Jump to content

RadeFox

HERO Member
  • Posts

    205
  • Joined

  • Last visited

Everything posted by RadeFox

  1. Cool. We appreciate the Effort.
  2. I'm also in the boat for good stuff written for hard Sci-Fi. Perhaps we could sway you to write the stuff up for posting here?? That way many could benefit and find use in your work.
  3. OHID is good for this, since wall outlets, phones, and electrical lines are just about everywhere. And a taser could be carried in any case. So the -1/4 is about right.
  4. I use WinXP pro, and it worked fine. I love the site, though it will be good when you do figure out how to make it downloadable so we can run it on our own PC/laptop away from an 'net hookup. I found the Die roller a bog help, but, could you re-adjust how it prints out the results?? Use the space fully, if I want 100 pre-rolled results for 3d6, Id like it to fit on 1 page, not be 100 lines of one number per line. Other than that, awesome shiznit!
  5. Star Hero is far better able to handle the gritty hard-Sci-fi genre then GURPS could ever hope too. Ultra/High Tech in Gurps , especially with the armor, made it nearly impossible to die. Just look at the stats for average imperial marine power armor, or even to scout atmoshperic armor, in GURPS they have like a DR of 35-50!!! Thats INSANE! Just about the only thing that MIGHT hurt you is a plamsa gun. Im not suggesting players run around with such armor, but the GURPS system really begins to break down for gameplay balance as Tech passes into the high stellar area. Star Hero is much better designed to keep the feel of 'the cold vacuum of space on the back of your neck' kind of fear in combat, that Traveller has. Armor is much easier and more logically split between energy and physical, and the various weapon advantages (AP, Pen, Expl, etc) make it very easy to simulate a deadly weapon. I played in a Star Hero Traveller cross over in college, and it felt every bit as deadly in combat (we used hit locations and wound penalites) as Traveller. To those who dont understand the immense appeal with the gritty nature of Traveller, it was thus: The universe is a dangerous place, and combat should only be undertaken as a last resort. For when the lasers fly, people die. This made for EXCELLENT role playing from all players, who were really loathe to enter in fights (GASP! Just like REAL people!!). Players would use their heads and typically acted in very real, belieavable ways in the game. This is helped make Traveller the greatest Sci-Fi setting ever done in RPG.
  6. -1 for Undead only, even in a world with lots of Undead, (-3/4 to -1/2 for campaigns that will revolve around undead, maybe) is fair. I would suggest against using it as offensive only, since Clerics SHOULD have that back up Presence for facing the foul undead. Even if they fail to "Turn" the undead, their faith and divine inspirations should make them much harder for the Undead to scare and confuse with their own foul presence attacks. It also give the lowly cleric/healer a rare chance to REALLY have the spotlight for a change. Fighters, Mages, and Thieves so often get to dazzle and shine with their much more offensive abilities, its nice once in a while to have it all hinge on the Cleric. Scene: A mighty Vampire manifests out of the mists, and seizes one of the parties henchmen. The Cleric rises, brandishes his holy symbol and intones a prayer to his deity. The Vampire raises his eyebrows, and then breaks the neck of the poor guide, and gouges out his neck, and drinks deep. (The Cleric made his roll, but his Presence attack failed to do more then make the creature pause for a moment.) The vampire tosses the body into the campfire, and manifesting fully, roars an eldritch threat, eyes glowing red. (Vampy rolls good, getting +20 to +30 on every PC, except the Cleric, who resists completely, thanks to the extra presence.) The party, minus the cleric stands rooted to the spot, weapons half-drawn, shaking in their wetting boots. The Cleric, still infused with holy energy, begins to cast a Mighty Prayer, its up to him now.... Good stuff!!
  7. I agree with LL above. Extra Presence- only vs Undead, is about the cheapest way to do it, as long as the GM allows 'Turning'. I would check with him, since its likely if he does allow, he has a way to do it already. When I've seen the Extra Presence, only vs Undead used, it also usally has the following two limitations- Requires Skill Roll- (Theology/Prayers/etc...), with Backlash, if you fail the roll, you are unable to attempt another turn for 1 hour, and become the primary target. Charges are also often commonly used, to limit the use of the presence to 6-8 times a day or so.
  8. In my campaign a disad like that would be worth closer to 10 pts (Either infrequent, major, ot frequent, slight), unless the vast majority of encounters were going to be with only the two 'identifiable' races. Very few sentients take kindly to continuously being mistaken for someone else, especially sexual mis-labeling. Think of an Aslan male from Traveller being called a female.....
  9. Ummm, yea, the Buckaroo's. Not even sure what sort of genre they would fit in without being the laughing stock of all meta-humandom. Maybe make them communist cowboys from former Eastern-Bloc countries, who with their new freedoms and influx of western media influences, really think they are Cool Cowboys. heehee Then they moved to Texas, to be honest injun Supes, dang-nabbit!
  10. IIRC, There used to bea limit on the point value a follower could have, not sure what it was, but it was along the lines of "A follow could not have a point value greater then 1/2 the value of the PC." This prevented folks from trying to "double the effectiveness of their points, and prevents the math cascade above.
  11. Looks good to me, and if your the GM, and like it, your all set!
  12. C'mon Folks, lets get some more groups fro use in campaigns!
  13. E.L.I.T.E. Extra-human Legal Information & Tactical Experts. This group would have the twist of NOT being a government run organization, but a private force of paramilitary specialists, detectives, and LAWYERS specializing in the new Super Laws. This group would be availible for 'hire' by anyone with money and/or cause, depending on how you use them. They would help with things, like capturing a wanted super for law enforcement, ala bounty hunters, and providing legal support in such cases to make sure Supers are held to the same laws the rest of us live by, and then some! They would also offer protection services if Super threat was feared, or perhaps uncovering the serect ID of a hunted super. Kind of a good catch all team of good guy and nuisance all in one! Who would use them?? A corporation whos factory was destroyed in a super's clash, a family whos daughter was 'accidentally' crushed in the landing of a thrown car, etc. Who would sponsor such an enterprise used to gain information on Supers and tactical strengths and weaknesses of them??? Hmm.... story idea? Likely someone whos family was tragically affected by a super that was never made to answer for his actions. Has some good potential!
  14. The UNTIL Super Powers Database book was published. I may be wrong, but I think the online versions are the beta/working copies, and once a book goes to press, the online version is taken down. This is speculation, since I've never had access to any of the online stuff, just the books.
  15. I likely would, since most of those qualites are covered in their Vow or Duty to EarthForce, and are mostly following reg's. I personally would allow a maybe 5 pt disad for the Ace mentality, the one on one duels and such. Good work on a lot of the stuff so far. I've already once done a full Bab 5 setting in White Wolf, and now am going with it in Hero. Nice to have a site where someone is doing the numbers, since I doubt I will bother with points for things like Starships and Jump gates. But if a rules lawyer gets snooty, I can dump the printouts on him.
  16. Was looking at your site, since Im toying with the idea of a Babylon 5 universe setting. I noticed on the sample pilot you made, you gave him a 20 pt disad of Fighter Pilots Code of Honor. Maybe I missed that episode, but what exactely is that??
  17. I'd still try to find some points for a STR trick of some kind. It helps give your brick something special apart from the other bricks. There a lot powers you can build using your STR as the FX base for the effect. Trust me, you'll get more pleasure from pulling one of them out on a villian, and having them go "Oh CRAP!!", then just using Move by, again, on the bad guy.
  18. Also, Magic and technology tend to be two sides of the same coin. Power. If I ever run a SH campaign, I'd very likely just rename some of the cool magic gizmos from the FH magic item post, call it a pre-cursor artefact, or item X9-J210 from unknown civilization, change the SFX and run with it. Im sure SH hero itself has a serious list of common SF things like energy swords, blasters, lasers, and High Tech Equipment that are in essence Power's foci. But new an interesting tiddly bits are always welcome, so lets post some, as soon as I get my %$&*#% book in the mail!
  19. Change Environment is a great idea, for all the effects, as long as they don't really influence combat or another PC directly. Good call, LL.
  20. Ewww- This is one of those requests that makes GM's groan and slump into their chairs. It can be done, and it can be done in a LOT of ways, but, imo, never seems to really work well, within even Super Heroic laws of physics. First off, Do you see this as actually picking pockets and manipulating items through pure sleight of hand? If so, then, get lots of Dex, and Buy up a set of skills Sleight of Hand, Misdirection (PRE Based), Persuasion (for the patter), Lockpicking, and the Double Jointed Talent . Get the skills up near 20 to be able to fool most normals Perceptions, and a goodly amount of Supers as well. If you want to use Powers to simulate stage magic FX, then you're going to want some sort of VPP or MP. Toss in powers that reflect what stage magicicans do. Some Teleport, Images, some Summons, and of course Transformations. Be warned many of these powers are expensive, especially to be able to accomplish different results each time (like not always summoning the same white tiger, or only be able to make roses appear from your sleeves). Id suggest combining the two ideas, but depending on how many points is in your budget, will seriously affect how this turns out. Best of Luck!
  21. Quick Brick- Add your own *POW-ZAH* Take a little straight strength, 30 or so Buy some Density Increase, 2 or 3 lvls Buy up your PD and ED a bit too. Have good CON, BOD, and STUN. Buy some Armor and Resistant for your base PD and ED, make it hardened! Buy double knockback on your STR! This ones fun! Buy at least one STR trick, some kind of other power your STR allows you to do, Tunneling though walls, SPD Suppress from your stunning blows, or something like that. GO knock some bad guys into last week, so they can spend until now looking forward to you kicking their arse again! Spend the rest fleshing out, maybe some levels in HtH, a few extra special moves from the martial arts wouldn't hurt, either. Save at least a few for your 'real life' skills.
  22. Be a sick bastiche. Make a PRE Drain and link it to a PRE attack in a Compound Power! Lower the poor buggers resistance, add to your might, and then crush his wee little mind into so much gray fright-jello!
  23. Dont see whay you couldnt do it. The only exception is the time it takes to create a character, and the speed with which they are exterminated. But, if players and GM are for it, do it! Another idea might be to use the UNTIL powers database as a sort of mutant powers table. Since in Paranoia, there was no attempt made (or needed) at balancing the mutant powers. Just make a list of say 100-500 powers and mutations (bad powers), Id suggest an active point range as diverse as -25 to 100, for full flavored FUN! and then have the players roll randomly and give them little note cards with their Special Power on them. Then Kill em for holding a WHITE notecard..... LOL
  24. Standard, its Visible. Think comics over movies. Though even in some movies its 'visible' , the things starts to rattle, and only one person in th area is staring at it intently.
  25. For your Flight, In the case of the Gargoyle, I could see allowing you to take the Beam (-1/4) Advantage, this represents a power that has to be used to FULL effect every time. And in the case of the Gargoyle, means paying 4x END to use flight, it means he has to pay the FULL end cost to fly, even if he only "hop flies" 4 hexes. I take it you are planning to use the Expensive flight too merely gain altitude, at which point you would begin Gliding. Makes sense to me from this characters standpoint. To represent a Stall speed on the Glide, you could make a Custom Limitation, say (-1/4) that says, you have to glide X hexes to keep gliding, or else, switch to Flight, or Fall.
×
×
  • Create New...