What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Saturday, January 30, 2016

Post #100!!! - Hero System Character Build: Saitama (One Punchman)

So I know that people are likely going to either complain or compliment my attempt so lets clear up a few things.

  1. Saitama is so powerful it's not easy to put his stats into numbers.
  2. The build is based roughly off how powerful Dr. Destroyer is.
  3. This is not a Player Character build.  This is more of a rational attempt to build a working idea of Saitama as a Hero System/Champions character.  Now if you were looking to have him used in a game as a PC character then keep in mind that other PC's should be built on nearly the same amount of points as him (which is an insane amount really).
  4. The build is of course my opinion...so there.  However his history noted below was taken from the One Punchman wiki.



Saitama

Val    Char   Cost   Roll Notes
  10      STR         0       29-    Lift 26.2ktons; 20d6
  10      DEX        0       15-    OCV:  10/DCV:  10
  10      CON        0       17-
  20      BODY   10     
  10      INT         0       11-    PER Roll 11-/19-
  20      EGO       10      13-    ECV:  3 - 14
  10      PRE         0       11-    PRE Attack:  2d6
    

  10      PD           8                Total:  30 PD (30 rPD)
  10      ED           8                Total:  30 ED (30 rED)
    2       SPD         0                Phases:  2, 3, 4, 5, 6, 8, 9, 10, 11, 12
  20      REC       16
100    END       16
  50      STUN    15      Total Characteristic Cost:  186

Movement:                   Running:               72m/9216m
                                        Flight:                     4m/8m
                                        Leaping:                64m/8192m
                                        Swimming:            34m/1088m

Cost  Powers                                                              END
            Beyond Human Limits
187     1)  Damage Negation (-5 DCs Physical, -5 DCs Energy, -5 DCs Mental), Hardened (+¼), Inherent (+¼), Impenetrable (+1) (187 Active Points)
165     2)  Physical Damage Reduction, Resistant, 75%, Inherent (+¼), Hardened (x2; +½), Impenetrable (+1) (165 Active Points)
165     3)  Energy Damage Reduction, Resistant, 75%, Inherent (+¼), Hardened (x2; +½), Impenetrable (+1) (165 Active Points)
72       4)  +20 PD, Inherent (+¼), Resistant (+½), Hardened (x4; +1) (72 Active Points) (Modifiers affect Base Characteristic)
72       5)  +20 ED, Inherent (+¼), Resistant (+½), Hardened (x4; +1) (72 Active Points) (Modifiers affect Base Characteristic)
67       6)  Mental Defense (30 points total), Inherent (+¼), Hardened (x2; +½), Resistant (+½) (67 Active Points)
67       7)  Power Defense (30 points), Inherent (+¼), Resistant (+½), Hardened (x2; +½) (67 Active Points)
10       8)  Life Support  (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
24       9)  +8 PER with Sight Group and Combat Sense
16       10) Rapid ( x100) with Sight Group and Combat Sense
164     11) +90 STR, Inherent (+¼), Reduced Endurance (0 END; +½) (164 Active Points) (Modifiers affect Base Characteristic)
55       12) +20 DEX, Inherent (+¼) (55 Active Points) (Modifiers affect Base Characteristic)
39       13) +30 CON, Inherent (+¼) (39 Active Points) (Modifiers affect Base Characteristic)
105     14) +8 SPD, Inherent (+¼) (105 Active Points) (Modifiers affect Base Characteristic)
60       15) Deflection, Hardened (x2; +½), Reduced Endurance (0 END; +½), Resistant (+½), Impenetrable (+½) (60 Active Points)
80       16) After Images:  Sight and Smell/Taste Groups and Combat Sense Images, +/-5 to PER Rolls, +5 DCV Bonus, Persistent (+¼), Inherent (+¼), Reduced Endurance (0 END; +½) (120 Active Points); Limited Power Only usable while moving. (-½)
             
205     Movement:  Multipower, 205-point reserve
13f      1)  Leaping +60m (64m forward, 32m upward) (Accurate, x128 Noncombat), Reduced Endurance (0 END; +½), No Gravity Penalty (+½) (132 Active Points)
13f      2)  Running +60m (72m total), x128 Noncombat, Reduced Endurance (0 END; +½) (135 Active Points)
4f        3)  Swimming +30m (34m total) (x32 Noncombat), Reduced Endurance (½ END; +¼) (44 Active Points)         1 END
1f        4)  Serious Leap:  Flight 4m, Reduced Endurance (½ END; +¼), No Gravity Penalty (+½), MegaScale (1m = 100 million km; +3) (19 Active Points); Limited Power Simulates Accurate Leaping (-1)      1 END
             
300     Fighting Skills:  Multipower, 300-point reserve
5f        1)  Normal Punch:  Hand-To-Hand Attack +8d6, Armor Piercing (+¼), Reduced Endurance (½ END; +¼) (60 Active Points); Hand-To-Hand Attack (-¼)                                                   2 END
7f        2)  Consecutive Normal Punch:  Hand-To-Hand Attack +8d6, Armor Piercing (+¼), Reduced Endurance (½ END; +½), Autofire (5 shots; +½) (90 Active Points); Hand-To-Hand Attack (-¼)       3 END
24f      3)  Serious Punch (One Punch Finisher):  Hand-To-Hand Attack +13d6 (Reduced Negation (5)), Armor Piercing (+¼), Reduced Endurance (½ END; +¼), Double Knockback (+½), Area Of Effect (18m Cone; +¾), Thin Cone (-¼), Selective (+¼), MegaScale (1m = 10 km; +1 ¼) (300 Active Points); Hand-To-Hand Attack (-¼)   14 END
             
 

       Perks
1          Fringe Benefit:  Certification to be a Hero

       Talents
31       Combat Sense (Rapid (x100), Sense, Tracking) 14-
5          Lightning Reflexes (+5 DEX to act first with All Actions)

       Skills
3          Acrobatics 15-
3          Breakfall 15-
3          Climbing 15-
16       +2 with HTH Combat
1          Computer Programming 8-
0          Concealment 8-
0          Deduction 8-
10       Defense Maneuver I-IV
2          AK: Home Mega City 11-
6          KS: Physiology 14-
3          Navigation 11-
12       +4 to offset a specific negative OCV modifier with all attacks
12       +6 to offset a specific negative modifier with SIGHT based Perception Rolls
0          Persuasion 8-
1          PS: Hero as a Hobby 8-
10       Rapid Attack
0          Shadowing 8-
3          Stealth 15-
3          Streetwise 11-

Total Powers & Skill Cost:  2045
Total Cost:  2231

2231+   Disadvantages
5          Psychological Complication:  Indifferent Heroics (its just a hobby) (Uncommon; Moderate)
10       Psychological Complication:  Bargain Hunter - Saitama is more concerned over finding a good bargain on food than drawing out a fight. (Uncommon; Strong)
10       Psychological Complication:  Hates Mosquitoes (Uncommon; Strong)
20       Social Complication:  Unimpressive Appearance. Very Frequently, Major
15       Social Complication:  Has difficulty remembering names and faces of people unless he interacts with them regularly, often miss pronouncing their names or just calling them something that sounds similar. Very Frequently, Minor
5          Negative Reputation:  Unassuming appearance results in a lack of interest in him and underestimation of what he is capable of (for both good and bad reasons)., Infrequently
35       Custom Complication - He has difficulty hitting tiny things like mosquitoes even given his incredible speed and power.  (Every 5pts in this equal a -1 to OCV on attack rolls against qualifying targets.)


Total Disadvantage Points:  2231

Background/History:  Saitama (????, Saitama) is the main protagonist of OnePunch-Man and the most powerful hero alive. Saitama faces a self-imposed existential crisis, as he is now too powerful to gain any thrill from his deeds.

He registered with the Hero Association as a C-Class and eventually made a big leap to become a B-Class Superhero and is tasked to defend Z-City against Mysterious Beings. Under the Hero Association, he is given the name Caped Baldy (?????, Hagemanto).

Personality/Motivation:  For a superhero, Saitama is thought to be quite indifferent. Even the mightiest foes pose no challenge to him, so he doesn't take his hero work very seriously and beats monsters like swatting insects. Since his superhero work has begun to bore him, he is constantly searching for an opponent that can challenge him. The lack of any such opponents has led him to suffer from an existential crisis, and he claims that his ability to feel any and all emotions has dulled considerably. He stated that he just became a hero because it was his dream and for self-satisfaction and before becoming one, used to suffer from anxiety issues. Despite his boredom, Saitama does not ignore crime, as in his own words (having displayed a lack of understanding at the disaster level system), "If the heroes run and hide, who will stay and fight?".

The combination of his attitude, unstoppable strength, and distinctively simple and 'unimpressive' appearance often cause his battles to become anticlimactic. Saitama will usually allow his opponents rant about their motives and power up into their strongest forms before obliterating them with a single punch. However if they talk too much he will either interrupt them or just punch them.

A running gag about Saitama is his inability to remember people's faces and names, seen when he forgot Sonic's name and could not remember who Tanktop Tiger was. Because of this, he always ends up pronouncing their names incorrectly.

As of some special chapter during his time participating a costume contest, appearance doesn't matter to him, the only thing matters to him are his abilities and his desire to be a the super hero he's been training for. That being said, he does care about his cleanliness, as the only thing he ever really complains about is how he gets dirt on his clothes or blood on his gloves. Though he doesn't care about appearances, he has shown dislike towards his hero name, Caped Baldy. Thus even after receiving it, he always refers to himself as Saitama.

Saitama has been shown to be very humble, as he purposefully let the masses turn against him, for the sake of the defeated heroes to be given credit for their efforts; claiming that they had weakened the Sea King before his arrival. He did the same for the police in the Special Chapter, dressing as one of them and killed a monster, though he would had gain much fame had he revealed who he actually was. He also didn't mind that King took credit for all of his achievements.

Another surprising thing about Saitama is that he is surprisingly tactful and insightful, being well able to discern situations and character traits from the people and environment around him fairly easily. Having picked up a number of hints to Sonic's own persona on their first meeting and when two tank top heroes jealously plotted to ruin him after the meteor event that there were irate and self-serving hero types like them, as well as discerning Fubuki's forced offer of submission or destruction just before his crackdown on how the hero world really works than how it is currently run.

Saitama has been shown to show remorse to his enemies before, particularly ones who can give him an actual fight and don't go down in one hit. One such example of this being Boros, to whom, in order to give an exciting fight to (seeing as he could relate to having similar amounts of power), though in the end, still couldn't draw out Saitama's full power.[2]

Saitama does not actually care if people insult him and he usually ignores them and says that they need a hobby; the only insult that could at the very least get a what could be called reaction out of him is when someone mentions his bald head. He also shows a measure of concern when it comes to bargains, as seen when he fought Carnage Kabuto, when he was more shocked upon the realization that he was going to miss a bargain sale, rather than his opponent, who had undergone a transformation and was whacking him around. Despite his general indifference to most things, Saitama was genuinely shocked to when he realized that no one actually knew of him, despite his achievements (although this could be attributed to the fact that he never stuck around after saving the day).

Saitama shows impressive restrain with his power, considering that with his physical ability, he is capable of splitting the sky, or jumping from the moon to earth easily. He manages to beat nearly all of his opponents with a single punch, though occasionally causes more devastation than necessary. While he has no problem killing monsters, Saitama has yet to be seen killing another human, and uses only enough strength to knock them out.

Quote:  "Just an average guy who serves as an average hero"
"Having an overwhelming power is boring as hell."
"The true power of us human beings is that we can change ourselves on our own."
"Do you honestly think you won't get any stronger for the rest of your life? Instead of sitting around frustrated, it's better to keep on moving forward. I'm going now. Today's a special day in case you didn't know. The market's selling veggies at 30% off."


Powers/Tactics:  Saitama is the titular OnePunch-Man and the strongest character in the series. No enemy has been able to injure him in any way, or even survive from a single earnest punch. A few enemies have survived punches from him, such as any human he has struck, and Boros, whom Saitama empathized with and held back against so as to give him a satisfying fight. Saitama's power is that his body is far beyond human limits, allowing him to achieve astounding physical feats. His strength is so great that it vastly eclipses even artificial beings designed or bred specifically for superhuman combat, such as mechanical beings or the mutated warriors from the House of Evolution. Since no enemies have posed any real challenge to Saitama yet, the upper bound of his strength is likely even higher than it appears. While his power is only limited to heightened human traits - Saitama cannot fly or fire energy blasts - his superhuman abilities more than makes up for the lack of variety in his powers.

The origin of Saitama's immense strength is mysterious and unclear. Although he tells everyone he got his incredible power through mere strength training, no one believes him at all. According to Saitama, after a year and half of 100 daily push-ups, sit-ups, and squats, plus 10 km daily running, he had achieved some level of superhuman strength. This training was apparently so intense for Saitama that he at times felt he might die, and claims that it is what caused all of his hair to suddenly and eventually fall out. He apparently continued his training for another year and half before beginning his hero career. Genos believes that Saitama doesn't actually know or understand how he gained his power, and hopes to learn the secret by sparring with and observing him. It should be noted, however, that Saitama would complete all parts of the training one after the other without breaks and was battling mysterious beings that appeared during that time, which would have made completing the training more intense than would normally be expected.

Campaign Use:  NONE - This character is so immensly powerful that he really shouldn't be used in a game, especially under the control of a player!

Appearance:  Saitama is a bald, ordinary looking man with a thin, but well-built physique and of average height and weight. He claims to have lost all of his hair suddenly and prematurely as a result of the toll taken on his body by his intense hero training. Three years before the story line, Saitama had spiky, black hair and brown eyes that are usually represented by dots.  He is 25yrs old, and human...though his power would almost imply he is beyond any level of understanding of what a human is.

Saitama is usually deliberately drawn in a simpler style than all the other characters, with an elliptical shaped head and only a simple mouth and eyes. When drawn in a more serious style with more detail, Saitama is revealed to have sharp features, dangerous looking eyes, and a chiseled musculature. Even his posture undergoes a metamorphosis, with a slack posture and sloping elbows when lax, while possessing a straightened posture and squared shoulders when serious. His costume is a plain yellow jumpsuit with a short zipper at the collar and a belt. The costume is finished out by a red ensemble of boots, gloves and a white or red cape.








Monday, January 18, 2016

Winning Folks over to Hero System

Well I was looking for a topic to roll with before the end of the month and I think I finally found something...well again.



Now for those of you who don't know me, or haven't followed what I do, you should know that I love the Hero System.  Its as far as I'm concerned the best game system out there, it just takes some getting used to.

But the question is how do I win people over to this system?  I'm pretty sure I've done this before infact, but I need to put something on my blog and this is probably the best thing I can do at this time.


Now before I get started you all should know that Hero Games, the company that makes all their books in physical form, and in PDF.  Yes you can get a legit copy of a game book from them and use it on your tablet or computer.  And the cost for the PDF is cheaper than the physical copy.  Moreover they have bundles where you can get not just the physical copy but a digital copy as well.  But the system also has a character generator too called Hero Designer - and yes it's been around for years.


You've all seen the character's I've posted on here but looking at a character doesn't provide context on the game system, at least not unless I break down how things work.

For the most part the aspects of character creation are straight forward in what does what.

What people often want to know is how things work, the aspects of how character's function in this system, and that means combat and skill use.  Building a character isn't a big deal as point spending is fairly straight forward in most things.  The complications come when you start adding in "advantages", "limitations", and "adders".  But the books are fairly easy to follow on dealing with this, and if you're using Hero Designer the steps on building your character are made even more simple.

Now let's get to the meat of the system that is what people want to know about before they go and buy any books.

  • SPEED:  Combat is broken up with a number of "turns".  Each Turn is made up of a number of segments called phases.  Each player gets to make 2 Half Phase actions when their turn comes up (their segment).  After 12 segments or phases it ends the turn and a new turn starts.  A character's speed influences how many actions the can take in that turn.  For example a normal human will often have a Speed Score of 2 to 3.  This means that in 1 turn a normal person can only act 2 or 3 times.  Now superheroes for example will have a higher speed.  Bricks will have a speed of 4-5.  Most blaster and martial arts types will have a speed of 5-6.  And then speedsters will have a speed score of 6 at a low, but going on up to that of a 12.
  • COMBAT VALUE:  This is is how a character does combat.  A character will have a score for physical attacks and defense, and then one for then mental counterparts.  The base for this is 3.  Now there is a chart in the 2nd book that helps to quickly figure out if you hit with an attack roll.  But what do you do to make an attack?  In this system you don't roll a d20.  Instead you roll 3d6 and the object is to roll low - not high.  The formula is simple:  Attackers OCV Score + 11 - 3d6 = the DCV the attacker hits.  A blaster type character might have an OCV (Offensive Combat Value) and DCV (Defensive Combat Value) of 10.  This means that we have a 21 and subtract our 3d6 roll.  Now lets say we roll a 12.  That means we hit a DCV of 9 or higher.  Other factors to your roll are penalties, if you have skills that add to your OCV of DCV.
  • STUN & BODY & END & REC:  A character's ability to stay healthy and in a fight is based upon their Stun and Body staying at full.  Stun that reaches 0 results in a character falling unconscious.  If Body hits 0 then the character also falls unconscious, but is not dead, a character is only dead once their Body falls below a certain point.  Endurance or END, is used to track the energy the character has for exerting themselves or using their powers.  Finally there is Recovery or REC, this determines how much STUN and END the character can recover.  Typically a character can gain their Recovery at the end of 12 segments or at the risk of being hit easily they can attempt to take a recovery on their turn.
  • DAMAGE & PHYSICAL/ENERGY DEFENSE:  Once you hit with an attack it's time to roll damage.  Now things are not that hard to understand here, but can be a bit complex once certain factors are added in.  Damage itself is broken up into Normal Damage, and Killing Damage.  Normal damage is figured like this.  The amount rolled on the dice is "Stun" damage.  Body damage (the part that can kill a character) is then figured a bit differently.  A roll of 1 is 0 Body, while a 2-5 is 1 Body, and a 6 is 2 body.  Thus if your rolled 12d6 and had all 3's your Body damage would be 12.  Now to resist damage characters have PD & ED (Physical & Energy Defense.  The score you have here allows you to reduce the damage you take.  So if you have PD 10 and you took 20pts of Normal damage (with 10 Body in damage) then that means that your STUN is reduced by 10 (not 20) and you take no Body Damage.  On the other hand killing damage works differently.  Each die rolled for killing damage is treated normally, thus a 4 is 4pts of killing damage.  However here you apply a multiplier to the damage you roll to figure out the STUN damage taken.  The roll is typical 1/2d6 but the rules allow for this to be tweaked for either a 1d6-1 roll, or a flat x3 roll.  Here you roll the extra die to determine the stun multiplier and then multiply your initial roll to that.  Thus 12 body in damage would garner an average of 36 Stun.  But there is a problem when you apply your PD or ED against killing damage.  It doesn't apply to the Body of the damage, just the STUN.  Now in order for your PD/ED to resist killing damage you have to buy powers, or advantages that offer you resistance to your PD & ED.  Once that is in place your character is better adept at taking the deadly attacks.  Things still get a bit complex once attacks and defenses add in advantages like Armor Piercing, Penetrating, and Hardened.  Then there are some power defenses that may reduce the damage you take by a percentage or it may even completely negate a portion of the damage by reducing the dice rolled.
  • OTHER DAMAGE TYPES:  In the game there are other ways to take damage.  Mental attacks often do mental damage and require a specific defense to reduce the damage, as well as to make the attacks and avoid being affected.  Then there are other types of powers that do damage that the character can't defend against at all unless they take a power defense against it.  typically the damage from these is either applied to a primary Characteristic (like your Strength), or it applies to your END or just your STUN.
  • SKILLS:  In this system skills work differently than in other systems.  First off this system has the largest array of skills over that of any other system...though the GM can decide to make a shorter list if they want to.  Skills all have a base roll that is figured off of a Characteristic. Now figuring a skills roll is simple.  You have a score and that is what you roll under.  To figure this roll its 9 + (Characteristic/5).  Thus if I have an INT of 15 then by skill roll score would be marked down as "11-" (that means 11 or less).  Now add to this the fact that you can improve your skills by buying up the roll or buying separate bonus.  This is in the form of a +1.  So our 11- that gets a +1 to it would now be a 12-.  You then just roll 3d6 and hope for a roll less than the score.  But what if your score is 21-?  Well that means the anything over 18 is a bonus that helps to cancel out any penalties you may have to deal with for the roll.  For example if your in a magic using game your GM may want you to build your spells with a skill roll required to use them.  As such you will have a penalty to your rolls.  Thus having a score of 21 or higher is beneficial for being able to counter the penalties for using the spell.
  • BASES & VEHICLES:  Just like how character's are built off points, so too are bases and vehicles that a character can use.  Essentially this makes them like characters too.  You also have perks that you can buy that essentially grant you specific points used to build these things, unless the GM prefers to let you earn them or buy them with money instead of XP.
  • COMPLICATIONS:  Now in the previous edition of the game there were Disadvantages but in the current 6th Edition of the game they have been renamed.  Characters will have to have a number of "matching" complications.  Now these do not grant extra points for building a character but are just a requirement for them.  This can change however if the GM wishes.  These add things like weaknesses to a character, or mental problems, obligations that they have to deal with.  Sometimes you can spend xp to buy off these complications.

Now the system makes use of just d6's.  This does help keep things simple and more or less easy to deal with.  Adding up die rolls can be done whoever you like but the game system advises grouping your die rolls together into groups of 10 or 12.  This makes it easy to count them when you're rolling something along the lines of 12d6 or more.

The real appeal of the system is the ability to craft any character you can think of so long as the rules allow it.  Now there are restrictions on how powers are built, like you can't put Armor Piercing on the Damage Reduction power.  But its through powers that you can build not just superhuman abilities like shooting lasers from your eyes, or turning your skin to stone, its also how you craft physical weapons like a Long Sword, an M203 Grenade Launcher, Power Armor, and so forth.

Gear built with the system can either be one power, or it can be multiple powers that work together to create a whole object.  For example if you were playing in Champions and wanted a Power Armor using hero like Ironman, then you would need powers for flight, energy blasts, the defenses of the armor, life support, enhanced senses and so forth.  These would be built under a single group where you apply a limitation upon everything built in that group.  You could even go a step further and have the systems tied together where if one system were to be taken offline it takes the whole suit offline.

On the other hand, lets say you want to play a swordsman who wears full plate armor and can cast a few spells that enhance his ability to fight.  That's easily doable in this system unlike in other systems like D&D.

Yes all of this sounds great, right?

But there is a down side.  First off if you're not using Hero Designer and are figuring things out on paper then making characters is going to take you a while.  This is the downside for both GM's and Players alike.  Unlike in other systems, making characters here is time consuming as there is a lot of math involved.  It can take a few days because of this.  And if your a GM and need NPC's it can take longer.  Now some of the source books do offer pre-made NPC's and villains for you to use, and this saves a bit of time.  But for the most part if you're the GM then most of the work load is on you.  And don't let this scare you off.  There are people who post things online (like myself) who can help with character creation, so don't feel like you have to do everything yourself either.


I hope that some of you found this helpful and if you want to know more just ask me, I'll gladly tell you more about the system.  So either comment below or reach out to me on Facebook.

Monday, January 11, 2016