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lendrick

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  1. Version 1.0.0

    4 downloads

    Export your equipment in a simple MediaWiki table format.
  2. MediaWiki Equipment Table View File Export your equipment in a simple MediaWiki table format. Submitter lendrick Submitted 11/13/2020 Category Export Formats Output Format TXT (Plain text) Rules Version HERO System 6th Edition  
  3. Version 1.0.0

    1 download

    A set of 11 simple, single-use fantasy potions to be purchased as equipment, including: Agility Berzerker Aquatic Survival Invisibility Chameleon Flight Luck Night Vision Dragon Scales Molotov Cocktail Spider Climb Prices are roughly 2.5 times the Real Cost of the power, with some adjustments. Tweak this to fit your own campaign. I've included the original character file in case you want to modify it yourself.
  4. Potion prefabs View File A set of 11 simple, single-use fantasy potions to be purchased as equipment, including: Agility Berzerker Aquatic Survival Invisibility Chameleon Flight Luck Night Vision Dragon Scales Molotov Cocktail Spider Climb Prices are roughly 2.5 times the Real Cost of the power, with some adjustments. Tweak this to fit your own campaign. I've included the original character file in case you want to modify it yourself. Sub
  5. So I was building some heavy armor for my campaign, and I wanted to make it slow people down by reducing their dexterity by some amount. I wanted to use Side Effect, but Side Effect seems like it's built around being a single, one-off occurrence when a power is activated, as opposed to a constant thing. Is there an official, accepted way of doing this, or should I just wing it? (Note: I'm looking for something in the general case; I realize some of this could probably be accomplished by adding weight to the armor, but what if it's actually cursed and I want to make the armor red
  6. Greets A couple of nights ago I had a thought that it might be fun to run a game in the Scott Pilgrim universe. My friends thought it sounded fun, so now it's up to me to think of various powers, rules, and other customizations to adapt the Hero 6E framework for a Scott-Pilgrim-esque experience. Here's what I was thinking so far: * (Obviously) make heavy use of the Martial Arts book, particularly the video game and anime bits. * Your gaming group is your band. As such, most people either play an instrument or are at least groupies. * Musical instruments are ranged weapo
  7. Re: One person versus a starship? Starships don't necessarily have the same design limitations as airplanes, though. For instance, when you're floating out in space, you can have many inches of armor plating (and that's to say nothing of force fields, etc). Now, I can see where maybe some sort of specialized shoulder-mounted weapon might be able to damage a small starship, and in that case "real weapon" would throw that off.
  8. Re: One person versus a starship? I've downscaled the damage that a lot of weapons do, since otherwise it seems like it's just a big numbers race. Futuristic weapons are cool, but I don't want people vaporizing each other in one hit, at least not while they're wearing armor. One other scale issue I've seen is on page 398 of the bestiary. The "Engine of Destruction" has a planet-destroying cannon that does 10d6K. On average, that's 35 points of BODY, which a particularly tough human could endure the brunt of, to say nothing of a whole planet. The orbital cannon on 6E1p352 is anot
  9. Re: One person versus a starship? Okay, that might fix my scale problem. I'll have to run the numbers.
  10. Re: One person versus a starship? Oh, just a clarification, I mean 6d6 of regular damage. On kill, it only does 2d6. Do ships just not take STUN at all?
  11. So, I'm running a space-based campaign in Hero 6, and I'm trying to build a starship (think maybe Serenity-sized) for my group to travel in. It seems to me like, according to the rules, it would be possible for one person doing 6d6 with a phasor rifle to take it down in combat (whereas honestly it ought to be able to just shrug that off). How is this sort of thing generally addressed? * Is there a rule that separates massive scale combat from normal combat? * Do you inflate the numbers on the ship to make up for this (for instance, having enough PD and ED that normal hand-held weapons
  12. Re: Modular sci-fi weapons? Ah, cool. I own the APG, but I hadn't delved into it too much since we're just starting out. I'll check that out.
  13. Re: Modular sci-fi weapons? Well, I wouldn't base the costs *purely* on the point values, but I think they ought to be taken into account. Obviously if there's an ability that you want to limit, you'd charge more for it, and if it's something that you want all the players to have, you'd charge less. Similarly, it would make sense that some things (like a throwing knige) might just cost way less than others (like a phasor rifle) despite possibly having point scores within the same order of magnitude. My point is that while it shouldn't necessarily be the sole basis for determining c
  14. Re: Modular sci-fi weapons? I agree with your point about not necessarily doing all of the calculations for every item. On the other hand, doing them gives you a nice estimate of how much a given thing should cost. My plan is to base item prices (with a certain amount of leeway) on the point costs, so that way when I give money out to players, I'll know roughly the amount of "points" I'm giving them in terms of the items they can buy.
  15. Greets! I'm putting together some gear for my sci-fi campaign and I was thinking it might be nifty for their phasor rifles to have a modular design. That is, a phasor rifle would be able to support one barrel (which determines the kind of shot that it fires), one sight (to give bonuses for various circumstances, allow you to see infra-red, etc), and one clip (which would be an endurance battery that would have a certain endurance total and possibly recharge at a certain rate). Switching out a module should be quick, but not instantaneous. The rifle should be functional without a barrel
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