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Dinofreak2000

HERO Member
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About Dinofreak2000

  • Birthday 03/24/1982

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  • ICQ
    135627342

Profile Information

  • Biography
    been Rping for 14 years, and am possibly the world's biggest dinosaur nut
  • Occupation
    Aquatics Specialist in a pet store

Dinofreak2000's Achievements

  1. First off, because of the manner of how Hero has one purchase spells, on average how many spells does a standard character tend to have at his disposal? the purchasing i refere to is those found in Fantasy Hero. It doesn't seem like a wizard type would have more then say a dozen spells or so. Second, as the game progresses, how does advancement tend to go? I know one can be a "santa claus" with the experience and just hand out the points, so growth is fast (or do the complete opposite), but does this mean that as you gain experience it becomes a "retooling" of the character... for example PC Wizard has this spell that he finds would be more effective if he can cast it faster... so he buys off the limit ExtraTime, now his spell is improve. Is that pretty much just how it works? if you can see where i'm going drop me a line...
  2. i have been a big fan of this game since the first board game. Now, i have been wanting to play this under the Hero System. I have no problem converting the Mechwarrior to Hero, but how might one do the mechs? Should they be treated as vehicles (i don't have any info on vehicles) or should i just use the standard Battletech rules and treat any blast from a weapon as a killing attack equal to the points it deals (ie, small laser deals 2 damage, 2d RKA if it hits a living target)? any ideas, possible conversions even would be great, book references are good to.
  3. I just got the Hero Sidekick book and now i can play the game!!! It makes so much more sense to me now. I wanted to get my friends into this system but the moment i lifted good ol' FREd out og my backpack, the multiple violent uses of such a blunt instrument was the only thing of disscussion. THANK YOU HERO!!!!! just using the simple stuff really made my life easier since i use basic rules anyhow. THANK YOU AGAIN!!! I'M NEK'ID!!! (runs away)
  4. weirdest spell huh?> well, my first rpg group played The Fantasy Trip (anybody remember that one?) and we had a prootwaddle who had an IQ one point greater then their max (something like 2 or 3) and as such he learned the spell Mayonaise. When coupled with his endless bag of tack, well, you get the idea... right, you do don't you...
  5. i'd have to say, the best music i find for my Fantasy games has been the soundtrack to Lord of the Dance, the Final Fantasy Games and movie, and the list of the classical masters is just to long. in the last sci-fi game i ran (DnD Dragonstar) i used tyhe soundtrack to Batman Beyond the Cartoon and Mortal Kombat. for my L5R games i used crouching tiger, hidden dragon and some shakuhachi flute. so much good music out there. and to silence a room quickly, i used the pokemon soundtracks i own. Yes, i admit to owning every pokemon and digimon soundtrack out there, even the imports... and i listen to them regularly.
  6. i think i understood that. the whole idea behind the high END cost was to make it last ditch effort, not a mainstay of combat
  7. and those where the hardest for me to figure. Thanks. I'll take note and figure out why.
  8. ok, this is the first character i've dabbled with (other then a celestial). This guy has no skills tacked on as of yet, but what i need to know is whether i did the math correct and did i do the powers correct. another thing. When getting armor (Brigandine in this case) is the Defense rating equal to bothe PD and ED or just PD? I used the Heroic rules (ie. don't buy armor and weapons, unless special in some way, with character points). ok so here it is. STR 18 (8) DEX 15 (15) CON 15 (10) BOD 15 (10) INT 12 (2) EGO 13 (6) PRE 16 (6) COM 12 (1) (may be reptilian, though the sketch i did used scales more as a lady uses make-up to beautify then mortify) SPD increased to 3 (5) Total CHaracteristics: 63 Powers & Disadvantages 3 Claws: HKA 1/2d6 (1d6+1 w/STR), Reduced Penetration (-1/4), No Knockback (-1/4) 15 Dragon's Grace: DR 50%, Against Fire only (-1/2) 10 Dragon's Breath: RKA 1d6, Area Effect (line) (+1), Increased END Cost x5 (-2) 16 Wings: Flight 12", Restrainable (-1/2) 4 Tail: Extra Limb, Limited Manipulation (-1/4) 6 Dragon's Scales: Armor PD 3 ED 1 15 Draconic Heritage: Distinct Feature, Conceal with Major Effort, Causes major reaction 15 Fiery Temper: Enraged, Uncommon (hit to face), To become 11-, To Recover 11- Total Powers: 54 Total Disadvantages: 30 Total Character Points: 87 I hope i did that right. I tried to be as correct as possible.
  9. now as a couple of ya know, i have only recently started my trek into Hero. And the rules are still very new. now what i mean for options issues i am talkin about how can i convert the DnD 3e flavor to the Hero system? there was so many options (from races to feats). I still have a fav character of mine which is set in developing some celestial heritage (aka as he grows in experience he developes the hal-celestial template). How could one simulate this with Hero? i figure you just create lesser versions of the envisioned final power and increase it with experience as you go. No fuss no mus, or is it? Since i am still trying to figure out everything, can one do this sort of "power" upgrade easily or does it take rewriting the entire power everytime you want to make it better? In my head my request sounded alot better (and more coherent at that). So if you understand me, and can give me some help/advice it would be most appriciated.
  10. if it matters on Mythbusters the other night they prooved that one can't create an "cold" types of munition that is propelled via gun powder. the cold makes the powder not detonate. so the bit that does go off pusshes the un spent poweder out with the projectil (the only cold thing that worked was frozen ground beef) and sprayed the dummy with the un-used powder. left alot of forensic evidence. But as for cool sci-fi weapons, the plasma garrote (johnny mneumonic style) was a favorite. And to go with magnetism, a small round that once it hits it's target it sends out a strong magnetic pulse to pull the iron out of the blood... thpough i gues with that kind of strength one would also pull all metal objects to the target... messy either way.
  11. You are right Toadmaster... but i do think it is funny how the thread had become a litgh squabble of GURPS and Hero... thoguh GURPS does have stun rules (Compendium2 i believe and Martial Arts). Though i am much impressed with what i have read so far of HERO 5th (don't have it yet, just spending time at the game store in the dark corners reading so as to not draw attention). though i think the stun rules in HERO functions more along the lines of say Shock... a sudden jolt of neural info, while stun has always fealt like a sudden drop in neural info... but i could just have it all mixed up in my head (i got a very nasty head cold, my brother shall pay....) Though i am planning (hopefully tomorrow_ to pick up the main book, several others especially Ultimatre MArtial Artist and Ninja Hero... want to do a L5R / Rurouni Kenshin thing... Well, thank for all the imput guys... any of ya in Salt Lake City? (not my choice, so if you comment on it or the obviuous populace characteristics i will be forced to do something sdo horrible not even Piffany would dare look). I wouldn't mind getting a game started or jumpin into one... OK... carry opn with your debates... lol
  12. i keep seeing it in differnt threads, particularly in Martial Arts threads. So what does it mean? thanx
  13. wow Zornwil, i haven't seen that lizard man pic (your avatar) since that really old Monster MAnual in ADnD. Cool it be yes!!! thnak you for all that info guys. I will most definitely look into HERO before i make any choices now. Later Days
  14. yes... i jump for joy and other happy things (mmmm... happy things) You have been most informative. As for not getting rid of my books... well, i will dump them only because i know them through and through (and half my players own them as well, makes it hard to suprise them sometimes). So it sounds like i have a basis to begin my own spread sheet on my choice (i am really odd that way, creating pages on pages of pros/cons and rating systems... then tallying them to see who comes out on top... yes i am an addict... but i'm proud of it dangit!!!) oh, and as for genre, it changes so often with my group (or it did, i keep forgetting i have moved) that any and all genres are desireable ooo... i just noticed the little pic in the margin changes regularly... spiffy... thanx again... in a week i'll check out the main book and see if i can decipher the character sheet (usually i can understand a game by the character sheet, but this one uses not so standard abreviavtions... wow i suck at spelling) anyone give me an idea of where i can get more info on the rules set? the more technical stuff...
  15. this is my first time posting (atleast i think it is, i only just made this account) and for a good reason. All you out there are Hero's fans. I hope all of you also have experience withit (i prefere to not assume, but if you look above i did with the fan bit). So, i have been playing these things (RPGs that is) for 14 years now, over half my life, great that. And have become dis-enchanted with Palladium's clunky system, FASA's (though FASA is no gone, leaving a Wizkid in their place) odd sense of RPing (no offense to be taken, just my opinion) and the current incarnation of D&D (and then tyhere are those dark days of White Wolf and so many others it drives me crazy). My quest has brought me as of late to two systems. On one hand i have experience in GURPS (please, hold your breakfast lunch and Dinner till the end) with it's many facets (from cave men to Jedi). But always i have had in interest with my other hand which balances HERO system. Now, before i go and dispose of the vast collection of RPG tomes that i own, i would like anyone's opinion on which system is, in their opinions, better. GURPS or HERO? Both offer what i seek, but to an extent i want something new and with less books (to often i pick up a GURPS book only to berefered to 5-8 other GURPS books as i read through it). I have read so many rants and raves for each system. Both seem fan-blooming-tastic! So please dispell the only points i see having a problem getting an swer on everywhere else. Well, to re-iterrate, which is best? and so i can get alittle more info here are a couple other questions: How is magic simulated in Hero? Psionics? Experience system and character growth? How long does it actually take to make a character? average How "complicated" is combat? how exactly does it work? how does the system lend itself to ad hoc GMing? Thanx for any and all feedback. i ask all this because a book like Hero 5th Edition looks like it was made for self defense more then to be read (like War and Peace). Those sharp corners attest to it. Well, fire away, i am listening and will be sure to ask more questinos later
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