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  1. C-Note

    Cargo Capacity For Vehicles

    Thanks. I have a old hard copy of this in a box somewhere. HERO never released the 6th Edition version of Ultimate Vehicle, although it was referenced in 6E Star Hero. I think it should be the next Kickstarter project.
  2. C-Note

    Cargo Capacity For Vehicles

    It doesn't matter. I'm trying to work out a general mechanic for calculating cargo volume. e.g. If it's a cargo ship, it would purchase extra STR with a limitation "Only for Lifting/Carrying".
  3. C-Note

    Cargo Capacity For Vehicles

    The characters are having a ship built. Using the Encumbrance rules, it's easy enough to figure out cargo capacity for mass. Cargo capacity volume appears to be left to the GM, so I want to know if anyone has a method for determining that. My suggestion above is to apply Encumbrance rules to Volume the same way it applies to STR. 10% of vehicle's total volume allocated for cargo. I realize this is a rough calculation. If the vehicle has extra STR, the cargo volume would increase.
  4. C-Note

    Cargo Capacity For Vehicles

    Yup. That's what I use. 6E2 187: "Vehicle STR can lift exactly as much as character STR. Encumbrance rules apply and may slow down heavily-loaded vehicles." What about volume of cargo space as a percentage of vehicle volume? 10%, using same rules as Encumbrance for STR (or more if vehicle is encumbered)?
  5. How does everyone handle this? For the ships in my Star Hero campaign, I use the Encumbrance rules. The cargo capacity is 10% of the ship's lifting STR. The ship can carry more, but with Encumbrance penalties. I haven't figured out cargo Volume, just Mass.
  6. C-Note

    Multiform with equipment

    The closest statement I've found that addresses this in in 5th Edition Revised, Page 211: "A character’s forms do not get to “share” anything for free. If a character’s true form has some resource or object, such as a Base or a Vehicle, his alternate forms also have to pay for it if they want to use it. Otherwise, it disappears or somehow becomes inaccessible to them."
  7. Can 12-Point Overall Skill Levels be used as Mental Combat Skill Levels?
  8. C-Note


    FH 5th p281 describes what is required to create potions. 5th Edition Revised has an example potion with the requirements built in to the potion as limitations: Potion Of Giant Strength: +30 STR, Trigger (quaff potion; +1⁄4) (37 Active Points); OAF Fragile Expendable (easily spilled or diluted liquid, brewed from giant’s blood and other components which are Difficult to acquire; -1 1⁄2), 4 Continuing Charges lasting 1 Minute each (-1⁄4), Concentration (creator has 0 DCV while brewing potion; -1⁄2), Extra Time (takes minimum of 1 Hour to brew potion; -3), Gestures (must make arcane gestures while brewing potion; -1⁄4), Incantations (must incant magical formulae while brewing potion; -1⁄4), Requires An Alchemy Roll (-1⁄2). Total cost: 5 points.
  9. C-Note

    Module Conversions

    Thank you for these! I'm running a FH campaign in the Hyborian Kingdoms, so I would love to see conversions for the Conan and Red Sonja modules.
  10. C-Note

    Balanced Starships

    Sorry, misread your economies-of-scale example.
  11. C-Note

    Balanced Starships

    Absolutely. Their engines generate an incredible amount of power, but don't confuse Velocity with Acceleration. In a half-mile race, I'll take the speedboat. In a 50-mile race, my money's on the aircraft carrier.
  12. C-Note

    Balanced Starships

    Force Acceleration = ---------- Mass In your multiple "small, fast" ship thought experiment, you are increasing the Mass, but you are also increasing the "Force" (each ship also has its own engine). It takes a lot less Force to accelerate a 50-ton fighter at 5 Gs that it does to accelerate million-ton dreadnought at 5 Gs.
  13. C-Note

    Balanced Starships

    Have larger ships take the "Decreased Acceleration/Deceleration" Limitation on Flight. There are two levels for a -1/4 or -1/2 limitation. 6E1 p158.
  14. C-Note

    Are there .hdc files out there for Sci-Fi weapons?

    Here are some from this site: https://www.herogames.com/forums/files/file/294-pulsed-energy-projectile-weapons/ https://www.herogames.com/forums/files/file/127-sh-phasors/ https://www.herogames.com/forums/files/file/193-star-hero-kazei-5-cybernetic-implants/ https://www.herogames.com/forums/files/file/236-traveller-hero-tl10-tl15-battle-dress/ https://www.herogames.com/forums/files/file/246-warhammer-40k-hero-space-marine-implants/ https://www.herogames.com/forums/files/file/247-warhammer-40k-hero-space-marine-power-armour-mark-vii/ https://www.herogames.com/forums/files/file/248-warhammer-40k-hero-space-marine-power-armour-terminator/
  15. C-Note

    How to Build: Dancing weapons?

    If it's not using your Characteristics to attack, but rather, its own, Summon is probably the way to go. You could also try a Compound Power looking something like this: Dancing Sword (Compound Power) (Total: 167 Active Cost, 63 Real Cost) 28 Killing Attack - Hand-To-Hand 2d6, Constant (+1/2), Persistent (+1/4), Uncontrolled (+1/2), Ranged (+1/2), Reduced Endurance (0 END; +1/2), (97 Active Points); OAF (-1), No STR Bonus (-1/2), Limited Power: Power Does Not Use Caster's Characteristics (-1) 15 +6 OCV (30 Active Points); OAF (-1) 20 +8 DCV (40 Active Points); OAF (-1) You probably have to build in SPD and DEX as well. I don't know if this is a proper use (or cost) of the "Limited Power" limitation. I'm sure someone with more knowledge than myself will come along to correct me.