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Aroooo

HERO Member
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Everything posted by Aroooo

  1. What is your code written in? One of my gaming buddies is a programmer - and does PalmOS stuff. Maybe he can do a straight port? Feel free to contact me off list if you want to give it a try. Aroooo
  2. A great multi-game PalmOS dice Program is DicePro, which can be found here: http://www.rivalgamelabs.com/ And yes, it can calculate HERO damage, as well as an amazing array of other features. I'd like to add my voice for a Speed/Dex/etc. PalmOS app. Aroooo
  3. I was thinking about the 'make a hole' under someone today, and I'd do it as either a Transformation, or probably an Entangle if the purpose is to trap someone. Just make the SFX 'hole opens up underneath target.' Add a limitation like "Climbing roll can escape (-1/2)" and you're set. That way, you don't have to worry about the DEF of the floor. With Desolid, you have to think about what happens when the power goes away. Does the victim just pop back up to level ground? I concur with Uncle Shecky; put various powers (Teleport, Desolid, etc.) into a multipower. It will be cost effective, and a multipower can represent a single object or power. Just look at TUV or Star Hero for examples of how DOJ built real world weapons with multiple functions. Aroooo
  4. What about Teleportation 1" with the Gate limitation? Possibly also add Extra Time to represent Doorman must remain still while he creates the 'hole'? If not Teleport, then Extra Dimensional Movement with the Gate lim... Aroooo
  5. The Ultimate Vehicle (TUV) also has starship writups that are not in Star Hero. If you're going to run a Star Hero game, get TUV - its a must have! Aroooo
  6. I think this needs clarification. Its not WW2 battleship vs. WW2 battleship that is the problem. Its WW2 vs. WW4 battleships. Its high tech vs. low tech. Supers vs. Normals. Large scale vs. small scale. Aroooo
  7. What are some GM's house rules (if any) for critical success/failure in Hero? I'm more interested in how they apply to Heroic level games more than Supers games, but would would like to hear any and all input. Thanks Aroooo
  8. I have to ask this, partially because you reminded me of something I read in TUV last night. Why put a STUN X mod on a weapon designed to attack a vehicle? I understand that cannons and other vehicle weapons can attack people, but why use the advantage on a weapon designed to attack other vehilces? (Its been a long week - I hope that made sense.) Aroooo
  9. I still think it depends a lot on how space travel is defined in your universe. For a Trek setting, I'd use FTL. For Star Wars, your example above works. I think Star Hero and TUV did a good job of breaking down the various possibilities and modeling them in Hero terms. Just my thoughts... Aroooo
  10. Good point. I forgot to mention that last night, although I did imply that in the TUV anchors thread. Aroooo
  11. Steve, I've got a question about the total point cost of the Mark 15 Phalanx Point Defense System on pg 141 of TUV. The total cost includes 13 points for the Phalanx Targeting System (PTS). The PTS references the tactical computer on pg 162, which has a total cost of 9 real points (after dividing by 5). Shouldn't the cost of the PTS be 65 points (45 for the tactical computer, 15 for radar, and 5 for IR)? I thought there was a rule (or FAQ or post to this board) that said vehicles don't get to divide by 5 for their equipment, since the total cost is divided by 5. Thanks Aroooo
  12. True. Valid also applies to the SFX and character concept in question. Aroooo
  13. Just wanted to remind us all of Rule #6: "If two powers (or other game elements) are equally valid ways to create a particular ability, you must use the more expensive of the two." Actually, all 8 rules are a good read from time to time. Page 348. Aroooo (okay, you can flame me now...)
  14. Thats along the same lines as how I built my B5 jump gates. From effect to power. Since there are no ftl engines in B5, having the gate apply the megascale advantage to a ship's normal flight made the most sense - despite the fact that it was a more expensive way to build the power. Aroooo
  15. Having played Hero for many years, as well as some published and fan Fuzion games - and I even have a copy of the Fuzion Champions, I'd just like to add my opinion to this conversation. I'm not sure simplifying the Powers is a good thing, especially for new players. We've all seen posts from newbies sating that they are having problems making their first few characters. I remember making my first Champions character way back when. I was confused for a while. Don't oversimplify the powers because "you" know the rules really well and know the difference between Armor, Force Field, and Force Wall. Aroooo
  16. Keeping it simple I'm of the continued opinion to Keep It Simple. I think we loose site of that sometimes with Hero - trying to find the 'best' or 'cheapest' way to build a power. If you can get past the technicalities of how something works and just work from effect, STR for holding a ship in place works just as well as any of the other valid suggestions - and it's simple. And don't forget the special effect of what a power represents - in this case a rope or chain tied to a heavy object to hold a ship in place. Knowing what something is, and how it should work, a reasonable GM or player should know and be able to not abuse that in play by working through a rules loop hole. And finally, I don't think you have to define everything in 'life' as a power - especially in a heroic level game. Just because a ship can be tied to a dock does not mean you need to buy Shore Lines as a power. Just food for thought... Aroooo
  17. No Supers? As far as a 6th edition goes, I'm still absorbing 5th edition, so I'm in no hurry. Our group does more heroic level games than superhero level games, so I'm not going to talk about any changes to 5th just yet - the more obvious ones have already been mentioned. I will only mention that folks should keep in mind that Hero is not just Champions and super heros, so don't go overboard with large or sweeping changes to make the rules more effective for one genre or another. Aside from a few minor points already mentioned, I think 5th ed. finds that hard-to find ballance of "universal" system. Aroooo
  18. I think after a while, DOJ should release a Hero Lite PDF to the net. Small 20 page doc with the basic rules for character construction and combat. It would be a handy reference, and a good way to get new players into the fold. Aroooo
  19. Everything you wanted to know about anchors (and boating) but were afraid to ask: http://www.boatsafe.com/nauticalknowhow/boating/7_4.htm Above page details procedures for anchoring. Needless to say, your anchor needs to touch bottom to work. Dropping anchor in deep water (where it does not touch bottom) will either a) help you maintain position; or pull you off your location faster. It all depends on how the undercurrents are running. If the -2 Partial Coverage lim includes the requirement that you must be relatively close to shore, then I think its worth -2. Aroooo (Always wear your life jackets)
  20. Re: Answering My Own Question GURPS Cliffhangers 2nd Edition is very well done. And like others have mentioned, Sears catalogs are great. In the '20's, you could order a Tommy Gun mail order. How cool is that? Aroooo
  21. Its been a while since I looked at the schedule, but from the established trend, wouldn't Pulp Hero be the rules guidleines (aka Star Hero), and Justice Inc be the background book on 30's comic pulp - possibly the Champions universe opposite of where Terran Empire is today? But as I was typing this I was about to say Ninja Hero, but then I remembered that Ninja Hero from 4th Ed. is now The Ultimate Martial Artist, and Ninja Hero is more a campaign book. So maybe there is a bit of precedence for Justice Inc = Setting Book, and Pulp Hero be the campaign book (if they don't kill 2 birds with one stone). Or how about: Mad Scientist Hero Justice Hero Cliffhanger Hero (Steve Jackson would have a cow) Porn Hero (just ckecking if you're still reading ) Cinema Hero Okay, I just realized I'm rambling... I'm going home now... Sorry. Aroooo
  22. Since I know what Pulp Hero will be, I'll buy it. But I sure wish it were called Justice Inc. instead. You're right, there is a lot to be said for a name... Even GURPS broke from 'tradition' and called it GURPS Cliffhangers. But as i understand it, the jurry is still out on its official name; or am I mistaken? Steve? Aroooo
  23. Another resource I've found in the past to help new players, regardless of the system, is to use character generation guides. One of my players has some published books, but can't remember their names at the moment. You can also look at Fuzion System resources on the net for what they call the Lifepath. Since Fuzion is an offshoot of 4th Ed Hero, its very compatible. Feel free to email me off list - I can email you some expanded Lifepath PDF's. Aroooo
  24. Why? Because of a name, or is it just not your cup of tea? Personally, Pulp is one of my vavorites, and I can't wait for PH. (Okay, I'll admit to missing the name Justice Inc., but I'll get over that.) Aroooo
  25. Opinions I try to stay out of conversations like these, since they are mainly opinions and not facts. But I have to add this to the conversation: GURPS Basic Set, 3rd Edition GURPS Horror GURPS Space GURPS Magic GURPS Mecha etc. etc. etc... Same theme as Star Hero, Fantasy Hero, etc... Immaginative or not, leave it up to the informed consumer. But it is up to the gaming companies to make sure the dealers know about their product, get their product, and display their product. I won't mention the store chain by name, but it took 4-5 months for one of the FLGS in my area to get Hero, despite the fact that employees knew it was out (and that trend continues with the rest of the DOJ line). Their parent corporation (so the conspiracy theory goes) held off ordering it so they could push their own products. Aroooo
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