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Found 10 results

  1. Osprey

    Sport Hero

    I'm not certain that anyone would WANT to simulate sports with the hero system but I do believe it very possible and have put thought into it. The core of Sport Hero is a form of Missile Deflection that is usable by everyman that only affects a 'ball'. This is a GM call as to what is a ball. Some grenades could be a ball and some sport plays could be considered combat in game terms. The best example is catching a baseball. The pitcher throws at his ocv and the catcher attempts to catch it with missile deflection. Then we can add the batter. He uses the bat to Reflect the ball. The real trick is for the system to determine where the ball lands. I've worked it out thusly: Once the batter has a successful hit, he calls his target hex. A halfway hex is calculated between the batter and the target. The height of the arc is calculated as well. (For targeting purposes, this penultimate hex is the true Target) If the batter misses, roll a d6 to determine the hex face the ball strayed past. Hence the direction of the error. {1=up,2=upper right,3=lower right,4=down, etc} The ball passes through a midair hex that is (roll made)-(roll needed) hexes away from the midair target hex. The distance actually achieved (as opposed to targeted) is determined by a 'Damage Roll' based on STR of both the pitcher and the Batter. Count the remaining hexes until it hits the field A fielder may attempt to catch it I invite critique and comment
  2. In order to get the gritty, street-level, and deadly feel I want for my new campaign, I came up with these alternate healing rules. Please provide your feedback - Good and Bad... Realistic Healing (House Rule) This is a House Rule and supersedes the normal Healing rules. Whenever a character is injured (takes BODY damage). The process for dealing with an injury is Diagnosis, Treatment and Healing. When dealing with injuries, each damaged area (according to the hit locations) is considered separately. If the same hit location received damage more than once, the damage is added together and considered as a single injury. Note: hit locations that have right and left are considered two different locations. First Aid First Aid (Healing Skill) is used to stop bleeding. To stop a characters bleeding, make a Healing Roll modified by -1 per 2 BODY taken (minimum 3- roll). This is a Full Phase action. If the injured character begins exerting himself again afterward (using STR or Full Moving), the Bleeding resumes on a roll of 9 + (Bleeding d6) or less (check at the start of the next Turn). Healing Kits (see Treatment below) may be used to aid First Aid. If used, modify the Healing Roll by +2 (regardless of the Healing Kit quality) and each use to stop bleeding consumes 1 charge. PS: Physician is a complementary skill. Make only one First Aid Roll for the entire body (All Bleeding). Diagnosis (Optional) Diagnosis is a Healing Skill Roll at -1 per 2 BODY sustained to that Hit Location (minimum 3- roll). If the Rolls succeeds, apply a +2 modifier to the Treatment Roll. If the Roll fails, apply a -2 modifier to the Treatment Roll. Diagnosis requires 1d6 TURNS to perform. PS: Physician is a complementary skill. Make only one Diagnostics Roll per injured area. Treatment (Optional) Treatment is a Healing Skill Roll at -1 per 2 BODY sustained to that Hit Location (minimum 3- roll). If the Rolls succeeds, the area is considered “Treated”. This stops all bleeding and allows the area to heal normally. If the Roll fails or the injured area is not treated, the area is considered “Not Treated” (see Healing below). Treatment requires a 5 minutes to perform for every BODY of damage to the area. PS: Physician is a complementary skill. Make only one Treatment Roll per injured area. Healing Kits – In order to Treat an injury, the healer must have a Healing Kit. All Healing Kits have a limited number of charges. When a wound is treated (successful or not), deduct the Body damage of the Treated area from the charges in the kit. When the kit’s charges are used up, it can no longer be used to treat injuries until it is restocked. They can be restocked in any settlement. Healing Kits come in different levels of quality: Healing Kit, poor [+0 to Treatment Rolls] [25 charges], 5 sp, Restock cost 1 cp/charge Healing Kit, average [+1 to Treatment Rolls] [50 charges], 5 gp, Restock cost 5 cp/charge Healing Kit, good [+2 to Treatment Rolls] [100 charges], 50 gp, Restock cost 25 cp/charge Healing Each healing period (30 days divided by REC), an injured character makes a Healing Roll for each injured area. A Healing Roll, is a CON Roll with a modifier of -1 per 2 BODY taken for that particular area (minimum 3- roll). If the Healing Roll succeeds, the injured area heals by 1 BODY. If the Roll fails, the injury does not heal this healing period. If the Roll fails by 5 or more, the injury has become infected (see Infection below). Modifiers: Not treated ==> The Healing Roll is modified by an additional –2 Full bed rest for entire time ==> The Healing Roll is modified by an additional +2 Infection When an injury becomes infected, the character must make an Infection Roll each day to check for infection damage for each infected area. The Infection Roll, is a Healing Roll as above with the same modifiers. If the roll fails, the injured area takes 1 BODY of additional damage from infection, and has an 8- chance of infecting each adjacent hit location (1 BODY damage to each). The infection is beaten for a specific area if the character succeeds at three consecutive Infection Rolls. Infection may also be combated with magic, herbs and amputation. While any area is infected, the injured character may not make any normal Healing Rolls. Once the infection has been beaten, normal healing rolls may continue after 30/REC days. Infection in a limb may also be stopped by amputating the infected area. The process of amputation does the character’s full BODY value time the BODYx multiplier in damage to the appropriate adjacent hit location. However, the infection is beaten. Historically, it was more common to die of infected wounds than to die outright in battle. The chance of infection in these rules is less than is historically. justified for playability purposes.
  3. Hi, I'm using 6th ed rules and trying to build a campaign set in Gotham where the player characters will be low-powered, street-level criminals. I want to use this to explore some of the real world reasons and pressures behind criminality with the additional fun of the particular considerations and dangers of being a criminal in Gotham. A major consideration for the characters and something I'm seeing as a major focus or sort of a story-propelling conflict device is the idea of faction by faction reputation for each character. Something like, if a character pulls off a robbery of an arms cache and some guys connected with Penguin's gang witness it or hear of it, that character's reputation with Penguin's Gang would increase. This would then increase his or her odds of being recognized or warmly received by Penguin's Gang. At the same time, if the GCPD got wind of this job through their informants, the character would gain negative reputation with them, again, increasing their odds of being recognized by GCPD though decreasing their odds of being trusted or treated well by them. My question is this, has anyone here worked with a sort of "Sliding Reputation Scale" type game mechanic to track something like this? My idea is that, to these struggling criminals, reputation can and will be more valuable even than money. I'd like to implement some way for the players to track this and really get into building their respective reps in Gotham. Any ideas or tips are greatly appreciated.
  4. Bob Dylan to the contrary, maybe it's just not true that "Everybody must get stunned!" I know at least one person around here doesn't use the stunning rule, and I wondered if there were others. I'd like to know what effects that has on the game play. Lucius Alexander Enquiring palindromedaries want to know
  5. In the course of poking around at the system, I found a couple things that my group liked/didn't like. (Explained in more detail here) Since my group contains a lot of game designers and tinkerers, we were always going to hack the system into a more pleasing shape, once we understood it more. Assuming roughly equal quality, a specific solution will outperform a general one; hence the tinkering. Anyway! Some of the things we haven't liked as much are tracking multiple pools, being stunned, and the length of combat (influenced by these, and other things). One of the ideas that we came up with was some consolidation. Specifically, dropping the whole "getting Stunned" bit, and in fact getting rid of STUN altogether and folding its concept into END. Conceptually, the two constructs are really close - Endurance is pretty clear, but what's Stun? Pain tolerance? What is this thing measuring? In game terms, it's an action limiter, and that's cool, but the implementation didn't really work for us. But combining the two, and specifically merging STUN into END, seems pretty attractive for our purposes. It removes one pool to track, recovery actions are still a thing, and consolidates a concept. This'll change some things! What I could use some advice on, is what exactly. Off the top of my head: END reserves will be the same - your giant batteries do not provide you with extra HP. Moving on. Nixing the "stunned" condition will have an interesting effect on CON, if that's its primary contribution. Is CON routinely used for "saving throw" type effects? Because otherwise, the things it might usually model are represented by END, BODY and the like, and it might be a tad redundant. Regardless, that's unlikely to be a huge difference-maker in terms of CP. Characters will have much higher END scores, as you'd basically dump their points from STUN into END. I'm not sure that I want to change the cost on END though. Yes, people will likely have higher scores, but they're also going to go through the resource faster. I want to see it in play before I make up my mind, but I'm open to ideas Anyway. That's about where we are. Feedback is super welcome! Objections to the existence of house rules are less so - if you never change things, that's cool! Glad it works for you! I'm more curious as to what effects people see from this - you introduce something new, and you get bugs. Happens. Anyway, thanks for reading.
  6. From the very beginning of the Hero System, it's been possible to "sell off" Characteristics and Movement - even selling Running back to 0 if you want a totally lame character. It's also always been possible to take Disadvantages, which are now called Complications. Both concepts were always part of Hero. The first concept, the "sell-back," has expanded, and it is now possible for example to sell back sight or some other sense, rather than taking blindness as a "Physical Complicaton." Such a sell-back would be recorded on the sheet more like a "Negative Power" and is not put in the section for Complications. Remember that, it's important. Meanwhile, I have grown increasingly unhappy with the way Hero handles Complications. And I think a lot of what is wrong comes down to what I call the "Frank-Yen-Pound" problem. Not because it frankly gives me a yen to pound on something (although sometimes it does) but because, like an incompetent banker trading several currencies "at par," we often treat things as being of equal value when they're not. To put it another way, if I built part of a house according to the metric blueprints and a carpenter "helping" me built other parts using the same plans but treating "meters" as "feet" I would not have a well-built house. I think it might, frankly, give me a yen to pound on the carpenter. I don't think many experienced Hero players honestly believe that a 10 pt Disadvanage or Complication is the equal and opposite of a 10 pt Power. That, I think, is why the attitude took root and grew that one should always "max out" possible Disadvantages; the perception was that taking less than the maximum meant a weaker character. The current edition (6th) carries the assumption so far that it gives the impression the maximum is actually mandatory; you have to get deep into the book before even finding out that it is possible to take less than maximum Complications, or even none at all. There is something ironic - and to my mind, symptomatic that something is wrong with the way we're doing things - in the fact that the near universal response to such an "un-Complicated" character would be, "But, but, a character who doesn't have any weaknesses will be too weak!" I don't understand why, if a 10 pt Complication is not the equal and opposite of a 10 pt Power, it should be worth 10 pts. To reduce it to a tautology, if it's not worth 10 pts, then it's not worth 10 pts. Conversely, if it is actually worth ANYTHING, then it's not worth nothing. Under the last two editions, Complications that exceed the maximum are worth no points. Taking Complications up to the maximum rewards the player, because those Complications are over-valued; taking Complications over the maximum punishes the player, because those Complications are undervalued. But some character concepts may call for more Complications, and other concepts call for fewer. So why use them? Complications serve several purposes. SOME of them for example really are worth the points, and the value assigned to them compensates the player in much the same way the value of a sell-back does. Unluck I consider the ideal example of this kind, because it obviously really is the equal and opposite of Luck. Others serve as plot hooks or aids to the Game Operations Director. Dependent Non-Player Characters are an example. Or to tie the character into their world and define a place in the setting. An example is how a Hunted can establish a backstory linking the character to an important person or organization. And finally Complications can serve to define the character itself in important ways. Psychological Complications often exist largely to answer the question "what is this character like?" Many Complications of course serve more than one purpose; Superman wouldn't be Superman without kryptonite, it ties into his origin story, and it is a potentially debilitating hindrance. But I think most of these purposes can be served in other ways. Starting with my most recent Turakian Age campaign, I'm not using Complications. I AM using Negative Powers. I'm thinking of converting my earlier-and-still-ongoing Turakian game too. I'm posting this partly so you will all have a clue where I'm coming from (I have already referenced this decision in a thread). I am also aware that I am not the only one to abandon the use of Complications, I have read of others doing so. Mostly I think what I'm doing is a good idea and want to encourage others to follow my lead, but also that it is NOT such a wonderful idea that it can't be improved and expanded upon by the exceptionally brilliant group of people who use this forum. I intend to post more later, about specifics of implementation etc, but it's well past midnight already and I've been composing this message for a long time tonight. Lucius Alexander Uncomplicated palindromedary tagline
  7. I've no idea what 6E says on the subject, as I've stuck with 5ER mostly, so here are a few random thoughts. Flash seems reasonably priced for a single sense. When expanded to other senses, is it 6d6 Flash Sight and Hearing for 48(8*6) points(seems expensive) or 9d6 Sight and Hearing for 50(45+5) points(too cheap)? Seems about the same for Flash Defense, 1 point for +1 defense, but paying that again for each sense means sinking a lot of points into a defense that rarely used, or rarely has an effect? Would it be better to price additional senses as an Advantage? At a +1/4 per added sense group, affecting all senses just doubles the price rather than quintuples it. Discussion and opinions please? Chris.
  8. While thinking about the discussion in the other thread I started (build-based vs. positional combat) I got to work on some house rules, for a style of play I'm calling "low heroic". They are “low” in the same sense as low fantasy. They don’t apply in games specifically deemed as cinematic-heroic (which would use Normal Characteristic Maxima) or superheroic (which don’t); those games would run as normal. These rules apply to spells in my Fantasy Hero games, post-apocalyptic mutations, psionic powers in psi campaigns, alien powers in Star Hero, chi abilities, a Jedi’s use of the Force, and so on and so forth. The biggest change is that all Powers cost double (which follows through to Base, Active, and Real cost). Advantages apply as normal to the doubled base cost of all Powers; Endurance Cost and Skill Roll penalties are based on the resulting Active Points. Powers are only allowed for characters with concepts that specifically call for them, such as wizards, post-apocalyptic mutants, and so forth. The Google document is here. I linked it in the other thread but wanted to get more general discussion about it.
  9. Version First


    This is a rebuild of the old Campaign Rules sheet that was offered in 4th Edition Champions. It gives the GM a single sheet to fill out with all the things players may need, including power level ranges, point bases, optional rules, house rules, everyman skills, and so on.
  10. Being an 'old-timer' who's played Champions since 1st edition 1981, the campaign has changed considerably. I've been privileged to be part of such a great group of gamers, who are also my closest friends. We came up with a version of Hardened Defenses before there was such a thing, I'm proud to say. From the 1st edition of "The Island of Dr. Destroyer" to the Adventurers Club magazines, a lot has been added since sitting down on day 1 of Champions 1st edition and trying to figure out the rules from a mere 56 page book. Along the way, we've looked at many things we liked and added a few houserules. Sometimes, the houserules came about just to be simple for everyone, not to make it the best logical way. Hey, when you've seen the rules change ending up eventually with 6th edition, you just stick with some of them. Our house rules work for us, and that's good enough for us. Before mentioning some of them, I'll retell the silliest thing that happened while learning the 1st edition of Champions: My brother and I read the book through (so we thought) and decided to try to each create a character. With the 100 point base, we found our characters costing horrible more than Crusader or Starburst but weren't sure why. My brother backtracked on the points for each stat and eventually found out there were 10 pts free in Str, Dex, Con, Body, Int, Ego, etc. so he did a little checking in the rules. Gasp! You get base points to start! (Moral of the story: read what's in front of you.) On to the House Rules: Perfect 3: When you roll a 3 on your to-hit dice, you have some options: add +1 Stun/per die, up to your maximum damage. If you want, you may also do 1.5x Body rolled up to max. (i.e. a 10d6 punch would add 10 Stun to the Stun total, so a roll of 35 Stun would be increased to 45 Stun.) Do zero BODY. This is particularly useful if you're not wanting to hurt someone. Do your normal damage and allows maximum knockback automatically. Do normal damage and go first on your next Phase automatically. Rolling an 18: When you roll an 18 on your to-hit dice, you have some options: Your DCV is halved during that Phase PD and ED are halved during your next Phase for the first attack that hits Your attack at half OCV during your next phase Roll for/pick a random character friend and roll the attack on them, at their DCV -1 Luck: Luck gives additional options besides the way Luck is usually handled. During the beginning of the game, anyone with Luck gets 1 pt. for each die of Luck that they possess, i.e. 2d6 Luck gives 2 pts. You lose these pts as you use them. Points reset at the beginning of any episode. For each point you gain from Luck, you may pick from one of the following options: Use 1 pt to add +1 OCV to one attack roll Use 1 pt to add +1 DCV for one attack roll on you Use 1 pt to reroll one low die of damage Add a bonus to any skill or characteristic roll = to the number of points used. Announce how many pts you intend to use before the roll. Using 3 pts gives +3 to your roll. Useful to bring that skill of 11 or less up to 14 or less. Comeliness: We use Comeliness, still. Someone help me on this but someone a long time ago suggested using Comeliness broken down into categories - we adopted that. The categories were: Approachability, Body, Face, Hair, Voice, Attitude, Magnetism, Style, Highlight. Base Points at Character Creation: Variable from 100 - 200 pts. We primarily stick with 4th and 5th edition rules, with a small amt of 6th edition. When a character is created, work on the statistics, powers and skills. Pick the disadvantages that the player feels the character should have. The rest is the base. As we have multiple GM's, we come to a group consensus of the base, with much leniency. Knockback: Even if an attack normally does knockback, the player can choose to do 'no knockback'. This is particularly used when two very strong opponents fight each other so they're not spending half the combat running back to each other due to the distance knocked back. Rules used apply to villains as well as heroes.
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