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chaos_engineer

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Posts posted by chaos_engineer

  1. Re: Necromantic Animal Handler: Deceased Equines

     

    Hey' date=' if it bothers you that much, redefine location 12 to include 13. Or make location 13 a "reroll." Or don't even use hit locations if you don't want to.[/quote']

     

    No kidding. New house rule to prevent confusion and forstall any arguments:

     

    Hit location 12 is now defined as Upper Abdomen

    Hit location 13 is now defined as Lower Abdomen

     

    Now let's get on with the game...

  2. Re: FH Gripes

     

    didn't Champions 3rd Ed. have a different version of the hit-location chart? how did it treat Vitals?

     

    on a related note, all this talk of armor and hit-locs had me looking through the various house rules i've nabbed from the web. i recall that the now defunct Kestral Arts website had some good rules for sectional armor, but i don't have them archived. does anybody out there have a copy they could post or email? i'd appreciate it.

  3. Originally posted by Hermit

    Pirates... but not entirely without honor of their own.

     

    hey. no fair! i was gonna say pirates. ;) but i 'm working on my own setting based on the Elizabethan history, not a TE one. (yes, i know about David Drake's books, but it's not based on them.)

     

    and i don't really have any PC's since the only gamers i know spent so much money on M:tG that they don't want to play anything else. losers.

     

    Originally posted by BobGreenwade

    Actually, on some reflection, I'm thinking of gathering the hooks into three categories: 1) Working for the Imperial government. 2) Working for the rebel cause. 3) Working for profit. I think most campaigns would fall into at least one of these categories.

     

    Any thoughts on that approach? Anyone?

     

    the only suggestion i have would be accidental/reluctant involvement. in other words, a DNPC needs help, or the PC's somehow get shanghaied into the adventure, etc. not sure how applicable that is.

  4. Re: Character: LV-426 Life Form

     

    Originally posted by Susano

    [Once you get to the powers the identity of this adaption should be obvious.]

     

    LV-426 LIFE FORM

     

    excellent job, Mike. that's always been one of my favorite monsters, mainly because of Giger's influence.

     

    makes me want to game Batman: Dead End. ;)

     

     

    (The LV-426 Life Form created by Dan O'Bannon, H.R. Giger, Ron Cobb, Ridley Scott, and James Cameron...

     

    since we're giving credit, it's worth mentioning that the idea for the film was taken from a scene in A. E. van Vogt's classic The Voyage of the Space Beagle.

  5. Originally posted by keithcurtis

    Back on the subject of mental powers, Carson Napier learned all kinds of funky powers from Chand Kabi, that he only used in ONE story. It's kind of like Carson's player turned over his character sheet and said, "d'Oh! I forgot I spent points on those all that stuff!" I mean, he could have saved himself a ton of heartache if he had used them from book one.

     

    lol! and that series is like Pelucidar in that some of the books are terrible. IMO only the first two Venus books are readable. and even that's mitigated by the fact that in the first one Napier forms a secret society with the initials KKK. yikes! i'm usually willing to wince past ERB's cranky politics, but that's going too far.

  6. Originally posted by AlHazred

    1) The Green Martians are the original Science Fiction warrior culture. Screw the Klingons, the Green Martians are MEAN!

     

    word. check out this awesome Green Martian sculpture.

     

    2) John Carter is a great fighter, and an honorable human being, who is probably an immortal (something briefly touched on in the first and second books, but no thoroughly explored. Does it show up later?)

     

    yes, in the Prelude to Chessmen of Mars

     

    4) Barsoom is eminently usable in the Hero System. I'd say, let's start with John Carter. I believe in the first book the farthest he jumps is a little more than 100 yards. Let's call it 50" and we have his maximum Noncombat Leaping.

     

    would that be OIHID? after all, he can't jump that far when he's on Jasoom.

  7. Barsoom gaming resources

     

    here's a few Barsoom gaming resources i've found.

     

    Kevin Scrivner's write-up of a Green Martian for Hero System 4th ed. -- but there don't seem to be any write-ups of John Carter. (are you listening, Surbrook? ;))

     

    and we have the FUDGE-based Heroes of Mars, a GURPS Barsoom site, and the Palladium-based Barsoomian Wars. now we just need Barsoom Hero.

     

    and there's even Barsoomian Army Lists for Hordes of the Things, a great mass combat minis game.

     

    anybody have more?

  8. Re: Other Sword & Planet authors?

     

    Originally posted by FenrisUlf

    If I may ask, aside from ERB himself, would anyone here have any other recommendations as to sword and planet authors/books? I always did have a fondness for Leigh Brackett's stories, esp. Eric John Stark, and I thought Lin Carter's _Green Star_ series had some very good 'bits'.

     

    yeah, Brackett was great. her Mars books have a hard-boiled edge that appeals to me. Carter gets points for trying -- he also did a series set on Callisto -- but he wasn't a very good writer.

     

    there are lots of novels in the "Barsoomian" vein. two good pre-ERB books are Edwin Arnold's Gulliver of Mars & Fenton Ash's A Trip to Mars .

     

    Donald Wollheim edited a short anthology titled Swordsmen in the Sky. and even Mike Resnik wrote a couple, The Goddess of Ganymede , and Pursuit on Ganymede.

     

    but IMO the best of the Barsoom imitators (not counting Brackett) is Bulmer. his Dray Prescot series has done the most to keep the tradition alive.

  9. Originally posted by Lord Liaden

    Burroughs' pseudo-science is also closer to magic in how it works from a modern perspective: "eighth and ninth rays of the spectrum," radium engines, airships that look like galleons, and so on. Throw in the swashbuckling, swordfights, various races and monstrous animals, and Barsoom (and Tarzan's Africa for that matter) has more in common with the conventions of fantasy than sci-fi.

     

    but that's true of the bulk of pulp sf. you could say the same about Flash Gordon, Planet Stories...and modern Hollywood. ;)

     

    IMO it's just splitting hairs to quibble about labels. it's all science fiction to me.

     

    OTOH ERB's imagination in creating exotic races, societies, creatures and concepts is truly extraordinary, and what makes exploring Barsoom through his books so darn much fun. :D

     

    agreed. he had an incomparable imagination.

     

    BTW, fans of Barsoom might want to check out Kenneth Bulmer's Dray Prescot series. they're well imagined yarns in the same style.

  10. Originally posted by gewing

    some of the basic ides for lasers are pretty nifty.

     

    I like the low power targetting beam that when you are on target you press the trigger and a high powe pulse is fired.

     

    or it could be used to ionize the air between attacker and target, allowing an electrical current to be delivered stunning the target. such a "wireless Taser©" is in the works.

     

    ok, enough about coherent light from me;) how about some more weird weapons?

     

    there's the loogie gun from Snow Crash: "Both metacops, under their glossy black helmets and night vision goggles, are grinning. The one getting out of the mobile unit is carrying a short range chemical restraint projector - a loogie gun. Their plan worked. The loogie, when expanded in the air, was about the size of a football. Miles and miles of tiny cables like spaghetti with sticky gooey stuff that stays liquid until the loogie gun is fired. The snotty, fibrous drops of stuff wrapped all the way around her arm and forearm, lashed to the bar of the gates."

     

    now that's an Entangle if i ever saw one.

  11. Originally posted by CorpCommander

    Smart/brilliant bullets

     

    bullets are lame. they're so overdone. ;)

     

    seriously though, lasers are only "just another rifle" if you're unwilling to imagine their possibilities. (i can envision their uses as smart and/or non-leathal weapons quite easily.)

  12. Originally posted by CorpCommander

    Its lame in the fact that it is so overdone.

     

    that's because they're so credible. besides, you could say the same about nearly all the other weapons mentioned so far. if i had a dollar for every time i read a sf story with a needler, vibro-blade, robot soldier, et al., i'd be livin' large.

     

    ...I don't see people running around with laser weapons anytime soon if ever.

     

    but you do see them running around with plasma rifles?

     

    if you've got something against laser weapons, that's fine. but the fact is they're just as plausible as most of the weapons mentioned so far, and hardly "lame".

  13. the aforementioned needlers are a pulp-sf staple, and often shoot drugged rounds.

     

    another pulp mainstay is the disintegrator ray. Larry Niven gave it a hard-sf rational in his novel "Ringworld". "Where its narrow beam fell, the charge on the electron was temporarily depressed. Solid matter, rendered suddenly and violently positive, tended to tear itself into a fog of monatomic dust."

     

    Niven also came up with the variable sword, a mono-molecular wire kept rigid by a "stasis field" (although a piezo-electric charge would probably work) that's extendable up to several meters (say 15-30). The tip of the sword is marked by a small, glowing red bead (holographic?). (the wire itself, needless to say, is all but invisible.) cuts through just about anything like a hot knife through butter.

     

    however, i think it's pretty absurd to say it's "lame" to have lasers and particle beams in a sf setting, especially if you're striving for any kind of realism. and if you aren't, why not just transpose some flashy magic spells?

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