selling stuff using the Money Perk, there is some discussion of using Money to improve Skill Rolls on APG p26 and Champions 6E p104.
  7. Re: 4th-6th VPP Question Still true. If you just need a single ability of a gadget, put the slot in your VPP. If you need the others too, put them in as well, just leave the MP framework.
  8. Re: Common 6E House Rules I agree that the article is excellent, and since it's been mention but not linked to (at top post): http://www.herogames.com/forums/showthread.php/66104-A-fistful-of-Comeliness-rules I can see use for this either with COM, Striking Appearance, or both, in 5ER and 6E.
  9. Re: Horror Setting? Actually, the author of the Horror World section of the book, Allen Varney, has put up that scenario on his page: http://www.allenvarney.com/anopheles.html That's awesome stuff Which is also awesome stuff, I should add.
  10. Re: Abstract Money System? The most detail I've seen on such systems are the Wealth system in DC Heroes/Blood of Heroes and the old Marvel Super Heroes RPGs, although there are several around. The old Danger International game had Money Points, I think. The problem with those systems are that they do not actually make it very abstract - you need to add a new value to represent a range of values corresponding to monetary value: Wealth (Hero, Well Off or better; numbers rounded off for ease of reference) 0 up to $75,000 per year (6,000 monthly / 1,500 weekly) 1 up to $100,000 per year (8,000 monthly / 2,000 weekly) 2 up to $200,000 per year (16,000 monthly / 4,000 weekly) 3 up to $300,000 per year (32,000 monthly / 8,000 weekly) etc. You'd have to either create new values or divide these numbers up for how much you can buy per month or per week, like above, and make a "Money Roll" of some sort - say (Wealth+11) or less): Say you want to buy something costing $3,200 in real world terms, and that would be assigned a modifier of 2 (per the weekly purchase ability), and act as a modifier to your "Money Roll"; If you are a standard "Middle" Class character having purchased no points of Wealth (the Money Perk), the roll would then be an unmodified 11-, applying the cost modifier for $3,200 (-2 since you're paying): 9- to afford it right now, take some Extra Time if you want to try again, or seek out a Contact. This was just an example, but instead of simplifying things by abstracting money, you add another step of calculation, and a Roll, so having tested a few such systems myself, I'd advise you to either keep it fully abstract if it has no bearing on the campaign, or use real units if you want a sense of realism. I understand your idea, but IME this rarely works out very convenient in practice. If you still want to try it you might do something along the lines above, divided by transaction ability, time, or what have you.
  11. Re: A picture glossary of edged weapons Very nice, love these kinds of sites more than I hate the old Palladium books illos. Repped. I suppose things like the Main Gauche and Flamberge gave away they weren't polearms by the damage they did and how they worked vs larger and smaller opponents?
  12. Re: How to make the Ultimate Character You and Lucius have just made me quite happy with the 6E Characteristic minimum of 1. Oh, very unreasonable indeed. I see now that this is going to be a strange week... *cue Twilight Zone theme*
  13. Re: League of Champions The alternate Earth was Anarchy World (seems in 4e the alternates mostly ended in "World"). Leader was Baron Mass, and there was Mistress Stormbriar, Bronze Bandit, and Sister Shadow. Funny, the adventure is only 24 pages - those pages must have made some impressions.
  14. Re: How to make the Ultimate Character Hm, I think you might have done two things here. 1) Spread your life force around most of the campaign universe to a degree reminiscent of Gormuu (yes I'm such a grognard). 2) Possibly caused all mothers in most of the campaign universe to slightly change what their customary words of precaution to their kids into "Don't run around with sharp objects, you might kill the Ultimate Character".
  15. Re: Resistance to Poison/Disease Very nice build. I've experimented a bit with static levels of this too (based of the percentages of the Rolls): Poison Resistance (25%): Life Support (Immunity: All terrestrial poisons) (5 Active Points); Requires A Roll, Static Effect (8- roll; Must be made each Phase/use; -1 3/4); Total Cost: 2. Poison Resistance (50%): Life Support (Immunity: All terrestrial poisons) (5 Active Points); Requires A Roll, Static Effect (10- roll; Must be made each Phase/use; -1 1/4); Total Cost: 2. Poison Resistance (75%): Life Support (Immunity: All terrestrial poisons) (5 Active Points); Requires A Roll, Static Effect (12- roll; Must be made each Phase/use; -3/4); Total Cost: 3. NOTE: Static Effect (using the above levels for the value of the limitation only, but just calculating the amount of damage done same as for Damage Reduction instead of making a Roll) Obviously the downside here is that the 25% and 50% versions cost the same; this worked out better in that respect in 5th Edition.
  16. Re: Of Healing Factors If you're using 6E, you can get a hybrid combination similar to this by replacing some or all of the Resistant Defense with Damage Negation (roughly -3 to -4 DC for 10 PD/ED) with some added benefits: DN is unaffected by Armor Piercing, reduces effects of Penetrating and reduces KB (something that seems to fit most Fast Healing characters from the source literature even if it's seldom mentioned).
  17. Re: League of Champions
  18. Re: A DC Animated-style HeroMachine Whoa, reminds me of two things actually: 1) Horrible, horrible movie I accidentally saw more than 2 decades ago (no recollection of the name). 2) B-52s.
  19. March 2010 Adventure Design Challenge - The Offbeat Adventure March kicks off the HERO Forums monthly Adventure Design Challenge (a few days late). The idea was to ask everyone what they wanted to see, since we changed the deadline (Challenge starts now, and will run for two months) – so we put up a poll to see what people would like to see. Theme for this Challenge is build an adventure that takes place in an offbeat genre.This means that the general premise should be one of the genres suggested (though you can use that just as backdrop if you like, as long as there's mainly guns in a western, etc.). It can be any subject. You can create a comedy adventure, an epic quest, a psychodrama, a monster-hunting scenario, a rescue mission, a mystery to be solved, or anything you like – just sign up at the Monthly Adventures Design Group and start writing. Genres to pick from (if you hate those, just blame me personally ): Champions – Horror Rock Star Hero featuring Superpowers! (gadgets optional) Fantasy Hero – Film Noir Detective Story Hero with Dungeons! (dragons optional) Pulp Hero – Insanity Hero at the Asylum – Institutionalized! (lobotomies optional) Star Hero – Space Opera / Pulp SF at intergalactic level with Teen Spacers! (babysitting optional) Western Hero – Mustangs and Dinosaurs post-apocalyptic Western (radioactive mutants optional) Genre, Subject, Setting & Power Level For the March 2010 challenge, any setting, subject or power level is acceptable, as long as you use one of the suggested offbeat genres. Just make sure you note the following information; Which version of HERO you are writing for. We really don't mind if you want to write for Champions 1st edition if that is what you are comfortable with. If you are writing for Sidekick (5E) or the HERO System Basic Rulebook (6E), mention that as well. What the expected point totals for the characters are and the breakdown of base points versus Disadvantages/Complications. The specific genre you're writing in, the setting used (unless you include it) and the era (Champions – Vibora Bay – 1961, for example) An example entry might read: is a Superheroic level adventure set on the Moon, using the HERO 6E rules. Characters will be built on the Standard Superhero points and guidelines as outlined in the HERO 6E1 book. Other Guidelines It is a good idea to follow established HERO standards. When writing up spells, for example, using one of the established magic systems from Turakian Age, Valdorian Age, or Atlantean Age would make it easier for the reader to identify with. If you don't have these resources available or just want to use another system, that is ok too. Just make sure that you provide enough information about how the system works to allow a perspective GM to run it. Maps, pre-generated characters, artwork and other goodies are welcome, but not necessary. If you have any questions, feel free to post them over at the Monthly Adventure Design Group. Submissions and Voting Start the submission process by posting a message over at the Monthly Adventure Design Group. From there you can use your HERO Forums blog to create a development journal. On the final submission date, post an RTF (rich text file) or PDF of your submission to your Monthly Adventure Design Group post (the one you started at the beginning of the Challenge). A new thread will be created in the HERO System General Discussion with a Poll containing all of the entries for that Challenge. The HERO Forum community will choose the winner by popular vote. The winner will get to choose the next upcoming theme and general guidelines. We want to share the opportunity to pick new themes, so if one person wins two Challenges in a row, the runner up on the second Challenge will get to choose the following Challenge's theme. Deadline: April 23, 2010. The voting poll will then close on April 30, 2010 at 2359 hours PST. some more info on Monthly Challenges: February 2010 Adventure Design Challenge - The Valentines Day Adventure is still running, until March 22, so you may still contribute to that if you want to. The voting poll for the subject of March's Challenge is actually still open - you can still vote on subjects and comment there if you'd like: March 2010 Adventure Design Challenge - What Do *You* Want To See?
  20. Re: Hero In Two Pages - Complete Anyone who is either new to the System or in need of a brief intro handout (for new players or a con) might want to check this out.
  21. Re: Worst Hero Names (of your campaigns) A player in my campaign played a somewhat eccentric teleporting mentalist named Vanyar, and wanted her character to have a smart animal sidekick to share a Mind Link with... which eventually turned out as an alien bat-like creature she picked up and took with her back home after the team's brief sojourn into another dimension. She named this little guy "Batty Bat".
  22. Re: Writing multipowers Yes. If some of the powers in the MP have a lower AP than the full MP pool, this allows you to have, for instance: 90 Exotic Particle Energy Control: Multipower (90 point pool) 6f Quantum Blast: Blast 12d6 [60 Active Points] 9f Gamma Radiation Flare: Killing Attack - Ranged 6d6K [90 Active Points] 8v Electromagnetic Force Field: Resistant Defense 20 PD / 20 ED, Costs END (-1/2) [60 Active Points] 12v Graviton Manipulation: Flight 60m [60 Active Points] Total MP Cost: 125 points. This allows the character to use a portion of all those powers at once in several possible combinations - except if using the Gamma Radiation Flare (which is 90 Active and takes up the entire MP pool). There is no point in having an MP with a single variable slot, if the other slots are all fixed and have as many Active Points as the pool, as this would only allow you to use the variable slot at zero or full power, just like a variable slot; in that case you might as well make all of the slots fixed. One common use for MP is a utility belt (as a Focus on the MP, and each slot is usually fixed in this case as variable slots would often make no sense), where each slot represents a single gadget. It has been subject to much debate here whether that's the best way to do it, but as long as you keep in mind that some consequences may be illogical ("no, you can't borrow my gas mask, as I need my lockpick slot right now") it usually works fine. EDIT: Escafarc was quicker than me.
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