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Liberator

HERO Member
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About Liberator

  • Birthday 04/15/1970

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    Businesss Analyst

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  1. Re: Arabian Hero The clockwork mage is in the SHa'ir's handbook. That book has LOTS of great ideas for different kinds of mages in the game. Priests were classified as moralist, ethoist, etc.. You could worship the same deities, but your classification really defined 'how' you worshipped and how open you were towards other religions. That's off the top of my head. Plus...the setting has Yak-Men, you gotta love Yak-Men!
  2. Re: Al-Qadim anyone? Ah yes..there I was posting in one of them too. I suppose, start small. Work through the character kits, than tackle the Sha'ir and Elemental Mages.
  3. The Al-Qadim setting from TSR is hands down my favorite dnd setting. My group has managed to play only a couple of times in it over the years using the 2nd edition rules. Well, to make a long story short...the ol' gaming group is kinda fizzling out. Our weekly sessions are getting cancelled on a pretty regular basis (most of us have kids now, and our pain in the ass jobs). So, I find myself with a LOT more gaming down time than I'm used to. Which got me to thinking about running Al-Qadim with Hero. Package deals for the various kits (Desert Rider, Barber, etc..) would be a piece of cake. The Sha'ir would be a little more difficult, but not so much. I'll have to take a crack at it I think. Anyone taken a stab at it?
  4. Re: 4th Ed vs. 5th ed for Pulp Heroes? Um....look...over there...Lindsay Lohan! (runs away)
  5. I saw the announcement for the new Pulp Heroes book and I'm pretty psyched for it! Next to 'Western Hero' this is probably the book I've been looking forward to the most! How easy will the new book be to use with my 4th ed rulebook? I haven't looked at the 5th ed in detail really so I don't know what kind of changes have been made. I'm guessing it wouldn't be hard to use with 4th ed...cuz'...Hero is Hero is Hero...but I might be terribly, terribly wrong as well!
  6. Re: Use of Mutants and Masterminds Yah, I was kinda bummed about switching out of HERO...but I still have all the books...and all the d6's....so there may come a day again very soon where everyone shows up for gaming...gets handed their old Champs characters...and immediately get ambushed by Foxbat...
  7. Re: Use of Mutants and Masterminds I switched my HERO campaign over to MM about a year ago. My players were more familiar with D20 than Hero...so it made sense to switch it over. Here is what I'll say about MM: 1-They (Green Ronin) make great books. Pick up Nocturnals! Go get it NOW! It's a great 'dark' pulpy resource for your game. Fantastic book! 2-Freedom City has been compared to San Angelo a lot. It's a very detailed resource and I personally can't compare because I sadly don't own San Angelo...yet. 3-The two systems themselves are pretty compatiable imho. Same general premises...point based character generation and all that.... Did I mention go and get Nocturnals? Go get Nocturnals!
  8. Re: Star (WARS) Hero? I'm itching to run a little SW campaign, and don't really want to buy the core WOTC books. My group is pretty familiar with Hero, so I was looking to see how easy/playable it would be under the system. Looks like there's lots out there to consider!
  9. Re: Star (WARS) Hero? Wow! Thanks!
  10. Has anyone done templates for a Star Wars campaign at all?
  11. Re: Doom Patrol Champions I don't know if I would stat him out. I'd almost just say he was a plot device and leave it at that. Although...let's see.... Lots of points in teleport and mind control (cuz' didn't folks not care that their street kept moving?) ...wow...already getting a headache....
  12. Re: Doom Patrol Champions And don't forget how you'd have to make Platinums presence and com super high...hubba hubba!
  13. Re: Doom Patrol Champions You could definately do a DP style game. I've considered running a universe with them as the main heroes several times, just never put much thought into it. There's a whole group of DC titles from the Silver age (correct me on that if I'm wrong, but I'm thinking these are all Silver age) that would work great together in a more low to average powered setting : Doom Patrol- the not weird and pot smoking version where they fought guys like General Immortus and Animal/Vegetable/Mineral Man The Metal Men- another great title that fits in nicely in this type of universe. Sentient robots/androids who have shapeshifting powers based on the type of metal they're made of basicly. The Challengers of the Unknown- Just a bunch of guys (and a gal) who are hard to kill and love a good adventure! The Sea Devils- The underwater version of the Challs' I'd set it in the US during the mid 1950's. That's about as far as I ever got with the idea though.
  14. Once you get your templates figured, I'd love to see them. I really enjoyed the ol' Al-Quadim world.
  15. Keeping in mind I haven't gotten a chance to see the Grimorie yet.... What about more types of summoning magic? Part of my existing campaign that I'm in the process of converting is a desert empire. I used a lot of TSR's old Al-Quadim setting for the source material. They go into a lot of detail about summoning Djiin to do your magical bidding and so on. My idea in it's very infant stages, is that when the mage uses spells, he summons a specific type of Djiin to do his bidding. I haven't even begun to try to figure out how that would work with the game mechanics yet. Along the same lines, how about some type of system like Dr. Strange used to use in the comics? He'd tap certain entities (Cytorrak, Dormaamu etc.) to access certain types of magic?
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