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Mystic Pilgrim

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Everything posted by Mystic Pilgrim

  1. Re: Well, hello there, HERO System! (New Guy) Oh man... I would have to be in Ohio... argggg
  2. Re: Well, hello there, HERO System! (New Guy) Welcome, Strongbow... I, too, am a reformed GURPS connoisseur... To be honest, I was originally intimidated by the HERO System, at first... Mainly, because it was such a radical shift of role playing philosophy from all the other RPGs; but once you get used to it, it has such an amazing eloquence and flexibility compared to all other systems. Anyway, I'm sorry for rambling... Again, welcome to the boards... You'll find the folk here are helpful and friendly and very welcoming.
  3. Re: Spells in MUltipowers? I was actually thinking that one way to reign it in would be to have the Requires a Roll then attack it to the "magic" skill at a -1 per 5 active points. That way, they can have a zillion spells, but regardless of how many spells they actually know, they would have to "work harder" to fire off a more powerful spell. Also, if it looks like spells are still way too powerful, slap the "increased END" limitation on the multi-power. What do you all think?
  4. Re: Star Trek Races - Andorian and Aenar I agree, it's hard enough making it when you only have two genders to contend with lol
  5. Re: Star Trek Races - Andorian and Aenar How does this sound? For the Andorians: 0 Andorian Procreation: In order to procreate, Andorians require both male genders [chan and thaan] to fertilize the egg, a Shen the produce an agg, and a Zhen to carry to zygote to term 15 Social Complication: Duty to Reproduce [Requires a compatible member of all four genders to procreate] Infrequently, Severe The Aenar as a little less strict, as they obviously don't have their duty to procreate the way that the Andorians do... Hence their dwindling numbers 0 Aenar Procreation: In order to procreate, Aenar require both male genders [chan and thaan] to fertilize the egg, a Shen the produce an agg, and a Zhen to carry to zygote to term
  6. Re: Star Trek Races - Andorian and Aenar How would you go about codifying that social complication?
  7. Re: Star Trek Races - Andorian and Aenar Yeah, I know... I'm basing a lot of my work off of that document. Basically, I'm going to updating the information to 6th, tweeking some of the stuff that I feel needs to be tweeked, and expanding upon what is already there... (For example adding more species and such...)
  8. Greetings, everyone. One of my pet gaming projects of the year is going to be writing a comprehensive Star Trek Hero book for 6th edition. (Granted this is not going to be to actually publish. well, more than maybe post it on the forum.) It's primary for my own enjoyment. The first step in this project will be the development of the racial information and package deals. The first two races on the list are the Andorians and their sub-race, the Aenar. Andorian Package Deal Cost Ability 3 +3 Strength 2 +2 Constitution 2 +2 Ego Cost Perk 1 Species: Andorian (0 Active Points) Cost Power 8 Andorian Antennae: (Total: 21 Active Cost, 8 Real Cost) Ultrasonic (Subsonic) Hearing (Hearing Group) (3 Active Points); OIF Fragile Expendable (Will grow back after several months; Andorian Antennae; -1 1/4) (Real Cost: 1) plus +2 PER with all Sense Groups (9 Active Points); OIF Fragile Expendable (Will grow back after several months; Andorian Antennae; -1 1/4) (Real Cost: 4) plus +3 PER with all Sense Groups (9 Active Points); OIF Fragile Expendable (Will grow back after several months; Andorian Antennae; -1 1/4), Conditional Power Only for perception within 4 meters (-1) (Real Cost: 3) 2 Redundant Andorian Circulatory System: Life Support (Safe in Intense Cold) 18 Total Package Cost Cost Matching Complications 15 Physical Complication: Redundant Andorian Circulatory System [Poisons and toxins take effect quicker] (Infrequently; Greatly Impairing) 10 Psychological Complication: Code of Vengeance, Honorable, or other appropriate limitation (Common; Moderate) And of course: Aenar Package Deal Cost Ability 3 +3 Strength 2 +2 Constitution 2 +2 Ego 3 +1 OMCV 6 +2 DMCV Cost Perk 1 Species: Aenar (0 Active Points) Cost Power 8 Aenar Antennae: (Total: 21 Active Cost, 8 Real Cost) Ultrasonic (Subsonic) Hearing (Hearing Group) (3 Active Points); OIF Fragile Expendable (Will grow back after several months; Aenar Antennae; -1 1/4) (Real Cost: 1) plus +2 PER with all Sense Groups (9 Active Points); OIF Fragile Expendable (Will grow back after several months; Aenar Antennae; -1 1/4) (Real Cost: 4) plus +3 PER with all Sense Groups (9 Active Points); OIF Fragile Expendable (Will grow back after several months; Aenar Antennae; -1 1/4), Conditional Power Only for perception within 4 meters (-1) (Real Cost: 3) 11 Aenar Telepathy: Telepathy 4d6 (Sentient Minds class of minds) (20 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Costs END To Maintain (Half END Cost; -1/4) 2 Redundant Andorian Circulatory System: Life Support (Safe in Intense Cold) 38 Total Package Cost Cost Matching Complications 15 Physical Complication: Redundant Aenar Circulatory System [Poisons and toxins take effect quicker] (Infrequently; Greatly Impairing) 10 Social Complication: Non-Violent and Pacifist Ideology Frequently, Minor What do you all think? Do these packages sound reasonable?
  9. Re: Supernatural Hero I was actually thinking there might be another way, which is actually similar to the way I'm planning to implement certain types of magic within one of up upcoming fantasy campaigns. First, before the "boys" actually do an exorcism or lay a demon trap, they always have their faces in books... Their father's journal... Bobby's Library... etc. So, I was thinking about tackling this issue from that perspective. For example, their father's book had a butt-load of exorcisms in it. So, I might build it as a function of the book, which would be equipment. (In a heroic game, equipment does not cost CPs) I wouldn't necessarily use the OAF limitation, requiring the character to read it from the book... (Although that might be a possibility, since in the phantom traveler episode, Sam is seen reading the exorcism from their father's journal.) New hunters would also want to start their own journal. That way they could copy exorcisms and the such into their own personal "experience book," allowing for easy access. - Is there any reason that you would use RKA for an exorcism, after all that would kill the "meat suit" that it's inside as well. Instead, maybe one might considering using the transform power to transform it from a "possessed human" to a "normal human."
  10. Re: Kingdom Rules - Used in Any Supplements? I completely agree, this seems like an EXTREME cool idea to me.
  11. Re: Kingdon-Level Napoleonic Setting I really like this idea... Fascinating.
  12. Re: Update On The Conversion... In fact, one of the guys in my group borrowed a basic rulebook last night. I just got a call from him informing me that he's already read the book cover-to-cover. Of course, he has many questions; but that's just awesome! Mr. Long, WAY TO GO, man.
  13. Hey, guys. I thought I'd keep you up to date. I ran my first HERO game for a couple of members of my gaming group. (2 of 8 of them) Their officially opinion of the system is WOW. They have officially called it, after one game session, their favorite gaming system... Blowing GURPS, D&D, nWOD, and D6 out of the water. So, yeah... So far so very good
  14. Re: Tron That's awesome, Chris... I, too, was a major fan-boy, back in the day.
  15. Re: Shadowcats Vehicular Insanity Shop[6E]: The General Lee[Car] I can follow most of your logic, but there are still a couple of items that I'm confused on. Remember, I'm still learning: Why would you model the engine as an Endurance reserve; and do the END and REC levels have any actual meaning or are they completely arbitrary? What about the 4, 1 hour charges... I kinda think I know where you are going with this; but what made you pick those numbers... When the charges expire, is it "out of gas"?
  16. Re: 2006 Nissan X-Terra Later on I'll be stating out a late model Pontiac Fire bird, which will be available for the character(s) to find and use
  17. Re: 2006 Nissan X-Terra One question, are they as infectious as the traditional zombie? If so, what is the mode of transmission?
  18. Re: 2006 Nissan X-Terra Susano, I was originally going to go with the lumbering Romero-style zombies, but the left 4 dead zombies that you wrote up on that thread have me intrigued. This is going to be my partner's first introduction to HERO. So, I want to make it a good one Thanks for the recommend
  19. Re: 2006 Nissan X-Terra Shadowcat, that's absolutely awesome. It shows me just how granular that HERO can be. I LOVE IT! There are a couple of items I'm not completely sure about, tho. (Since I personally, own the X-Terra) I think your passenger count is off. It can hold 1 driver and 4 passengers, unless you are counting someone sitting in the cargo area. Also the side and roll-over airbags... Are you sure that they came on the '06? I'm not so sure about that one, the dealership told me that I couldn't get it, when I bought it. Also,since we have the dependent on 4 tires limitation on the movement, the X-Terra has a REAL spare, not a help tire. So, is there a way we can work that into the mix somehow? I'm going to add one or two items to the list. 1) The Brush-guard (which I found out the hard way is NOT complete cosmetic) 2) The Running Boards (They would give a slight bump for climbing on the sides of the vehicles.) 3) The Skid-Plate (This is assuming we're making a build based on the X-Terra Off-Road Package) I also made a couple of minor changes to the file... Some of the extra PD... (Airbags) Like the brush-guard and skid-plate, they are very specific circumstance use. So, it made more sense to me not to add them into the base PD pool. Reasonable? There is two points that I don't understand about the build, thus-far. The engine... It doesn't cost fuel (END)? Would one possibility be to add a fuel tank (END Reserve) and have the various gas-based systems draw from that END reserve? Would that be one way to do it? (Still new. So, bear with my dumb questions)
  20. I'm going to be running a Zombie-Apocalypse game in a few weeks, and the vehicle that the PC's will be ride around in will be modeled off of my Nissan. Here's how my build looks, thus-far. Any suggestions? [b]2006 Nissan X-Terra - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 35 STR 5 35 16- HTH Damage 7d6 END [3] 14 DEX 8 14 12- 14 BODY -14 14 4 PD -3 4 4 PD (4 rPD) 4 ED -3 4 4 ED (4 rED) 3 SPD -20 3 Phases: 4, 8, 12 46 RUN -12 46m END [5] 0 SWIM -2 0m END [0] 0 LEAP -2 0m 0m forward, 0m upward [b]CHA Cost: -3[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] Secondary Vehicle Systems - END= 3 1) [b][i]Dash Mounted Cell Phone[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); Limited Power Cell phone band only (-1 1/2), OAF Fragile (-1 1/4), 8 Hours Operation Recoverable - By Keeping Plugged Into Outlet Charges (-0) - END=[8 Hours Operation rc] 12 2) [b][i]GPS Navigation System[/i][/b]: +10 with Navigation (Land) (22 Active Points); OIF Fragile (-3/4) - END= 4 3) [b][i]FM/AM/Satellite Radio[/i][/b]: Radio Perception (8 Active Points); OIF Fragile (-3/4) - END=0 3 4) [b][i]Climate Control System[/i][/b]: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); Costs Endurance (-1/2) - END=1 Primary Vehicle Systems - END= 23 1) [b][i]Vehicle Propulsion[/i][/b]: Ground Movement +46m (46m total), x4 Noncombat (51 Active Points); OAF Durable (Vehicle Tires; Requires Multiple Foci or functions at reduced effectiveness - 4 Tires; -3/4), Costs Endurance (-1/2) - END=5 2 2) [b][i]Transmission 4x4 Mode[/i][/b]: +2 with Combat Driving (4 Active Points); Costs Endurance (-1/2), OIF Durable (Transmission; -1/2) - END=1 3 3) [b][i]Tow Package[/i][/b]: +10 STR (10 Active Points); Limited Power Only while towing (-1 1/2), OAF (-1) - END=1 30 4) [b][i]Vehicle Suspension and Handling[/i][/b]: +3 SPD - END= 2 5) [b][i]Front Headlights[/i][/b]: +5 PER with Normal Sight (5 Active Points); OAF Fragile (Requires Multiple Foci or functions at reduced effectiveness - 2 Headlights; -1), Conditional Power Power Only Works In Darkness (-1/2) - END=0 26 6) [b][i]Vehicle Body, Frame, and Undercarriage[/i][/b]: (Total: 26 Active Cost, 26 Real Cost) +14 BODY (Real Cost: 14) [b]plus[/b] +4 PD (Real Cost: 6) [b]plus[/b] +4 ED (Real Cost: 6) - END=0 [b]POWERS Cost: 108[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Distinctive Features: Bright yellow paint-job (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) [b]DISADVANTAGES Points: 10[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 105
  21. Re: Characters for the Halloween Season Sorry, I haven't posted any of my ideas yet... Been sick. argggggg I'll throw some stuff up here in the next few days.
  22. Well, guys, we're coming up on our last two weeks of the Halloween Season. So, I thought it might be fun and appropriate, given to the time of year, to stat out our favorite scary people, monsters, and things... Everything from Cujo to Freddy to Zombies or Killer Clowns... What do you think? Anyone game?
  23. I always loved that series. It really annoyed me when USA canceled it; but, alas, that's life. However, here on the HERO Forum, Johnny Smith lives on! Any suggestions how to make this a better fit? [b]John Robert Smith - Johnny Smith[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 7 STR -3 7 10- HTH Damage 1d6 END [1] 10 DEX 0 10 11- 9 CON -1 9 11- 10 BODY 0 10 14 INT 4 14 12- PER Roll 12- 13 EGO 3 13 12- 12 PRE 2 12 11- PRE Attack: 2d6 2 PD 0 2 2 PD (0 rPD) 2 ED 0 2 2 ED (0 rED) 2 SPD 0 2 Phases: 6, 12 4 REC 0 4 20 END 0 20 20 STUN 0 20 12 RUN 0 12m END [1] 4 SWIM 0 4m END [1] 4 LEAP 0 4m 4m forward, 2m upward [b]CHA Cost: 19[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 20 [b][i]Dead Zone Visions[/i][/b]: Precognitive, Retrocognitive Clairsentience (Hearing Group) (60 Active Points); OAF (Johnny must touch an object or person to recieve a vision; -1), Blackout (Johnny cannot percieve anything with his normal senses while having a vision; -1/2), Limited Power Johnny cannot control when or if he receives a vision (-1/2) - END=6 [b]POWERS Cost: 20[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 15 +5 with any three pre-defined Skills [Notes: PS: Teaching, :SS: Biology, SS: Mathematics] 2 AK: State of Maine 10- 0 Acting 8- 5 CK: Cleaves Mill 14- 0 Climbing 8- 0 Concealment 8- 3 Conversation 11- 7 Deduction 14- 3 High Society 11- 1 KS: Automotive Mechanics 8- 0 Language: Englsih (American) (idiomatic) (4 Active Points) 1 Language: Latin (basic conversation) 1 Mechanics 12- (3 Active Points); Limited Skill Only usable with automotive mechanical activities (-1 1/2) 2 Oratory 10- 5 PS: Teacher 14- [Notes: The skills nessisary to make teaching a career] 7 PS: Teaching 16- [Notes: The skills nessisary to be a teacher] 2 Paramedics 10- 2 Persuasion 10- 3 Scientist 4 1) Science Skill: Biology 14- (5 Active Points) 3 2) Science Skill: Chemestry 13- (4 Active Points) 3 3) Science Skill: Mathematics 13- (4 Active Points) 1 4) Science Skill: Physical Science 10- (2 Active Points) 0 Shadowing 8- 0 Stealth 8- 1 TF: Small Motorized Ground Vehicles 2 Trading 10- [b]SKILLS Cost: 73[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 4 Contact: Walt Bannerman, Cleaves Mill Sheriff (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) (5 Active Points); Limited Power Walt is marries to Johnny's ex-fiance (-1/4) 8- 3 Contact: Rev. Eugene "Gene" Purdy (Contact has access to major institutions, Contact has significant Contacts of his own, Good relationship with Contact) (4 Active Points); Limited Power Rev. Purdy is secretly imbezzling money from Johnny's trust fund (-1/2) 8- 2 Fringe Benefit: Accredited Instructor, Public Teaching Licence [b]PERKS Cost: 9[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 5 Physical Complication: Walks with a cane (Infrequently; Barely Impairing) 20 Dependent NPC: John "JJ' Bannerman/Smith Frequently (Incompetent) [b]DISADVANTAGES Points: 25[/b] Base Pts: 130 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 121 Background/History: John Robert Smith was a biology teacher at Cleaves Mill High-school. Unfortunately, a terrible car accident on June 6, 1995 put him into a six year coma, from which he awoke on September 1, 2001. Since that time, he has experienced psychic visions, triggered by physical contact, of the past and the future. Doctors attributed the visions to activity in a previously unused "dead zone" of his brain that is attempting to compensate for the impaired function of the portions injured in the accident. Johnny also learns that his fiancée, Sarah, gave birth to his son in the interim following the accident, but has since married another man.
  24. Here is my second attempt at a HERO System character build, and my first attempt at a HERO System 6th Edition Character. [b]Henry McCarty - Billy the Kid, Henry Antrim, William H. Bonney [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 10 STR 0 10 11- HTH Damage 2d6 END [2] 12 DEX 4 12 11- 12 CON 2 12 11- 10 BODY 0 10 11 INT 1 11 11- PER Roll 11- 13 EGO 3 13 12- 12 PRE 2 12 11- PRE Attack: 2d6 2 PD 0 2 2 PD (0 rPD) 2 ED 0 2 2 ED (0 rED) 2 SPD 0 2 Phases: 6, 12 4 REC 0 4 20 END 0 20 20 STUN 0 20 12 RUN 0 12m END [1] 4 SWIM 0 4m END [1] 4 LEAP 0 4m 4m forward, 2m upward [b]CHA Cost: 61[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 10 +1 with All Attacks 10 +2 All Firearms 8 +4 Revolvers 1 AK: New Mexico 8- 7 Charm 13- 1 AK: Indiana 8- 1 AK: Kansas 8- 4 CK: Silver City, NM 13- 7 Fast Draw: Handguns 13- 5 Gambling (Monte, Other Horse Races, Poker) 12- 0 Language: English (idiomatic) (4 Active Points) 2 Language: Spanish (fluent conversation) 4 Navigation (Land) 12- 5 PS: Cattle Rustling 14- 2 PS: Cowbow 11- 2 PS: Singing and Dancing 10- 9 Riding 14- 5 Survival (Mountain, Temperate/Subtropical Forests) 12- 0 TF: Equines 10 Two-Weapon Fighting ; Limited Power Only when using handguns (-0) 2 WF: Handguns, Shotguns [b]SKILLS Cost: 95[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 18 Danger Sense (self only, in combat, Function as a Sense) 12- 3 Resistance (+3 to roll) [b]TALENTS Cost: 21[/b] [b][u]Cost[/u] [u]EQUIPMENT[/u][/b] [i][b]Colt .44 Revolver: [/i][/b]Killing Attack - Ranged 2d6 (+0 OCV, +0 Range Modifier, +3 PER Mod) (30 Active Points); 6 Shots (-2), STR Minimum 11 (-1/4), Real Weapon (-1/4) [Notes: (x2 number of items)] [i][b]Winchester 73’ rifle: [/i][/b]Killing Attack - Ranged 2 1/2d6 (+1 OCV, +2 Range Mod, +6 PER Mod, 1d6 STUNx) (40 Active Points); 3 Shots (-2), Required Hands Two-Handed (-1/2), STR Minimum 12 (-1/4) Colt .44 Ammo (1 Active Points) [Notes: (x25 number of items)] [i][b]Large Brim Sombrero Hat: [/i][/b] (1 Active Points) [i][b]Two-Gun Fast-Draw Holster: [/i][/b] (1 Active Points) [i][b]Chewing Tobacco: [/i][/b] (1 Active Points) [i][b]Winchester 73' Ammo: [/i][/b] (1 Active Points) [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Hunted: Pat Garret Frequently (As Pow; Harshly Punish) 20 Psychological Complication: Overconfidence (Very Common; Strong) 15 Psychological Complication: Wrecklessness (Very Common; Moderate) [b]DISADVANTAGES Points: 50[/b] Base Pts: 175 Exp Required: 2 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 177 Background/History: Billy the Kid's father died or left his mother when he was very young. The Kid may not have even known his father. Throughout his childhood he lived in Indiana, Kansas, and Colorado before his family settled in Silver City, New Mexico. When the Kid was about 13-14 years old his mother died in 1874. He and his younger Joseph brother got no paternal care by their step-father, who placed them in separate foster homes and left them. A year after his mother's death, the Kid got involved in petty theft and was arrested. He soon escaped and began his outlaw journey. After a short career as a horse thief's apprentice in Arizona, the Kid left the territory when he was wanted for murder when he shot and killed a man named Windy Cahill, who was teasing and abusing the boy. The Kid returned to New Mexico and joined up with a gang of rustlers and gunfighters called The Boys, who were involved in the Lincoln County War fighting for the James Dolan side. The Kid ended up leaving the gang to join up with their opposition, John Tunstall. After the death of Tunstall, the violence erupted. The Kid and other Tunstall supporters formed the "Regulators" that consisted of deputized gunmen. The war ended at Tunstall's partner Alex McSween's home, and the Kid and a handful of Regulators barely escaped with their lives. The Regulators then disbanded; some left or went into hiding to start new lives, while others stuck around and became outlaws. The Kid was one of those that became outlaws. On the run from his enemies and the law, the Kid made a living by stealing horses and cattle, until his arrest in December of 1880. In April of 1881, after being convicted and sentence to death for taking part in the killing of Sheriff Brady during the Lincoln County War, the Kid broke out of jail by killing his two guards and escaped. The Kid was then hunted down by Pat Garrett and shot in the dark at the home of Pete Maxwell. Billy the Kid (about 19-20 years old) died July 14, 1881 in Fort Sumner, NM. Personality/Motivation: Great sense of humor, good-natured and generous. Optimistic, determined, cunning and reckless. He was dependable and would risk his life for those he cared about. He did have some faults, he was stubborn and had a “they’ll-never-catch-me” attitude, which resulted in his carelessness in avoiding capture. He would push his luck to its limits and had a tendency to return to the scene of a crime. He’d trust the wrong people, and did not heed the advice of his friends. His greatest fault was not leaving the territory after his jailbreak when he had more than enough time to do so before Sheriff Garrett caught up with him. Due to his good qualities, many believed if Billy the Kid got a right start in life he never would've became an outlaw. Alex McSween's wife Susan once said in an interview years later after the Kid's death, "I had always believed if Mr. Tunstall had lived The Kid, under his guidance, would have become a valuable citizen, for he was a remarkable boy, far above the average of the young men of those times and he undoubtedly had the makings of a fine man in him." Appearance: McCarty (or Bonney, the name he used at the height of his notoriety) was 5 feet 8 inches (173 cm) to 5 feet 9 inches (175 cm) tall with blue eyes, a smooth complexion and prominent front teeth. He was said to be friendly and personable at times, and many recalled that he was as "lithe as a cat". Contemporaries described him as a "neat" dresser who favored an "unadorned Mexican sombrero". These qualities, along with his cunning and celebrated skill with firearms, contributed to his paradoxical image, as both a notorious outlaw and beloved folk hero.
  25. Re: Complete Newcomer to the System I would certainly have to agree with you there, Killer. Just a question, does all of you groups run HERO exclusively, or do you run other systems, as well? How did you get your groups to go along with a conversion to HERO? (Especially, since mine seems fairly fond of GURPS, which, while it's a good system, it doesn't really capture the feel I want.)
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