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Christougher

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  1. Haha
    Christougher reacted to Logan D. Hurricanes in Funny Pics II: The Revenge   
  2. Like
    Christougher got a reaction from Starlord in Funny Pics II: The Revenge   
    Aww dammit, that means they're all gonna die and he's gonna come back alone.
     
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    Christougher got a reaction from Lord Liaden in Funny Pics II: The Revenge   
    Aww dammit, that means they're all gonna die and he's gonna come back alone.
     
  4. Haha
    Christougher reacted to Pariah in Funny Pics II: The Revenge   
    That's a pretty cool picture. Well done.
     
    Oh, and one more thing...
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    Christougher reacted to Greywind in Jokes   
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    Christougher reacted to cbullard in Feeding a starship crew for a year   
    Aquaponics should work very well for that, too, although the water weight could be an issue.  Still, if you're talking about a colony ship, this could help keep several of your plant varieties readily available for planting upon arrival.  (or kill them off in a ship-wide blight, too)

    According to some looking around (I won't dignify it by calling it "research") a few years ago, one person's food supply for a year can come from an aquaponics setup of 25 sq ft.  I think that must have been a typo and they meant 25 ft sq.

    But if that is accurate, then the only extra thing you would need to haul would be food for the fish.
  7. Like
    Christougher reacted to Midas in Feeding a starship crew for a year   
    Re: Feeding a starship crew for a year
     

     
    I know your main question is with weight and bulk, but I have a suggestion for the mechanic itself. Have it cost END and run on a battery. Peg the speed and recovery on tech level. ie enough food (measured in END points) for twenty five people for say six months, but the recovery would take say a year, at "early" tech, while better tech would bring it down to nine, then six months (the break even point); Then at higher tech you actually have a bit of "spare" - until you invent replicators, and the problem goes away.
     
    This allows your characters to go on "half rations" at need; and to barter surplus, if that interests them, later.
  8. Thanks
    Christougher reacted to cbullard in Sensors   
    A sensor-suite setup I used for a star-faring vessel, based loosely on Trek.  Sensor suite overall done as an Environmental Control, each done as a Detect A Large Class Of Things, Increased arc of perception 360*, Discriminator, Analyze, Targeting, Affected as more than one sense (Sight), OIF Bulky, Extra time (only to activate)

    EC: Science Scanners
    Astrometric Scanner - Provides info on any and all bodies in space, such as planets, moons, stars, asteroids, nebulae, black holes/quasars/pulsars, etc.

    Energy Scanner - all forms of energy and radiation, such as power sources, gravitational effects, "radar"/scanner/sensor beams, "radio"/communication waves, magic, psionics, energy-based powers, thermal, electrical, magnetic, chemical, sonic, nuclear, solar, or other forms of energy
     
    Dimensional/Translocative Phenomena Scanner - other-dimensional beings/materials/phenomena, temporal phenomena/disturbances/anachronisms, translocative phenomena such as teleportation, wormholes, extra-dimensional movement, dimensional/temporal instabilities/disturbances, and FTL phenomena such as trips traveling at warp speeds, etc.
     
    Planetary Scanner - geological, atmospheric, meteorological, oceanographic, environmental, planetary conditions, population centers, tech levels, etc.
     
    Biological Scanner - Detects life signs as well as any other specific races/species for which the scanners have data, specific individuals for which the scanners have data, etc.  See Ultimate Vehicle p. 143
     
    Physical Scanner - any physical substance for which the scanners have data, automata, electrical/electronic systems - detect presence if deactivated, detect function if active
     
    Vehicular Scanner - presence/status/type of vehicular traits and systems, such as weapons, engines, communications, scanners/sensors, shields/force fields/force walls/etc., armor, missile deflection, other offensive or defensive systems
     
  9. Haha
    Christougher reacted to Cygnia in Funny Pics II: The Revenge   
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    Christougher reacted to Cygnia in Funny Pics II: The Revenge   
  11. Haha
    Christougher reacted to Logan D. Hurricanes in Jokes   
    My wife kicked me out of the house for my bad Arnold Schwarzenegger references, but don’t worry...
     
    I’ll return.
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    Christougher reacted to Cygnia in "Neat" Pictures   
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    Christougher got a reaction from Pariah in Jokes   
    Dammit Jayne, stay in your own 'verse.
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    Christougher got a reaction from Tjack in Jokes   
    Dammit Jayne, stay in your own 'verse.
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    Christougher got a reaction from Cancer in Jokes   
    Dammit Jayne, stay in your own 'verse.
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    Christougher reacted to Greywind in Your last major story arc in Champions   
    100-300 characters? That's a lot of thugs to give screen time to.
  17. Haha
    Christougher reacted to Cygnia in Funny Pics II: The Revenge   
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    Christougher reacted to Cygnia in Funny Pics II: The Revenge   
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    Christougher reacted to Cancer in "Neat" Pictures   
    ... piranhakeets ...
  20. Like
    Christougher reacted to Logan D. Hurricanes in Jokes   
    bartener: does something seem off
    waitres: it does
    boucer: yes
    custmer: definitely 
    letter thief: [nods]
  21. Haha
    Christougher reacted to Duke Bushido in Funny Pics II: The Revenge   
  22. Haha
    Christougher reacted to DreadDomain in Fun new ideas   
    Clearly not a fan 😁
  23. Like
    Christougher reacted to DreadDomain in Fun new ideas   
    Here is another idea, that expands the concept that Complications are used to generate HAP, by applying it to limitations:
     
    Limitations
    Limitations are categorized between hard limitations, clearly defining the limits of a power, or situational limitations, limitations that are triggered by event or story elements which players and GM can control and influence. Hard Limitations work as per the normal rules. They are used to define a power and determine the final cost.
     
    Situational Limitations do not factor into the cost of the power. They are activated by the player or the GM during play based on the narrative of the story. By calling a Limitation on him, the player gets 1 HAP and accept the consequences laid out by the GM and/or other players (note that the GM could turn down the activation of the Limitation). The GM can also call a Limitation on a player, with the same drawbacks and benefits stated above.  A player could turn down the activation from the GM by accepting a harsher consequence later in the story or by paying 1 HAP (GM’s choice). The future consequence must be related to the Limitation.
     
    Which limitation is Hard and which is Situational is a campaign decision that GM and players must make.  There are four modes:
     
    1) All Hard: This is the default mode found in the RAW. All Limitations are used to build powers and factor in the final cost.
     
    2) Mixed: In this mode, the limitations are clearly divided between Hard Limitations and Situational Limitations. Which falls into what category is a campaign decision agreed between GM and players. Here is an example below:
     
    Hard Limitations
    Duration - Limitations Power has a worse than normal duration Concentration - Character has reduced DCV and PER Rolls when activating or using power Extra Time - Power takes longer than normal to activate or use Inaccurate - Power is less accurate than normal Linked - Power can only be used when another power is used No Conscious Control - Character cannot control use of power Perceivable - A normally invisible power is perceivable Range Limitations - Power has no range, or less range than normal, or functions less effectively at range Reduced Penetration - Power penetrates defenses less well than ordinary attacks Requires A Roll - Character must make a roll of some sort to use power Requires Multiple Users - Two or more characters must use power for it to work Side Effects - If power fails to work, character suffers harm Unified Power - Two or more powers are affected simultaneously by negative Adjustment Powers Variable Limitations - Character can change Limitations on power as a Full Phase Action  
    Situational Limitations (The players or GM can activate it when it makes the story more interesting)
    Always On - Power cannot be turned off, but it’s not necessarily always a problem Charges – No need to count charges. Endurance Limitations – Take a hint from HS6E1 pp46, remove END and replace it by the limitation Tiring. Pushing is automatically Tiring (or uses HAP instead). Focus - Power works through an object or device but it’s not necessarily always a problem Gestures - Character must make special, distinctive gestures to use power but it’s not necessarily always a problem Incantations - Character must speak special, distinctive words to use power but it’s not necessarily always a problem Limited Power - Power is restricted in some way defined by character Lockout - Using power prevents use of other powers Only In Alternate Identity - Power only works for one of the character’s identities Physical Manifestation - Power has a physical manifestation other characters can attack Restrainable - Grabs or Entangles prevent use of power  
    3) All Situational: In this mode, power construction is greatly simplified. All Limitations are used as narrative tag to be used in game to create the story and generate HAP. In this mode, GM and character should review and simplify the Limitations available and might even make some exceptions. A Limited Range limitation works well as a Situational Limitation, but a No Range limitation might not. It could be removed entirely or kept as a Hard Limitation. Another way to resolve this is to turn some limitations around. For some limitations, it makes sense that by activating a limitation a character increases their power instead of getting 1 HAP. Concentration and Inaccurate are good example of this.
     
    4) Fluid: This mode leaves the decision in the hand on the players. Player A might create a power with a specific number of Charges, with the Hard Limitation factored into the cost and Player B might use Charge as a Situational Limitation.  Player A might end up with a more powerful character on paper, but Player B might have a character with the ability to generate more HAP giving them a lot more narrative control. This mode requires the GM and players to experiment to ensure game balance.
  24. Thanks
    Christougher got a reaction from Duke Bushido in Fun new ideas   
    I know that Transfer was removed, but I'm still playing mostly 5Er plus a few things stolen from 6E.  That right there basically proves my point: Instead of one clean and simple power, you have to go and link two powers.  And then I still have to Advantage around the forced self-only Aid for it to affect someone else.  If I want to lose the abilities I'm Aiding, then I have to apply Side Effects.  Altering the definition of Transfer to move points from A to B, and change who gains and who loses, covers all these cases in a much less complicated way.
     
    Chris.
  25. Like
    Christougher reacted to Logan D. Hurricanes in "Neat" Pictures   
    Sean Astin & His Daughter 20 Years Later
     

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