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SilverMarble

HERO Member
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  • Biography
    I AM the Big Dog!
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    Whatever makes me money.

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  1. SilverMarble

    IMS Sibelius

    I also have some NPC .hdc files and will include them as well. And thanks to Keneton for slapping my wrists last month only to surprise me this month. :D
  2. SilverMarble

    IMS Sibelius

    Additional Material If anyone wants some original adventure text from our SH Campaign, please send an e-mail request directly to me at Brian.Dorio@silvermarble.com The first adventure I ran for the group was a customized lead-in to an adventure published in DH#11. The second extended adventure is being worked on right now and should be somewhat ready to pass along in the next couple of weeks. Cheers!
  3. I have a thought that goes back to the original question on the invisibility. If your intention is that the character does not give off a heat signature, you should be able to do it simply by defining the special effects of the character. Remember that not giving off heat is not the same as invisibility. I think that the best picture you can paint of this is presented in the action movie Predator. Remember when Arnold is covered in mud and the IR ability of the attacking predator is hampered trying to find him? If by special effects, your character is cold and does not have a heat signature, he would have what is tanenmount to a Stealth bonus vs. IR Perception. You should build in a specific Stealth Skill (or something similar) defined as only against IR PER. Remember that lack of heat is in and of itself distinctive to one who uses IR as a targeting sense. (e.g.- that big dark spot is something) I think you are trying to fit something into invisibility as a power that does not belong as a power. If you go with the specialized skill roll, then you would have a skill vs. skill roll to see if you can be seen, much like trying to find out where a sniper is stationed with normal sight. If you want to stay with the invisibility aspect of things, then buy invisibility against the unusual sense as discussed earlier. Those are just my thoughts on the subject, I hope they might give you a little insight into a different way of attacking the problem.
  4. I like Monolith's idea of having a Limitation of side effect. you can even tie into or link to a personal END Drain. Eventually the character would run out of END, and it should play cool, since the player does not know how many times he/she can actually get the power off.
  5. You might want to take a look at the Effectiveness Rating from DH#3 (I Think). We use it in our campaigns and it workes flawlessly. As far as restricting superpowers in a normal Champions Universe, I think that it falls to the player to describe the special effects. There are many ways to describe how a mentalist goes desolid, e.g. the character could excite the atoms in their body to a point where they are effictively desolid through some sort of fine work TK special effects. But please check out the ER in DH#3, I think it will give you the opportunity not to have to judge wether or not a character can have a specific power.
  6. Sorry I need to update this.
  7. I would say, however, that Large "Ships of the Line" should fear fighters. It makes sense that a large amount of fighters would have the ability to take out a large ship. Ship to Ship combat should be a VERY dangerous endeavor. The larger ships are equipped with fighters for the main purpose of taking out other ships and defending against attack. If you find that the flavor is lost, perhaps you could take the tactic of making the defenses better on the larger ships. It would make sense that the Flagship class of vessell might have extra shielding which would be represented by not making the shields ablative. A small merchant ship probably only has one shield generator as opposed to the advanced systems found on a Battlecruiser. While I understand your concerns regarding the number of dice dropped in one of those massive attacks, I do not agree that by itself that would be a show-stopper. I think that if you are trying to have the flavor of your campaign be one of military battles in which the players are just part of the crew or line officers, then perhaps you should look into the damage classification system originally proposed. In my humble opinion, Star Hero was created and intended for character driven story arcs, not massive space battles. Although it works in any scale and genre, if all you are looking to do is to have large space battles, perhaps you should look into other systems out there. Personally, I love wargaming large battles using hundreds of minatures. But that is not what attracts me to the Star Hero campaign. If I want to have a war driven campaign, i would probably utilize a minatures based system like GW Battfleet Gothic. I am currently co-GMing a Star Hero campaign in which the players have a ship, but I HOPE they do not try to go up against an Empress Class. (Hint to all of you in my campaign.) There are times to get into battle and there are times to accept the fact that you will be boarded. Again, that is just my 2cr worth.
  8. No problem, I just thought I missed something...being incompetent like I am.
  9. Perhaps I am missing some of the thread or something... Could you elaborate on how a 25d6 RKA does only 25 BODY and 87 Stun? Even if you use standard effects, should it not be more like 75 BODY? I know I am just an incompetent normal, but isn't this correct? Please advise. Thanks in advance.
  10. I would say that you need to let the numbers fall where they are. Hero has never (to my simple knowledge) ever had multiple classes of damage. That is one of the aspects of the game that is so great. I would also say that if you are concerned about the point costs of certain things, like large weapons and ships defenses, you should be. Ships and large ship type weapons should cost a WHOLE LOT in points. That is what makes them so hard to get and dangerous to encounter. The original post dealing with the different classes of damage can be handled neatly by applying power advantages to the BIG ships' weapon systems. Take for example the tac-nuke micro missile mentioned earlier at 25d6 RKA. That is on a fighter, on a "Planet Killer" it might be double AP and double penetrating or something like that. Always remember that the Hero System was designed to be simple yet expansive in its scope. At least that is how I see it. I hope this ramble made sense to someone.
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