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Aroooo

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Posts posted by Aroooo

  1. I would either keep it simple and do the straight line, or at most the any area, defined as a line out to max range range, then add one hex line to either side at half the max range. Limit by either reduced penetration or reduced by range, or both (realistically).

     

    Aroooo

  2. My take is a minimum of 1 inch. Also, from the FAQ:

     

    Q:_ Can a character with Flight hover for no END cost?

     

    A:_ No; the minimum END cost is 1, unless the Power has been bought to cost 0 END. The character is still flying (counteracting gravity), even if he?s not going anywhere, and that takes effort.

     

    Q:_ Can a character use MegaScaled Flight to hover?

     

    A:_ Yes, but since using a MegaMovement power means he?s automatically considered to be moving at Noncombat Movement velocity, he?s at 1/2 DCV, 0 OCV.

     

    Aroooo

  3. Originally posted by Shadowpup

    Dude, that site looks cool but you gotta take some of what he says with a handful of salt. I mean, yeah ok Whitestars are cool but no way in hell do they have more firepower than an Omega Destroyer.

     

    I've also seen another site that claims that Whitestars carry Nials, but I've never seen it on the show. As far as I can tell, they carry Flyers, not Nials.

     

    Oh I do. I have some issues with their figures for flight times for the fighters. 2 hours for a Starfury. We know its at least 6 hours (life support), because B4 was 3 hours away. I fugure he means 'at full combat power/engine thrust' but won't quibble the small stuff with him :)

     

    As for B5 Wars - never played it, although one of my FLGS's still has it...

     

    Aroooo

  4. Permissions

     

    Having gone through putting up a fan site, I should point out that whatever fan creations get posted, they should also adhere to DOJ's online policies (follow the Policies link on the side bar).

     

    Specifically, creators should run their site through Steve first and ask permission to go public with it.

     

    Aroooo

  5. I don't know if its been mentioned before, but another good resource is GURPS Places of Mystery - if you can find one. Its currently out of print, but shows up on ebay and used rpg dealers often. There was talk back when Cliffhangers 2nd was being playtested that they may do an update if there is interest. Don't have any updates - I've been out of the GURPS scene for a while now.

     

    Aroooo

  6. Being one of those folks working on a conversion :), I think its a great idea for those folks who don't have a way of hosting on their own. For those that do, we should at least be referenced on that site. If it ever gets too busy, I'd be happy to act as a mirror for you.

     

    Let me know if I can help!

     

    Aroooo

  7. Okay, I've looked through FREd, and the FAQ, but didn't see it... In many examples of equipment, I see the megascale advantage applied, but with the additional "...can scale down to 1"=1km" applied also. It looks like this is a 1/4 reduction to the megascale advantage being used, but don't see anything confirming this. Can you confirm this, or am I wrong :) ?

     

    As always, thanks!!!

     

    Aroooo

  8. Originally posted by ShelleyCM

    I've only played "real" Traveller once, and "real" MegaTraveller once, and didn't have anybody die during creation -- whew! I've always played Traveller in GURPS, even before there was GT, thanks to my husband's excellent adaptation.

     

    It's not so much that I want to kill PCs (I don't, but all bets are off for NPCs) but that I want the game to feel more lethal, and to me, HERO just never felt lethal enough for dirty space.

     

    Of course, this is *so* subjective! :)

     

    -Shelley

     

    The first time I read the GURPS Traveller rules, I cracked up when I read the passage in charactger creation that goes something like "we don't want to kill characters during creation, but for Traveller purists, roll 1d6; on a 1 crumple up your character sheet and start over..." Too funny. I'm not a big GURPS fan (mostly their combat mechanics), but I do love their Traveller adaptation.

     

    As for lethality in Hero, thats been mentioned before in other threads. Personally, I think [non-supers] Hero is very lethal, but as you said, subjective :)

     

    Arooooo

  9. To add my own 2 cents here... Everyone's on track with what's in a ship, so I won't repeat that good info. But I will just add this: from the sounds of your game (and your post) , don't worry about 'building' the ship. More specifically, don't worry about building them like I'm building my B5 ships. I guess what I'm trying to say is don't worry about creating vehicle stats for it. Think of it like a regular game setting - you would not 'build' a shopping mall, would you?

     

    Its late, and its been a long day, so if any of that doesn't make a bit of sense, feel free to ask me to clarify :)

     

    Aroooo

  10. Originally posted by Steve Long

    We chose SH first for several reasons:

     

    1. Gives us more time to get our feet under us and an advertising budget in place for FH, which is probably a more "important" product in terms of the number of sales to us.

     

    2. Gave us the chance to "practice" on another large genre book. I am absolutely positive, now that I'm writing FH, that it will be markedly better than it might otherwise have been (which would still be pretty damn good:)) because I did SH first.

     

    3. The science fiction gaming market isn't dominated by one major product like fantasy is. In fact, there's no real dominant product at all. We're hoping we might be able to stake out a significant chunk of market share thusly.

     

    Well, I for one am glad it came out first. I think you and the team did a great job on SH! Like all things, not everyone agrees with everything in there, and there's always room for improvement, but it's my genre of preference, so I'm happy :)

     

    That being said, I can't wait for FH and the Spacers Toolkit to come out!!

     

    Okay, this is corny, and you folks can feel free to bust on me off list if you want, but I have not been this excited about gaming in quite a number of years (ShadowRun 1st ed. if I recall).

     

    Aroooo

  11. My personal take on this is that Star Hero was a major improvement from its previous version (for 3rd edition if memory serves). I have both SH and UMA, and I think UMA is great, but since we're not doing any martial arts games, I haven't gotten into UMA like SH, or TUV. Another way to lok at it: SH and TUV quantified a previously vague area(s) in the Hero system - non-supers. Thats why I call it "Best" of the year.

     

    In fact, I was floored when I first heard that SH would come out before Fantasy Hero. I thought for sure Hero/DOJ would want a product to compete against all the other fantasy stuff on the market. Hm... maybe thats why SH came out first in the first place.

     

    Arooooo

  12. Originally posted by Shadowpup

    Naw, again it's the user not the weapon. You said so yourself. It's just CSLs used to increase damage. Maybe 'Only With Lightsaber'

     

    Yeah, you're right. Make it part of the character's Force "package."

     

    I've been working on ships too much lately. Everything's starting to look like equipment :)

     

    Aroooo

  13. Originally posted by C_Zeree

    Philisohical debate: If the blade is made from light/force/whatever, and it cuts through everything like butter, should a character really be able to do more damage based on how strong they are?

     

    I have argued with my friend over the fact. I would set the HKA at a level and give the mod STR does not add to damage.

     

    I like the thought of extra damage based on DEX. Different, but a more dexterous character could really carve up their opponent. But OCV does sort of take that into account.

     

    WEG's Star Wars had Light Saber Combat as a Force power. Anyone could wield the weapon, and do its standard damage. But someone trained in the Force could add (part of) their Force skill dice to the weapon's damage.

     

    Often wondered how you'd do that in Hero. Maybe weapon as described (with the STR does not add damage), PLUS extra damage classes, up to your ECV level (to represent Force ability) (-1 limitation).

     

    Aroooo

  14. Originally posted by Champsguy

    My current (very early) work on a sort of "Tank Hero" is coming along nicely. Again, I don't have the time (or the resources--no Hero 5th Edition, or even 4th Edition, here with me at school) to do a really good job, but I've been throwing some things together and have come up with a few rules I like.

     

     

    snip long post...

     

    Very interesting ideas... Please keep me/us posted. I def. like you ideas regarding more realistic disads. I tried to incorporate some of that when I made my Raider Fighter for B5.

     

    Aroooo

  15. Originally posted by Space Cadet

    Arooo, have you by any chance done a writeup ot the Badger

    variant of the Starfury (a two-man version that had a rearward-

    facing cockpit for a tail gunner, and was more of a variant for

    the B5 Wars game than an actual "canon" ship from the show

    itself)?

     

    Yes. Its listed in the Earth Alliance section of the ships page, but here is the direct link:

    http://www.aroooo.com/rpg_stuff/b5/ships/starfury_badger.html

     

    As with all the other ships, its based on the tech specs listed at the B5 Tech web site (http://www.b5tech.com). Feel free to let me know what you think.

     

    Aroooo

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