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Eodin

HERO Member
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Everything posted by Eodin

  1. Lord Liaden...THANKS! That's a perfect idea. My brain was so tired from number-crunching I was overlooking the obvious. ImperialOne/Charles...what you could do with the NND if you want to give it a try...I'd do something like make the Defense either 10+ ED in the FF, or Hardened ED FF, or something similar. 1+ ED FF means phasers in starship combat would never do damage to another starship with its shields up.
  2. Next revision to TNGHero Well, the next minor revision of TNGHero is up. Mostly some tweaks to the Racial packages, and to the phasers. I think there's a few other things, but that's mostly it at this point. With the races, I still have to do the Dominion and Borg, and that's going to take me a little more thinking. And my brain is tired from figuring the phasers... I redesigned the phasers to use charges instead of an END Battery, just because of the way the damages in each setting now work versus how much END they use under normal circumstances. I'm still not happy with the damage writeup...to convert 512 cubic meters of rock to rubble (5 DEF/ 25 BODY) means doing 55 BODY in an attack, which becomes an 18d6 RKA Attack. If a Borg drone can resist an 18d6 RKA (Setting 16 from a Phaser Rifle), thats a 108ED FF (60 ED FF if you stick to SE rules for the damage). Mama mia. Oh well. More to come.
  3. I have read (and re-read) the Multipurpose Energy Weapon, and have come to the conclusion that the GMs may choose whichever one they like. My personal feeling on the NND vs. any FF ED (1+) is it's not quite right. Phaser fire can bring down an energy wall (as in when the Enterprise fired on the forcewall surrounding Vaal), and can lead to abuse (20 PD 1 ED FF would be immunity to phasers). And if the Borg can adapt their forcefields to ignore phasers, then they've got more than 1 ED in their FF). That's my take, anyway. I haven't finished refiguring the damage for all 16 settings, but I'm going to use the same style of damage as I did before...EBs and RKAs with Standard Effect components, but no NND. I will use increased/reduced END to make the use per level more appropriate.
  4. Agent333, I used MS Word 2000 to create the document before running it through PDF995. I used to be a Tech Writer and Layout manager years ago. I do have to say that much of the racial descriptions for TNG/DS9 races was pulled from various web sites, so I can't claim anything other than the racial packages I created on those. And no, I'm not bucking for an RPG job...I have a great job as a programmer/analyst. I'm just giving back to the gaming community that's given me so much fun over the years.
  5. TNGHero.pdf is now on my website, although it's a mishmash of the old and the new. (I basicly took a copy of the TrekHero, and starting making edits in various places.) There's package deals now for Ferengi, Cardassians, Bajorans and Betazeds, some conversion notes on Decipher 'Professional', 'Edges', and 'Flaws' into Hero terms, and othe miscellaneous stuff. I bought Decipher's ST:RPG Player's Guide for something to read while staying with my wife in the hospital, and decided to work on it for a while. More later...
  6. Eodin

    Babylon 5 Hero

    Looks good! Keep up the good work.
  7. Not as much done today as I wanted but there's a map of Federation space with Klingon/Romulan/Gorn borders, stats on the Galileo Shuttle and Aqua Shuttle, 2 more of the crew of the Rigel Queen, and some more info on Klingon and Romulan empires. A few other tidbits as well. I didn't change the social limitations being in the Racial packages yet, and I may not if it get's too messy. As far as TNG/DS9/Voyager era, that's definitely a different book. I may do that one day, once I'm relatively happy with this one. If anyone has any GOOD web sites with information I could use to extrapolate histories and building equipment, let me know or send me an email. Until next time, may the Great Bird of the Galaxy keep all your tribbles small.
  8. I'm working on some maps and miscellaneous stuff, so my next update may take a bit longer. That and my wife's having spine surgery this coming week, so we'll see what I get accomplished this week. Perhaps, but not in the near future. I don't have anywhere near the number of TNG/DS9/Voyager resources as I do TOS resources, and I'd have to search a lot of web pages for raw info. Still, I'll take a look at my "Star Trek TNG Officers Manual" and "Star Trek TNG Technical Manual" and see.
  9. Hmmm...duly noted. The psych disads are meant to represent what a typical person of that race has, not the exceptions. I'll see what I come up with. Thanks for catching that!!
  10. Okay, here's another update. Some stuff for Megacorps, crimes, pricing, two merchant characters from the Rigel Queen, and some other miscellaneous stuff. Out of curiuosity, is anyone using any of this material in their campaigns...Star Trek or otherwise? I'd love to hear if you are and how it worked (or didn't).
  11. Next minor update made...added some worlds information, some tech goodies including portable antigravs, and some miscellaneous information.
  12. Steve, I tried doing a search but didn't find anything. Are there any special rules regarding Fuel charges on powers that are normally 0 END.? Is there some sort of official cap? Here's my problem. Example: A Life Support Mask that always works is LS: Self contained breathing (10), OIF (-1/2). Cost 7 points. But a Life Support Mask that's only good for 24 hours is LS: Self contained breathing (10), OIF (-1/2), 1 Continuing Fuel Charge lasting 1 day (+1/2). Total Cost: 10 points. It's not reasonable that a mask that's useful all the time costs less than a mask that's only good for 24 hours.
  13. No Trek Hero updates yet ... family matters taking precedence. On another note, I haven't heard anything back from Ben yet, so I don't know if they're going to put my web page on the Links or not. I'm hoping to get some updates done this week. Keep your fingers crossed.
  14. Next update has been made...Romulans, Merchants and commerce, trade talks system, fixed some costing errors, and other stuff.
  15. Next minor update made...Federation government, some worlds info, can't remember what else...need sleep ;-)
  16. I have sent an email to Ben suggesting it for the Hero Links page. We'll see what happens.
  17. 4/23/03, and more stuff added...pay scales, psychotricorder, some other miscellaneous stuff. One of these days I'll get TUV and tackle some of the starships, but that's in the future.
  18. The next minor update has been made...some Klingon racial and IKS packages, some starship-related information, a few SF mission ideas (such as they are).
  19. That hadn't even occured to me...if someone wants to propose it to Ben, be my guest.
  20. Thanks, I'm glad people like it so far. I wanted to get some of the basic stuff out there where people could use it. As I get more stuff added, I'll let the group know.
  21. It's patchy and needs a lot more work, but for any Trek fans who want to use the info, I've posted TrekHero.pdf at http://rbrucecom.tripod.com/ I've got package deals, Federation races, some weapons, tricorders, etc, but there's lots of work to go. Any CONSTRUCTIVE criticism appreciated, but REMEMBER that it is very much a work in progress getting all my notes from 20 years ago hauled together and converted to 5E.
  22. Only in the fact that the active points of each slot are too big for any two slots to be used at one time. When I convert to 5E, I'm sure the "lockout" limitation will be gone in the writeups. And now I remember why...the 8d6 RKA Explosion is 180 AP, so the MP reserve is 180 instead of 120. So without lockout, it was technically possible for the multipower to use both slots 1 and 3 at the same time, which is not possible with a phaser.
  23. Lockout as a limitation means that if that power is used, all other slots are unavailable, no matter how many points in the multipower reserve... it "locks out" the use of any other slot at the same time. It used to be worth -1/4.
  24. I don't have the information with me at the office, but I ran a HERO Trek campaign twenty years ago, and the phaser was something like this: Multipower, 120point Reserve, OIF weapon 1) u - 12d6 EB, Stun Only, lockout 2) u - 12d6 EB, Cone, No Range, lockout 3) u - 6d6 RKA, lockout 4) u - 8d6 RKA Explosion, lockout, 1 charge END Battery, 160 END, REC 1 (Limited: Only recharge from Fed Power Source). The assumption was that light stun was 6d6 EB, medium stun 9d6 EB, heavy stun 12d6 EB; heat was 1d6 RKA, disrupt was 3d6 RKA, disintegrate was 6d6 RKA. I ran both Star Fleet and Merchant campaigns, and I never had any trouble with the players. Combats usually had phasers set to stun, one so there would be prisoners to question and another because of the natural aversion to killing of most Star Fleet / Federation groups. When I finish converting all my old notes and stuff to 5E, I'll post them to my web site.
  25. Hmmm...each +1/4 changes the END spending time...3 phase, 3 per turn, 3 per minute...not bad at all. I think I'll have to give that a try. Another idea someone somewhere mentioned...if I create a perk system (Apprentice, Journeyman, etc) and base the shutoff time on the Perk they have... Thanks guys!
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