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torchwolf

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Everything posted by torchwolf

  1. Re: An odd little question That would probably be this: Pulp Hero Vehicle Sourcebook, Vol. I, $3 at the Hero Store. The blurb says: "[...] It includes complete character sheets for every vehicle in Pulp Hero that hasn't already been published in The Ultimate Vehicle or The HERO System Vehicle Sourcebook. So strap yourself in and get ready to ride!" As for seaplanes and flying boats, the Boeing 314 Clipper, Consolidated M-16 Commodore, Martin M-130, Sikorsky S-42, as well as the zeppelin and autogyro are already covered in the Hero System Vehicle Sourcebook and might not appear in the PHVS I pdf, though those have full writeups in the HSVS, and brief stats are listed in the Pulp Hero book. I'd recommend the Pulp Hero book, it outdoes Call of Cthulhu in covering the era and should contain almost everything you'd ever need (writeups are 5th Edition but easy to adapt to 6E using the guidelines in 6E1 20-21, also downloadable freely here. For vehicles, measurements given in inches you just double to get meters). Here's the description and ghost-angel's review: Pulp Hero Hope that'll help you, otherwise go look at the Pulp Hero forum.
  2. Re: How to build a Vampire Template? The Limitation value of "STR Does Not Add To Damage" is the same (-1/2), so it's mostly a matter of taste for blood. These related threads below give a lot of suggestions, some further links, and display a variety of arguments on types of vampires: http://www.herogames.com/forums/showthread.php/78463-The-Vampire-PDF-that-won-t-die! http://www.herogames.com/forums/showthread.php/77138-How-do-you-build-a-vampire-template-in-6E Here is also some World of Darkness Hero writeups (for 4th edition but still useful): http://surbrook.devermore.net/herosource/other/whitewolf/WODHERO.html TheQuestionMan has collected quite a lot of various horror resources, and game conversions including some horror games, respectively: http://www.herogames.com/forums/showthread.php/63842-Horror-Hero-Resources http://www.herogames.com/forums/showthread.php/63848-Hero-Adaptations-Conversions-amp-Resources Finally, in the "How-do-you-build-a-vampire-template-in-6E" thread, Panpiper designed and uploaded a classic movie vampire template: http://www.herogames.com/hdPackageDeals.htm?genre=Horror+Hero&ruleset=6E
  3. Re: Sensory Input (5e) Partially Penetrative - visually transparent substances?
  4. Re: Supers vs. Military I think it was more early Bronze Age that began to consider semi-realistic weaponry versus superpowers. In any case, what would the question be: 1) Should a superhero campaign attempt to model comics reality or not? or 2) Should superpowered characters exceed real-life weaponry and armor in destructiveness and protection? or 3) Should characters or real-life capabilities be adjusted? or 4) something else? Any of those could be addressed, but answers would be different (many threads on this) and YMMV. I agree, Damage Negation is pretty much perfect for simulating limited, up to full, invulnerability. That very movie is seriously broken in so many ways, plus excruciatingly long.
  5. Re: DC Guidelines versus DEF Guidelines Yes, the DEF numbers seem to be on the low side. In Heroic campaigns you'd usually get equipment for free though, which in fantasy campaigns would amount to 1-8 additional rDEF while it is worn, making those balances more reasonable. Also, I'm not sure if Combat Luck (which a Rogue character would often possess) is included in these comparisons. EDIT: An rDef of 5-8 is listed on the same line, so I was mostly wasting valuable forum space above.
  6. Re: CHAMPIONS UNIVERSE Sneak Peek #1: The Cover! The cover does make me associate to the OHOTMU covers and some contemporary posters. I don't think it looks flat though, but Defender and Sapphire does seem to be heading away from a different point than the others, disturbing the perspective view slightly. EDIT: Looking at it for awhile longer, the general impression I get is very good. It evokes the text on the back very well, in a different manner than the 5E CU cover, and is actually very cleanly organized, quite suitable for a modern sourcebook.
  7. Re: Armor Wars Quite. The consequences of using his own brain patterns for Ultron demonstrates that characters can suffer from their Psychological Disads/Comps in unexpected ways though...
  8. Re: NO everyman skills Interesting discussion. I agree with much of what has been said on Skill Rolls, especially that Skills should feel warranted if the genre and players expect Skills to be meaningful (most campaigns). I've used 25 points extra to buy "Everyman" Skills (possibly shifting a few points around to fit backgrounds); I expect Everyman Skills will require around 20 points minimum for most campaigns, possibly more for high-powered, Skill-intensive campaigns. On the subject of Skill use and Skill Rolls, I'd put the Base Times for information retrieval at these levels: Remember a fact - Full Phase; Research a fact - 20 Minutes or more. I would assume that a professional with a Skill Roll of 11- or more would often (though not always) have a reasonable idea of both his/her own level of expertise, and degree of certainty about a specific question (even if they might want to appear to be more certain than they are, or insist on deliberating even if fairly certain). This would also mean that characters with Skills at 13-14 or higher might assume they are pretty much always correct and might sometimes reply or react fairly quickly to certain questions or problems, and characters with an 8- might always feel obliged to double-check everything or doing things slower than might actually be necessary. I also think that professional pride and job security psychology comes into the picture; if asked an easy question on the job, a character might still want to research the answer, perhaps partly to be extra certain, perhaps partly to be able to claim failure is due to unforeseen errors (research material outdated, equipment faulty, etc.). If asked the same question by a friend at a cocktail party, the same character might give an immediate answer, possible adding that it's "off the record" or "I can look into it again at work". I would also consider a "basic" question to be at +2 to +4 to the Skill Roll, but I would not assume the automatic need of reference materials. I would usually define the information asked for as being somewhere between common knowledge (+2) or obscure knowledge (-2); some specific information might warrant negative modifiers of -3 or worse, but very few facts would rate at +3 or better. That might affect the use of any PS or KS depending on whether the Skill used was defined as very broad, very narrow, or somewhere in between (an adjustment of +2 to -2 in relation to the information sought). Predefined Skills such as Mechanics or Computer Programming are treated as average for those purposes, giving no modifier in itself, but covering most applications. When it comes to a PS (or more often the corresponding KS) I would allow an immediate roll to see if the character in question could recall that information (and likely allow a second roll in case of Eidetic Memory). Failure: indicates that the character has to look it up (or access the proper resources/equipment), which would be subject to the modifiers mentioned as well as modifiers from Time, Resources (or lack thereof), Complementary Skills, etc. Still, the character would usually have an idea of where to start looking for the information. Failure of 4 or more (or 18 rolled): indicates that the character feels certain about an actually incorrect answer, or knows that the answer has to be looked up, but has a completely wrong idea of where to search for it. Examples (situational modifiers not included, Skills selected at whimsy for possible Complementary use): "Can I deduct this expense of my tax return?" (+2 to -2 for yes or no, depending on whether the expense and/or the tax return form is common or obscure) vs PS: Accountant (+2 for tax questions), PS: Lawyer (+0), KS: Law (+0, possibly -2 if the answer is ambiguous), PS: [most others] (-2); total of -4 to +4. "Is it the carburator?" (+2 for yes or no) vs PS: Car Mechanic (+2), KS: Car Engines (+2), Mechanics Skill (+0), TF: Cars (-2); total of +0 to +4. In both of those examples, most characters might attempt an answer, and most would know if they knew the answer, even if some might guess even if they had no clue, but only those with the appropriate Skills would consistently know the correct answer (yes, those examples would hardly be focus of such detail in unstressful situations). No matter how modifiers are arrived at, there will always be circumstances not covered so I chiefly use this concept to aim my eyeballing. Using those guidelines I would usually allow a resulting modified Roll of 13-15 to automatically succeed, but in an appropriately dramatic situation I'd keep in mind how much the character would be willing to risk giving an incorrect answer (yes, most PCs would usually risk it, so I tend to give an odds estimate and then make a secret Roll if a PC doesn't want to double-check). This all of course depends on whether there is any dramatic sense in making a roll; even a character with a Familiarity has a better-than-average (11- to 13-) chance to succeed in a Routine task, and I take the view that a better-than-average chance at mundane tasks can be assumed to be successful under normal circumstances. I prefer allowing PCs to know things automatically if they have the proper Skills, and apply a similar approach to Interaction Skills; I give PCs with good Interaction Skills (or good Rolls where appropriate) more leeway and better results for interactions and vice versa (I consider how interaction is perceived by an NPC to be more vital than how it is delivered by the player - up to a point). OK, now I wasted more space than necessary, you all know how to impose Rolls, just wanted to add my 2 copper pieces clearly.
  9. Re: Armor Wars And then... ...once the plans for a brand new battlesuit incorporating cutting-edge technology are analyzed, tooling equipment with sufficient precision to manufacture at least a production prototype will have to be configured, adapted, or even scratch-built. ...scientific knowledge to understand how it works will have to be applied to oversee the construction. ...construction material fulfilling the required specifications will have to be supplied, or even developed, if unique. ...testing, testing, testing. ...personnel have to be trained in how to use the suit. ...inevitable mishaps in faulty redesign, construction, substandard materials and equipment, and human error will have to be analyzed, for improving any flaws and solving any problems. All this (plus other factors) can take time. And then... only the GM's imagination is the limit to how many things can go wrong with a hi-tech battlesuit... equipment bought without points, anyone?
  10. Re: How Much XP to Award? All of the above is very good advice. Judging from my own experience as well as reading various discussions here, it seems that about 2-3 Experience Points per session is average, at least for a superheroic campaign of indeterminate length (playing it as long as everyone wants to). There are a few other points that could be considered as well: 1) Since it is usually very hard to decrease your awards once you've begun playing, start out conservatively. 2) Awards per session need not be exactly as the awards per adventure; you can start out with 1 XP standard per session (possibly 1 more XP for spectacular RP or something), +1 or more (maybe up to 4-6 after long, complicated, successful adventures) after the session that concludes the adventure. 3) Assigned Experience Points can be used: assuming the player group likes the idea, you might declare that when it is appropriate for a specific character to have gained something (new insight; understanding about him/herself; new knowledge; new language; new allies; etc.), that character may receive an extra XP after a particular session and/or adventure, dedicated to purchasing a new contact, a new language, a new skill, or whathaveyou. Assigned XPs should probably be no more than 50% of standard, though, otherwise the campaign might get sidetracked into individual projects. 4) As Tasha mentioned, having the players confer or maybe vote on which character's participation was most memorable (or what measuring stick everyone appreciates most) to gain an extra XP after an adventure can be great fun. 5) If you intend to move to the full 6E rules, you might consider having a look at 6E2 (Volume 2: Combat & Adventuring first; it gives you a full chapter on GMing the Hero System, odds and statistics; another chapter on how to evaluate characters from power levels and how to tweak the rules; and it gives you the full combat rules, including the options not present in the BR. When you get comfortable with 6E2, you might want to expand your character-building options with 6E1 as well. You don't need to, of course; most campaigns should work very well with just the BR.
  11. Re: Scale of Detail in HERO gaming Detail vs Realism: Much is discussed about realism in game mechanics, but less about detail. I think this applies very much to Skills, Perks, and Talents, and to Complications/Disadvantages. IME, the "Character Sheet As Contract" (6E2 270) definitions can receive less attention than the usual Campaign Tone "Realism" definition. This might be an issue of time constraints - having the GM examine all PC character sheets and backgrounds to analyze whether the players' expectations will likely be met in the campaign, and the resulting player-GM discussions. All this requires a bit of time dedicated by players, even more so by the GM. Ideally, players should have the freedom to create nearly any character that would fit into the campaign, while the GM should make sure points are not spent on things that will not be very useful during the campaign (including points "spent" on Complications/Disadvantages). Depending on preferences, this might mean a few Skills being either free or expanded in size (AK: Senegal might be less useful in some campaigns, and may be either free or expanded to AK: Africa and incorporating Geography, History and Politics). Of course this will be impossible to guarantee, but IME it should be at least attempted. In 5ER, this is viewed a bit differently: "Building Balanced Characters" (5ER 546-547) approaches it from the other direction, recommending the purchase of some "useless Skills" and encouraging the GM to provide situations where those Skills can be used. The end result would be the same, but 5ER and 6E approaches the issue slightly differently, possibly affecting the way characters are built under either of these premises. It would probably be wise to have an consensus between GM and players of how to view this issue. Agreed, campaign foundations are built on the collective expectations of GM and players, and if these differ, frustration and possibly arguments are bound to occur. Detail vs Realism might also apply to how Skills, Talents, Perks, and even Characteristics and Powers, are used during the game. A realistic campaign that abstracts much is likely to feel less realistic than one which puts detail into descriptions of the use of abilities, even if it applies only to the results of such uses.
  12. Re: Learning the Heroes System Hero System combat is fairly cinematic in style, so describing actions and only then breaking the game effects down into Actions generally works well. A very detailed analysis of Hero System combat can be found here (although written for 5th Edition, it also applies to 6th Edition, even through a few new optional rules, notably Maneuvers, are introduced in 6th Edition): http://www.killershrike.com/GeneralHero/HERO5CombatTactics.aspx http://www.killershrike.com/GeneralHero/HERO5ActionAdvantage.aspx General collection of Hero System Resources: http://www.herogames.com/links.htm?category= Other than that, it can generally be noted that: A) Advantages in SPD (especially of +2 or more SPD) puts opponents in a position of having to react more than taking initiative, even if cleverly used Held Actions can mitigate this to some extent. This can be offset by B or C to some extent, though. Numerical superiority can be devastatingly effective in Hero System combat, assuming the opponents are well matched in CVs, attacks, and defenses. The superior numbers will quickly wear characters down assuming equal abilities. C) Differences in CV of more than 4 generally causes outclassing, which can allow PCs to wipe the floor with legions of opponents at that level. Good for letting PCs show off occasionally. Run a few test combats lasting a Turn or so, using sample characters from Chapter 8 in Volume 2. To speed it up, you could assume everyone rolls an 11 on 3d6 rolls, and a 3 on every "effect" d6. You could also try this with a number of "average individuals" from Chapter 10, Volume 1 to get a sense of the balance levels. Finally, 6E2 (Volume Two) 52 gives you "Nine Ways To Speed Up Combat".
  13. Re: Learning the Heroes System You might find this free document useful, especially as a handout to players: http://www.herogames.com/forums/showthread.php/77944-Hero-In-Two-Pages-Complete Though not necessary, if you intend to run a Classic Marvel game, you might want to have a look at the Champions 6E book and Champions Powers, both of which feature ready-made builds using the Hero system. It might save you much time if you're using Marvel characters - Champions Powers even have a Unimind power built. There are several websites you might also have use for, all of which are also maintained by long-time members of these boards (such as Ghost-Archer, HyperMan, Killershrike, Susano, many others). I'll now leave the presentations of their sites to these distinguished gentlemen
  14. Re: Interesting Announcement: HERO System Skills Looking forward to the 6E TUS.
  15. Re: 5e Naked Advantage Guaranteed Modifier (APG 69) is another way of doing it, as a Naked Adder (costs 1 pt per pt, "at the GM's option"). It would still qualify for the Limitation, so: 16 Naked Adder to Telepathy: "Power is Undetectable to Target" (20 Active Points), Power Effect are still visible to those with Mental Awareness (-1/4) This is 6E though, but you might import that option to 5e® fairly safely. Nice build there, that Naked Advantage works as well as a Naked Adder.
  16. Re: FANTASY HERO -- What Do *You* Want To See? On the original topic; after reading this thread through, getting hints of what's going to be in FH, and browsing the FH for 5ER, it's getting really hard to come up with something else to suggest for inclusion. Maximum number of magic systems in minimum space required. Perfect. Valdorian Age spells always grossed me out in a very nice inspirational way, very quirky stuff. Licking demons.
  17. Re: 6e questions - still no move after attack, expensive movement, defense favored, e IME, just using the normal Phase structure (with that house rule implied) while describing positions per segment made things easier for newer players, so that's what I usually went with. I've used a house rule that altering the movement path requires a Zero-Phase Action, with reasonably good results; using either Segmented Movement or figuring positions per Segment with the normal Phase structure both tended to heavily increase the use of Held Actions. I should probably have been clearer on what I've personally tried, sorry. I've yet to try out the optional rules from the APG in play by RAW, though. I agree that the ability to change course in any Segment would impact tactics heavily.
  18. Re: 6e questions - still no move after attack, expensive movement, defense favored, e Calculating Movement per Segment (6E2 27; expanded in APG 160-161) sidesteps the issue. You can also do the same without using segmented movement, but that becomes slightly more complicated; a flying character who is moving and launching an attack will be at the end point of a Half Move at the beginning of his/her next Phase, while performing the Attack Action at some point during that movement. If that character wants to launch an attack from a specific position, that might mean delaying a few segments until arriving at that position (obviously this also requires permitting a Phase to last until just before the character's next Phase, up to and including delaying the character's next Phase, etc.). This of course causes some other implications and tactical considerations (such as calculating exact positions during a certain segment in case of an AoE targeting the character, especially if the target wants to attempt a Dive-For-Cover; an Attack will often be taking place at a point of origin near the original location of the Attacker or otherwise at a later segment; etc.). Personally, I feel that segmented movement can allow for a more fluid visualization (as well as sidestep the whole Attack vs Move issue), so I'm willing to take those effects into account, but YMMV; it may also slow down the game considerably. I wouldn't necessarily bother with that level of detail in every campaign though; after all, it depends on the group's mutually agreed level of abstraction vs detail.
  19. Re: FANTASY HERO -- What Do *You* Want To See? Magic system things I'd like to see (some of which may be more appropriate for the Hero System Grimoire): Foci: a list of some commonly used foci (including expendable ones) pulled from real-life mystical traditions could be useful. More Spellcasting Options: Spellbooks as AIs having Complementary Skills, or treated as necessary equipment for using the Skill; Summoned physical and/or spiritual beings functioning the same way; casting spells from a text or inscription without having to know the spell (maybe using Cramming), but needing access to reference to repeat this stunt, etc. Many good ideas have been mentioned here.
  20. Due to lack of activity, new Monthly Adventure Design Challenges has been put on standby. On the other hand, the three Monthly Adventure Design Challenges that have been posted are now reopened, and will remain open, for participation: February 2010 Adventure Design Challenge - The Valentines Day Adventure March 2010 Adventure Design Challenge - The Offbeat Adventure April 2010 Adventure Design Challenge - The Starter Adventure – if you want, sign up at the Monthly Adventures Design Group and start writing at your leisure. "What Would You Like To See in Monthly Adventures?" A poll will be put up sometime during this week, but aside from that, nothing new will be posted until either of these things happen: A) Contributions are submitted for participation in the contest concept A new presentation format is agreed upon C) New guidelines are conceived, or the concept is revised D) Poll on "What Would You Like To See in Monthly Adventures" generates new material E) Another initiative than A-D reactivates the Monthly Adventure Design Challenge This also means that for the time being, there is neither a contest nor any deadline. It may be that it would work better outside the contest format, and that the concept should be revised into just providing a structure for adventure design. Some possible options and concepts will be posted in the poll. The following guidelines still apply, slightly altered because there is no current contest or voting since there is no deadline; those things are currently on hold. Genre, Subject, Setting & Power Level For the time being, any setting, subject or power level is acceptable, as long as you account for the use of beginning characters. Pre-generated characters are optional. 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. Given that this challenge aims for introductory adventures, completed scenarios will have a 5ER and a 6E version of game statistics (the MAD Group can tend to this if the author declines to do so). 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 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. When your submission is finalized, 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 containing all of the entries for that Challenge.
  21. Re: Primus hud computer Analyze: Superpower Special Effects Cramming (for mission-specific data) Navigation (GPS-map interface) Tactics (tactical advice for complementary rolls) Teamwork (useful for coordinating tactical advice) Are you going to give it Access: PSPD (Primus Super-Powers Database)?
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