Monday, March 5, 2012

New Combat Example...

After talking with Jeff, I think this might be a better example comic...


I hope I got it right, initially I wanted to roll again for Damage, but it reads as if you use the dice from the Attack & Defense Roll to determine Damage as well?

But anyway, Jeff, this is what I would have loved to have seen in the book. Obviously with the correct flow of dice during an exchange. Maybe I am just reading too much into it, but as you should be able to tell, I am still a tad lost as to when to roll, and what dice are retained from what rolls to get each score...

Can you HBO (Help a Brother Out) ?

TB

Tuesday, February 28, 2012

Visualizing HiLo Heroes Encounter

While talking with Jeff, in the comments section of this post, I explained that I would have grasped the HiLo Heroes game mechanic easier, or quicker, if there were visuals of actual play. Rather than try to explain what I meant, I decided that showing what I meant would work better.

This is a VERY rough example of what I had in mind...



Crap! I meant to 'un-fill' Debbie's start icon and draw a movement arrow showing her path to Doc Goblin and a flashy 'POW!' marker, though she actually missed her second action attack roll....

Hope this shows what I would have liked to 'see' in the combat section... might be more work than it is worth, but it would have helped me. Especially with when to roll and what Action Die to use; Move for initiative, To Hit and Evade for attack exchange, etc.

Best,
TB

Monday, February 27, 2012

HiLo Heroes Re-release Under CC

With the announcement of HiLo Heroes' re-release under a Creative Commons license, I have spent a little time thinking about what I would want to do with it. Obviously I would love to see a Fantasy Rules / Setting supplement, but do I have the time, drive, or ability to pull such a project off? Probably, but would it be of the quality that I would force upon myself? I hope so. I am not, nor have I ever been, the most articulate and persevering person in the world...

Now, with the self lamination out of the way, where to begin?

I think one of the issues that might arise is the granularity of Powers. What I mean by this is, within a Supers setting, everyone is... well Super. If you look at Dan's blog, Sword and Board, where he has been doing tons of awesome write-ups, you can notice that the Heroes/Villains range from about a +1 to +6, in what I have coined as a TL (or Training Level, which equates to advancements). In addition, there is seldom a single "Power" over a +3. This is not a dig on the characters that Dan creates, or re-images, but rather an unintentional design limitation, IMHO.

The +3 limit in any given power is kind of like a commonsense modifier limit. I think it harkens back to the days of the D6 rules set, where if you ever had a +3 pip modifier you added another die. And, by my way of thinking, you might as well, since it equates to something more than what the average would be on several d6 rolls. I don't know if that is a feasible option though currently with HiLo Heroes without making it a different feeling game. Which I have no desire to do! It's simplicity is it's charm. I have no desire to add more dice to the mix.

This gets me to wondering about simple fantasy staples like armor, or even ~shudder~ magical armor. Even in it's most minimalistic form, conventional fantasy has three tiers of armor; light, medium, and heavy. Just by giving something a heavy armor, presumably a +3 to Block Mundane, you have made an impressive foe.

When I have made fantasy characters / monsters in the past on this blog, I have kinda stuck to the mentality of, "What is this type of character / monster known for?" This approach, which may not be a bad thing, could have two characters, each with a +1 "armor" vs. Blocking Mundane, being differentiated by descriptions. Example; Heavy Plated Knight or Swift Footed Vagabond. Both legitimately getting a +1 to their Block Mundane. One using chitinous plates, the other using rapid footwork, to impose air between themselves and an attack.

I suppose the granularity could be expanded with d8s or d10s, but that kind of piddles on the spirit of HiLo Heroes in my mind.

Definitely something I am going to have to think about and address, should I want to move forward with such a project.

Thoughts?
TB

Saturday, February 25, 2012

Over on Sword and Board, where Dan has been doing tons of HiLo Heroes write-ups, Jeff Moore (the creator of HiLo Heroes) said,
"I thought you might be interested to know that between your works here and The Bane's work over at his blog I have been inspired to do a rewrite of Hi/Lo Heroes. If nothing else, I want to get an editable copy of the game on my hard drive. I only have the PDF because I am awful at keeping back ups. I plan to change as little as possible, but I was thinking of changing the opposed roll mechanic to a fixed difficulty model. It means eliminating dice rolling from the referee side of the game and making everything proactive on part of the player? I would love to hear your opinion on this. Also any other suggestions are welcome. Finally, I will make this version "Creative Commons" allowing anyone to develop further for the game"
First and foremost, I really love that Jeff  is considering releasing HiLo Heroes under the 'Creative Commons' license.

Now, let me preface my response to the idea of making rolls "a fixed difficulty model" with; I haven't gotten to thoroughly play-test the current HiLo Heroes rules set, but I'm not sure I would change it. I am familiar with other fixed difficulty models, I have played them in the past, and they work. I can also see where it makes a little more sense for a Supers style resolution mechanic. You want your Super character, well, super. With the current mechanic there is the chance, though remote, that lowly Norm could take down a Super with a series of 'lucky' rolls.  

I hope to here more about this change, hopefully on Jeff's site, about why and how this change might come about.

I am interested to see what Jeff comes up with, though I personally would prefer to see both mechanics presented if at all possible because, given the chance (see CC License comments above), I would use the mechanics for a Fantasy setting.

Best,
TB

Friday, January 27, 2012

Vampires of the Underworld

Watched Underworld: Awakening while I was on my business trip...



Identity - Vampire
Hero Name: Various
Civilian Name: Various
Professional Career: Various
Hobby Career: Various
Charge: Other Vampire(s) Sired

Note
Vampires have a natural sever allergy to UV (sun) light. Vampires exposed to sunlight take a +3 Damage (Fantastic) attack per minute of exposure.

Template
Build:  [X] Quick  [  ] Powerful
Mentality:  [X] Logical  [  ] Intuitive
Temperament:  [  ] Bold  [X] Cautious

Action Dice and Powers
Move Die:  [X] High (Q)  [  ] Low (P)  [  ] Weak
    Movement Powers: Blurring Flash +2
To Hit Die:  [  ] High (B) [X] Low (C)  [  ] Weak
    Targeting Powers: Keen Sight +1
Evade Die:  [X] High (C)  [  ] Low (B)  [  ] Weak
    Evasion Powers: Experience of the Ages +1
Damage Die:  [  ] High (P)  [X] Low (Q)  [  ] Weak [X] Heroic +1
    Mundane Attack Powers: Strength +1
    Fantastic Attack Powers: Feast of Blood +2
Block Mundane Die:  [X] High (L)  [  ] Low (I)  [  ] Weak
Block Fantastic Die:  [  ] High (I)  [X] Low (L)  [X] Weak
    Barrier Powers: Toughness +1

Stats
TL: 6
Life: 16
Training: Various 
Doubles: 0

Update

Home at last, home at last. Back from my travels and hope to really get cranking on this blog now...

TB

Wednesday, January 25, 2012

House Rules

I really like what Dan is doing on Sword and Board. It has renewed my interest in HiLo Heroes. Okay, maybe not my interest, because I have always been interested in it, but maybe my passion.

Anyway, I have been thinking of some character creation House Rules, un-play-tested of course, for character creation.
  • Degrading/Nullifying Powers - Instead of doing Life damage, they damage or nullify the opponent's power
  • Life increases by a +1 with each 'advancement'
  • Life can be purchased for 10 Doubles, out of combat
  • Individual Powers can be advanced to a maximum of +3
  • 'Add-on' Powers can be 'tagged' to Individual Powers, such as; Shadow Blast +3 (Heroic +1), designating a Heroic Shadow Blast for a total of +4, but can not exceed a total +5 modifier. (Still have to figure out the Doubles pricing for this.
  • All 'advancements' are out of combat
More to come when I have a chance....

TB

Monday, January 23, 2012

HiLo Monster: Goblins

Second post of the day, I'm on a roll! The Necromancer needed minions!

Goblins, I must confess, are my favorite monster. If I DM a game, expect to see some form of Goblin around at any level.

So, HiLo Goblins:



Archer

Notes 
Goblins are "Thugs" and as such have fewer Life, but can roll for Blocking
Goblins have two weaknesses, and compensate with an additional 'Power'.

Template
Build:  [X] Quick  [  ] Powerful
Mentality:  [  ] Logical  [X] Intuitive
Temperament:  [  ] Bold  [X] Cautious

Action Dice and Powers
Move Die:  [X] High (Q)  [  ] Low (P)  [  ] Weak
    Movement Powers:
To Hit Die:  [  ] High (B) [X] Low (C)  [X] Weak
    Targeting Powers: Hail of Arrows +1
Evade Die:  [X] High (C)  [  ] Low (B)  [  ] Weak
    Evasion Powers:
Damage Die (DO NOT add +1):  [  ] High (P)  [X] Low (Q)  [  ] Weak
    Mundane Attack Powers: Shortbow +1
    Fantastic Attack Powers:
Block Mundane Die:  [  ] High (L)  [X] Low (I)  [X] Weak
Block Fantastic Die:  [X] High (I)  [  ] Low (L)  [  ] Weak
    Barrier Powers: Leather Armor +1

Stats
TL: 0
Life: 3
Training: Stealthy Bugger (Evade +1)
Doubles: 0
----------------------------------------------------------


Shaman

Notes 
Goblins are "Thugs" and as such have fewer Life, but can roll for Blocking
Goblins have two weaknesses, and compensate with an additional 'Power'.

Template
Build:  [X] Quick  [  ] Powerful
Mentality:  [  ] Logical  [X] Intuitive
Temperament:  [  ] Bold  [X] Cautious

Action Dice and Powers
Move Die:  [X] High (Q)  [  ] Low (P)  [  ] Weak
    Movement Powers: Quick as a Whip! +1
To Hit Die:  [  ] High (B) [X] Low (C)  [X] Weak
    Targeting Powers:
Evade Die:  [X] High (C)  [  ] Low (B)  [  ] Weak
    Evasion Powers: Lost in the Crowd +1
Damage Die (DO NOT add +1):  [  ] High (P)  [X] Low (Q)  [  ] Weak
    Mundane Attack Powers:
    Fantastic Attack Powers: Mischievous Deeds +1
Block Mundane Die:  [  ] High (L)  [X] Low (I)  [X] Weak
Block Fantastic Die:  [X] High (I)  [  ] Low (L)  [  ] Weak
    Barrier Powers: Protected by Choas +1

Stats
TL: 1
Life: 4 
Training: Sizin' 'em Up (To Hit +1) 
Doubles: 0 (30 Doubles spent on 4th Power, 3rd Power free for second weakness)
----------------------------------------------------------

Blade

Notes 
Goblins are "Thugs" and as such have fewer Life, but can roll for Blocking
Goblins have two weaknesses, and compensate with an additional 'Power'.

Template
Build:  [X] Quick  [  ] Powerful
Mentality:  [  ] Logical  [X] Intuitive
Temperament:  [  ] Bold  [X] Cautious

Action Dice and Powers
Move Die:  [X] High (Q)  [  ] Low (P)  [  ] Weak
    Movement Powers:
To Hit Die:  [  ] High (B) [X] Low (C)  [X] Weak
    Targeting Powers: Attack in Numbers +1
Evade Die:  [X] High (C)  [  ] Low (B)  [  ] Weak
    Evasion Powers:
Damage Die (DO NOT add +1):  [  ] High (P)  [X] Low (Q)  [  ] Weak
    Mundane Attack Powers: Jagged Blade +1
    Fantastic Attack Powers:
Block Mundane Die:  [  ] High (L)  [X] Low (I)  [X] Weak
Block Fantastic Die:  [X] High (I)  [  ] Low (L)  [  ] Weak
    Barrier Powers: Leather Armor and Shield +2

Stats
TL: 1
Life: 4
Training: Stealthy Bugger (Evade +1)

Doubles: 0 (30 Doubles spent on 4th Power, 3rd Power free for second weakness)
----------------------------------------------------------

Assassin

Notes 
Goblins are "Thugs" and as such have fewer Life, but can roll for Blocking
Goblins have two weaknesses, and compensate with an additional 'Power'.
Goblin Assassin continually lick their blades making them quite deadly (equivalent to a +2)

Template
Build:  [X] Quick  [  ] Powerful
Mentality:  [  ] Logical  [X] Intuitive
Temperament:  [  ] Bold  [X] Cautious

Action Dice and Powers
Move Die:  [X] High (Q)  [  ] Low (P)  [  ] Weak
    Movement Powers: Quick as a Whip! +1
To Hit Die:  [  ] High (B) [X] Low (C)  [X] Weak
    Targeting Powers:
Evade Die:  [X] High (C)  [  ] Low (B)  [  ] Weak
    Evasion Powers: From the Shadows +1

Damage Die (DO NOT add +1):  [  ] High (P)  [X] Low (Q)  [  ] Weak
    Mundane Attack Powers: Poisoned Blade +1 (Reduce Opponent's Evade -1 on a Hit)
    Fantastic Attack Powers:
Block Mundane Die:  [  ] High (L)  [X] Low (I)  [X] Weak
Block Fantastic Die:  [X] High (I)  [  ] Low (L)  [  ] Weak
    Barrier Powers: Leather Armor +1

Stats
TL: 1
Life: 4
Training: Stealthy Bugger (Evade +1)

Doubles: 0 (30 Doubles spent on 4th Power, 3rd Power free for second weakness)

HiLo Villian: Necromancer

Dan, of Sword and Board, has renewed my interest into HiLo Heroes, written by Jeff Moore. To be honest, I never lost interest in it. I just have no one to play a Supers game with, and I am not all that big of a fan of the Super's Genre. But I intend to press on, focusing on how to incorporate it into more of a Fantasy or Punk setting.

So, without further ado: PANDORA (Necromancer)
--------------------------------------------------------------


Identity
Hero Name: Pandora 
Civilian Name: Vineal Gith
Professional Career: Taxidermist
Hobby Career: Madam
Charge: Daughters Corpse

Notes
Vineal Gith was a small town Taxidermist, making trophies of Adventurer's kills, until the death of her only child. Now she seeks out a way to revive her. How, she does not care.

Template
Build:  [X] Quick  [  ] Powerful
Mentality:  [X] Logical  [  ] Intuitive
Temperament:  [X] Bold  [  ] Cautious

Action Dice and Powers
Move Die:  [X] High (Q)  [  ] Low (P)
    Movement Powers: Weakness - Walk of the Dead
To Hit Die:  [X] High (B) [  ] Low (C)
    Targeting Powers:
Evade Die:  [  ] High (C)  [X] Low (B)
    Evasion Powers: Martial Dodge +2
Damage Die (add +1):  [  ] High (P)  [X] Low (Q)
    Mundane Attack Powers: Poisoned Blade +1
    Fantastic Attack Powers: Life Drain +1 
Block Mundane Die:  [X] High (L)  [  ] Low (I)
Block Fantastic Die:  [  ] High (I)  [X] Low (L)
    Barrier Powers: Invulnerable +1, Leather Armor +1

Stats
Life: 12 
Training: Undead Minion (Phantasmal Force), Damage +1, Mundane 
Training Level: 4
Doubles: 0 (60 spent: 4 Powers, 2 Life)


--------------------------------------------------------------

Doubles really should be (30+40+50+20 for Powers, or three additional Powers with one increased to a +2, +20 Life = 160 Doubles!). I don't like the exponential increase in cost for them at moment, for Powers. Granted it is easier to increase an already existing Power, but I will have to ruminate on this a bit. Just how long would it take to roll 160 doubles?! Play-testing required!

Thoughts?

TB

Tuesday, February 22, 2011

I Am Back... I Think...

Ok, been some time... actually a really long time since I have posted. I won't go into a long drawn out explanation here, but suffice it to say, real life can be a bitch.

I hope to be furthering my HiLo blogging within a few days and have some ideas I will be releasing on one shot encounters that should be able to be dropped into any HiLo campaign as well as a "mini-module" for HiLo Fantasy that I want to put together for a play test with my kids and their friends.

Best,
TB

Monday, September 20, 2010

Exercise in Randomness

Wanted to try out the Random Character Generation Rules... meet Spector

Identity
Hero Name: Specter
Civilian Name: Johnny Rocks
Professional Career: Rock Star (To Hit / H)
Hobby Career: Writer (Evade / L)
Charge: Nicky Styx (Coworker)

Notes
To be determined...

Template
Build:  [X] Quick  [  ] Powerful
Mentality:  [  ] Logical  [X] Intuitive
Temperament:  [X] Bold  [  ] Cautious

Action Dice and Powers
Move Die:  [X] High (Q)  [  ] Low (P)  [  ] Weak
    Movement Powers:
To Hit Die:  [X] High (B) [  ] Low (C)  [  ] Weak
    Targeting Powers:
Evade Die:  [  ] High (C)  [X] Low (B)  [  ] Weak
    Evasion Powers: "Spectral Shadow" (Ghost Form)
Damage Die (add +1):  [  ] High (P)  [X] Low (Q)  [  ] Weak
    Mundane Attack Powers: "Chill of the Dead" (Cold Damage)
    Fantastic Attack Powers:
Block Mundane Die:  [  ] High (L)  [X] Low (I)  [  ] Weak
Block Fantastic Die:  [X] High (I)  [  ] Low (L)  [X] Weak
    Barrier Powers:

Stats
TL: 1
Life: 10
Training: Invisibility (Evasion - Defense Action Die)
Doubles: 0

Thursday, September 9, 2010

Identity
Hero Name: Orc (Fantasy)
Civilian Name: Various
Professional Career: Leader (To Hit / H)
Hobby Career: Animal Trainer - Boars (Block Fantastic / H)
Charge: Subordinates, Chief

Notes
Orcs kind of found their own life simply by filling in the 'Template'. I rather like the vision the this build gives of the 'traditional' Orc. True brawlers with a penchant for combat, shrugging off the mightiest of blows... 

Template
Build:  [  ] Quick  [X] Powerful
Mentality:  [  ] Logical  [X] Intuitive
Temperament:  [X] Bold  [  ] Cautious

Action Dice and Powers
Move Die:  [  ] High (Q)  [X] Low (P)  [  ] Weak
    Movement Powers:
To Hit Die:  [X] High (B) [  ] Low (C)  [  ] Weak
    Targeting Powers:
Evade Die:  [  ] High (C)  [X] Low (B)  [X] Weak
    Evasion Weakness: Blood Lust
Damage Die (add +1):  [X] High (P)  [  ] Low (Q)  [  ] Weak
    Mundane Attack Powers: Vicious Blade +1
    Fantastic Attack Powers:
Block Mundane Die:  [  ] High (L)  [X] Low (I)  [  ] Weak
Block Fantastic Die:  [X] High (I)  [  ] Low (L)  [  ] Weak
    Barrier Powers: Invulnerability +1

Stats
TL: 1
Life: 15
Training: Fantastic Attack Power: Intimidate (Limited to other Orcs) +1
Doubles: 0

Monday, August 16, 2010

What is in a name?

I realize I haven't posted in a while. Real life has been a chaotic ride lately. Hopefully this will change in the coming days/weeks.

Now, the reason for this post: I realize that I haven't discussed Mutants and Masterminds since I found Jeff Moore's HiLo Heroes, and feel the new title is more accurate. So there it is...

TB

Wednesday, June 30, 2010

HiLo Heroes: Gambit

Though not a 'Big Screen' character as of yet, Gambit has always been one of my favorites. This has probably been the hardest Hero I have attempted to stat up thus far with HiLo Heroes...

Identity
Hero Name: Gambit
Civilian Name: Remy Etienne LeBeau
Professional Career: Thief (To Hit / H)
Hobby Career: Gambler (Move / H)
Charge: Rogue

Notes
Abandoned at birth in New Orleans, Remy was taken in by a set of thieves and later became a member of the X-Men and even portrayed Death incarnate...

Template
Build:  [X] Quick  [  ] Powerful
Mentality:  [  ] Logical  [X] Intuitive
Temperament:  [X] Bold  [  ] Cautious

Action Dice and Powers
Move Die:  [X] High (Q)  [  ] Low (P)  [  ] Weak
    Movement Powers:
To Hit Die:  [X] High (B) [  ] Low (C)  [  ] Weak
    Targeting Powers: Rapid Fire +1 
Evade Die:  [  ] High (C)  [X] Low (B)  [  ] Weak
    Evasion Powers:
Damage Die (add +1):  [  ] High (P)  [X] Low (Q)  [  ] Weak
    Mundane Attack Powers:
    Fantastic Attack Powers: Energy Blast +1
Block Mundane Die:  [  ] High (L)  [X] Low (I)  [  ] Weak
Block Fantastic Die:  [X] High (I)  [  ] Low (L)  [X] Weak
    Barrier Powers: Armor +1

Stats
TL: 1 
Life: 11 
Training: Super Agility (To Hit +1)
Doubles: 0

Monday, June 28, 2010

HiLo Heroes: More Fantasy



Identity
Hero Name: tae'Shedeth (Beloved for Time Eternal) 
Civilian Name: Shedeth the Sly
Professional Career: Rogue (Quick Career, Move / H)
Hobby Career: Alchemy (Cautious Career, Evade / H)
Charge: Duin (Sister of the Crescent Moon)

Notes
Shedeth's sister, Duin, had gone missing many moons ago. Shedeth's sole purpose in life is to find the cult that ensnared her sister's weak mind and make them pay. In her travels she gets by, by stealing what she needs and acquiring information the same way.

Template
Build:  [X] Quick  [  ] Powerful
Mentality:  [X] Logical  [  ] Intuitive
Temperament:  [  ] Bold  [X] Cautious

Action Dice and Powers
Move Die:  [X] High (Q)  [  ] Low (P)  [  ] Weak
    Movement Powers: Fleet of Elven Foot +1
To Hit Die:  [  ] High (B) [X] Low (C)  [X] Weak
    Targeting Powers: Backstab +1
Evade Die:  [X] High (C)  [  ] Low (B)  [  ] Weak
    Evasion Powers:
Damage Die (add +1):  [  ] High (P)  [X] Low (Q)  [  ] Weak
    Mundane Attack Powers: Daggers +1
    Fantastic Attack Powers:
Block Mundane Die:  [X] High (L)  [  ] Low (I)  [  ] Weak
Block Fantastic Die:  [  ] High (I)  [X] Low (L)  [  ] Weak
    Barrier Powers: Armor (Leather) +1

Stats
TL: 2
Life: 12 
Training: Crippling Strike (-1 Opponent Move Die w/ successful mundane damage blow)
Doubles: 0

HiLo Heroes: Fantasy

Just musing at the moment..

Identity
Hero Name: Duererl Thohig (Dark Father of the Noble Garrison)
Civilian Name: Duer the Dwarf
Professional Career: Noble (Politician) (To Hit / H)
Hobby Career: Stone Mason (Artist) (Block Fan / H)
Charge: Ordin Reiral (Cunning Blacksmith of Vermin Birthplace)

Notes
Duer was born the third son of the house of Noble Garrison. As a child he was befriended by an urchin, Ordin, who was a down on his luck blacksmith. Duer took him in and in return Ordin cast him a fine suit of Chainmail and a vicious axe. Not likely to ascend to the throne, and politics being his least preferred method of dealing with issues, Duer followed his adventurer's heart...

Template
Build:  [  ] Quick  [X] Powerful
Mentality:  [  ] Logical  [X] Intuitive
Temperament:  [X] Bold  [  ] Cautious

Action Dice and Powers
Move Die:  [  ] High (Q)  [X] Low (P)  [X] Weak
    Movement Powers:
To Hit Die:  [X] High (B) [  ] Low (C)  [  ] Weak
    Targeting Powers:
Evade Die:  [  ] High (C)  [X] Low (B)  [  ] Weak
    Evasion Powers:
Damage Die (add +1):  [X] High (P)  [  ] Low (Q)  [  ] Weak
    Mundane Attack Powers: Blade (Two-Handed Axe) +2
    Fantastic Attack Powers:
Block Mundane Die:  [  ] High (L)  [X] Low (I)  [  ] Weak
Block Fantastic Die:  [X] High (I)  [  ] Low (L)  [  ] Weak
    Barrier Powers: Armor +2 (Chainmail), Invulnerability +1

Stats
TL: 3
Life: 18
Training: Martial Dodge (Evade +1)
Doubles: 0

This just might have some merit! Easily removed 'gear' such as the axe may end up costing half, which would make Duer TL:2 if I decide to try the house rule for Nullifying Powers and reducing an opponent's abilities as an option instead of their life everytime.

TB

HiLo Heroes: Template

Figured I needed a quick template for characters to put on the blog:

Identity
Hero Name:
Civilian Name:
Professional Career:
Hobby Career:
Charge:

Notes

Template
Build:  [  ] Quick  [  ] Powerful
Mentality:  [  ] Logical  [  ] Intuitive
Temperament:  [  ] Bold  [  ] Cautious

Action Dice and Powers
Move Die:  [  ] High (Q)  [  ] Low (P)  [  ] Weak
    Movement Powers:
To Hit Die:  [  ] High (B) [  ] Low (C)  [  ] Weak
    Targeting Powers:
Evade Die:  [  ] High (C)  [  ] Low (B)  [  ] Weak
    Evasion Powers:
Damage Die (add +1):  [  ] High (P)  [  ] Low (Q)  [  ] Weak
    Mundane Attack Powers:
    Fantastic Attack Powers:
Block Mundane Die:  [  ] High (L)  [  ] Low (I)  [  ] Weak
Block Fantastic Die:  [  ] High (I)  [  ] Low (L)  [  ] Weak
    Barrier Powers:

Stats
TL:
Life:
Training:
Doubles:



Did I miss anything?


TB

Thursday, June 24, 2010

HiLo Heroes: Countering / Nullifying Power

I haven't had time to play-test HiLo Heroes yet, but my tinker's brain can not stop processing its goodness.

I spoke briefly about an idea a few posts back. Conceptually I see a Countering or Nullifying Power as one that takes success to work, and rather than doing damage, degrades the target in other ways.

For example; this Spider-man has the following Powers for his Temperament...

Temperament: Cautious (LOW To Hit, HIGH Evade)
    Evade Powers: Danger Sense +1, Acrobatics +1
    To Hit Powers: Rapid Fire (Web Shooters) +1

Spidey seldom does physical damage to his opponents on the big-screen. To represent this, I see him more as a disarming type. To that end, I have thought that a To Hit Power: Disarm (Web Shooters) +1 would look rather snazzy for my interpretation of him.


The Power: Disarm could work with either the Temperament or the Build Abilities. A Temperament Power for ranged attacks and a Build (most likely best for Powerful Templates) for a hand-to-hand attack. Either way a successful damage dealing attack could strip the target of their weapon. (Limited - to a Mundane Damage producing 'power' such as firearms.) The opponent would lose their +1 for that Mundane Damage power rather than take physical damage. The target might be able to get that +1 back if they could re-arm themselves.

I could see this working for a 'Snare' where the targets Move bonuses is removed or even resulting in penalties if they don't have a Move Power...

TB

Monday, June 14, 2010

HiLo Heroes: Alternate Training Rules

A quick thought on alternate 'Training' rules that I thought I would put down in a post, so I didn't forget...

By default Powers in Training become full fledged powers once X number of doubles are rolled. Powers in Training can, by default, be use once per session as if the character had full use of that power...

How about allowing players to fuel their Power in Training when doubles are rolled? If a player rolls doubles, they can either; save the double and count it towards permanently obtaining the Power in Training (as the RAW already state), or they can spend that double and use that power then and there. Spending the double to power the Power in Training effectively uses up the double's effect and it is not counted toward advancement (experience).

Thoughts?

TB

HiLo Heroes: Thoughts On Batman And Spiderman

Keeping in mind that I have not gotten to play the rules as written (RAW) yet, there are some things that strike me as odd looking over the two iconic heroes I have tried to design using the rules thus far.

Starting with my recent interpretation of Batman (TL:B), I kept getting drawn to:

Barrier Defense Powers: Armor +1

Barrier Defense gives a plus one to both Mundane and Fantastic attacks directed at the character. I personally don't have that image of Batman in my melon. What I mean is, between Batman's Armor and Agility, their isn't much in the world of the Mundane that can phase him, let alone take him out. But I have a completely different opinion as far as Fantastic attacks against him go. Confronted with a Fantastic attack, I think Batman would retire to his Bat-Cave to roll a few skill checks vs Scientist, or Detective, to find out how to counter the effect of the attack. Then possibly allowing a Training: Block Fantastic Power with a successful Skill check, or series of successful Skill checks. After all, just how difficult it is to find out that Superman's weakness is kryptonite is totally speculative and left to the GM.

* Separating Block Mundane and Block Fantastic Powers is an interesting house-rule I will be considering as I play the RAW. I will be definitely watching for the possible conflicts of such a house-rule.

Further review has me considering the granularity of the d6. Specifically, a +1 or +2 from powers is rather 'super'. Hence my thoughts of limiting powers to an overall +2 per Ability. Taking this into account, as well as there not being any "Nullifing" powers, I have to wonder if they could be built for the system. My initial inclination is that the Nullifing Power would have to be specific, such as Nullify (To Hit) -1. As this power would only be appropriate to counter someone with a To Hit Power of +1 or greater, and by default would be 'limited', I can't but think that it would be cheaper than a normal power. Perhaps two -1s for the same Training or initial purchase of a single power.

This may lead to too much record keeping for my tastes, but it is an interesting concept, so I will keep the idea as a possible house rule. Again, after I have played with the RAW for a bit...

* Expanding powers to counter other powers at a 2:1 expense, or something similar, might be fun.

Something I want to consider further, as well, is Shape Shifting or even Growth... but I must control my tinker's desires at the moment. Maybe if I got to play, I could just push all these crazy thoughts aside!

TB