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Aroooo

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Posts posted by Aroooo

  1. Re: Starship Design

     

    The Icarus I designed for B5 might do you well too. Just convert the lab deck to cargo. You'd have to add in your hyperdrive of choice though, since it does not have one. (Stick it in the aft of the cargo/lab deck.)

     

    As for deck plans, don't get too fixated on the dimensions/area/volume/mass. SIZE is one of the weak points of the Hero system. Not bad for buildings, but breaks down pretty quickly when dealing with vehicles. For simplicity, I use (generally) a 'deck heigh' of 2 inches. That times listed length and width give rough volume. Then divide by number of decks you want.

     

    Aroooo

  2. Re: Minor Effects which cost a lot to build.

     

    Sorry to be so negative, but...

     

    Wouldn't allow no conscious control as you do have conscious control of the power: you can decide when and where it is cast. I also wouldn't allow 're-casting removes previous location' as that is how clairsentience works anyway. I might allow 'viewing area not moveable without re-casting (-1/2)'. I might also allow you to have 'only one manifestation of power at a time (-1/2), but not the recoverable charge as I think it is stretching it past breaking unless you have to return to the scene of the original casting to recover the charge.

     

    Good catch on the NCC. It should only be at the -1 level. As for Rec Charges, I was looking at it from the viewpoint of the 'recoverable 'being able to cast it more than once a session, but in casting, the first casting would vanish. (I like to be minimal on limitations, so I went the 'all-in-one' limitation route rather than the two limitations approach you took. Your appoach makes the power clearer to the novice.) Its a stretch I know. I'm not sure a second use of Clairsentience cancels out the first use; if it does, than you're right on that one.

     

    Aroooo

  3. Re: Minor Effects which cost a lot to build.

     

    Yeah my first attempt was using Clairsentience' date=' though I must admit I wasn't quite as creative with my limitations as you were. Problem is, even the liberties I took with Mind Link seem minor compared to handwaving enough MegaScale to cover the whoe planet into existence without paying for it...[/quote']

     

    For the 'simple spell' you are looking for I'm not sure you should hand wave megascale. That gets more into the power of wards and ritual circles which should be paid for. If anything, I'd go for a few levels of Increased Range and leave it at that.

     

    I also thought about using the Real Object limitation - you place the spell on something that can be circumvented. That would 'fix' the CS to an area like a door or gap in the rocks, etc.

     

    Aroooo

  4. Re: Minor Effects which cost a lot to build.

     

    How about summoning an invisible desolid demon with mind link and maybe some life support and whatever senses you need (if they are more than the demon has anyway). Should be cheap as it doesn't need any high stats or other powers (even movement powers). You can only summon one at a time' date=' and it will give you a shout when someone passes by, but that is all it will do. As the demon already has mind link you shouldn't need to buy it. It is released from servitude when it has given its warning. You can buy its loyalty with points or get into negotiations...[/quote']

     

    Sounds a lot like a Watcher Spirit from ShadowRun...

     

    Aroooo

  5. Re: Minor Effects which cost a lot to build.

     

    Not sure why you would use mind link and such. I'd just say thats FX of the power. How's this for a quickie 5 minutes worth of playing around with ideas:

     

    Alarm Spell: Clairsentience (Touch Group), Increased Arc Of Perception (360 Degrees), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger does not reset; +1/4) (31 Active Points); No Conscious Control (-2), Limited Power must be cast on an area, recasting removes previous location (-2), 1 Recoverable Charge (-1 1/4), Limited Power fixed effect: alarm only, can not use to see (-1), Only When In Contact With The Ground (-1/4) (Cost: 4 real points).

     

    You could also add some sort of limited range, so the alarm area is more restricted. The only thing this really does not address is character range from alarm. Thats sort of what the 1 rec. charge is for, but that bends/breaks the rules. Now that I write this, I see why you used Mind Link... Okay, back to the drawing board...

     

    Aroooo

  6. Re: Babylon 5 Weapons Conversion experiment

     

    correct me if I am wrong on this, my assumption on this being the AE line non selective means that its going to at least try and cut through anything in that path. or I have I configured this wrong?

     

    the B5 Wars stuff is interesting,

    I have took some wild ass guesses on somethings that arent covered

    ranges are in hexes, but I cant find where it gives any scale for how big a hex is

     

    That's just it, I can't remember either. I tought AE:Line hit anything/everything. Adding Selective meant you could hit just what you wanted (at DCV 3 hex) and, and Non-Selective meant you made an attack roll vs. each target in the line/area as if you were attacking them indivitually (with normal OCV/DCV mods, not targeting the DCV 3 hex).

     

    Aroooo

  7. Re: Babylon 5 Weapons Conversion experiment

     

    While I don't have any of the B5Wars stuff, I don't think its over the top. Look at some of the ship work I've done. This is pretty well in line with that work. I'm working on the Minbari cruisers, and they are tough. So tough, I might have to readjust the armor across the ship board. But I digress - and derail thread :)

     

    I like the custom modifier on the sustained mode. But does the AE:Line need non-selective?

     

    Aroooo

  8. Re: Science fiction web resources

     

    CraterMaker posted this a few months ago:

     

    http://www.orionsarm.com/main.html

     

    From their web site:

    What is "Orion's Arm" you might ask? Good question. One answer we like to give is that Orion's Arm is:

    * A collective hard science SF worldbuilding endeavour

    * A communal background for SF stories

    * A roleplaying setting

    * the next evolutionary development of popular SF/SciFi beyond current Sci Fi entertainment.

    * A transhumanist projection of where we might be heading

    * A bunch of semi-sane sentients having fun together

     

    Worth checking out

     

    Aroooo

  9. Re: Science fiction web resources

     

    "Shamless Plug" for StarHeroFandom:

    http://www.starherofandom.com/index.php

     

    Seventh Sanctum Generators (names, places, plots, gadgets, etc):

    http://www.seventhsanctum.com/index.php

     

    Paper Worlds (lots of cardboard characters; look under Downloads/Files):

    http://www.paperworlds.com/

     

    Space Battles dot com (movies of sci-fi ships battling each other):

    http://www.spacebattles.com/index.php

     

    Aroooo

  10. Re: Pulp game questions

     

    I co-GM an LXG game with one of our groups, and here's how its set up. Heroic level characters (i.e. normal char max, limited pushing, etc). 250 characters; 150 base + 100 disads. Its mostly skills and talents, but for the 'extraordinary' part, each character can have up to 100 points of 'powers' that defines their schtick. Some examples include The Invisible Man, a Werewolf, a Vampire, a Dorian Grey sort of immortal, a pyrokenisis (don't think I spelled that right), etc. Each character is limited to one schtick, and no two characters can have the same schtick. Damage Class is around 50 active points (10d6). Defense is around 10 pd/ed, half resistant.

     

    For us, comabt is rare, and bullets are suposed to hurt. Ours is a very skills/role play game. Generally, we 'heal' damage between adventures; but each adventure is set to be only a game session or two, so so far we ahve not run into any major healing issues.

     

    Aroooo

  11. Re: How To: "Spirit Ward"

     

    Hey, an EGO entangle might be just the right base for the first power.

     

    Zeropoint

     

    That's how I would do it. Also, link an EGO attack to it for option 2.

     

    Another thing you might check is the Shadowrun conversion that Damon_Dusk did. I have not read all the way through it, but what you are looking for is a lot like how Shadowrun handles wards and spirits.

     

    Aroooo

  12. Re: Ion Cannons

     

    Could also be a suppress of the starship's END reserve (power plant)...

     

    Entangle sounds good, though. Could possibly just include a time limit, rather than bothering with breakout...

     

    Won't be too cheap, though. Entangle necessary to hold a Starship's STR will be pretty enormous.

     

    Yeah, it would be a big entangle. But a Drain/Suppress on the END reserves of a starship would also be big. Must ponder more when I'm not so tired (just finished wrapping Santa presents :) )

     

    Aroooo

  13. Re: Ion Cannons

     

    Thanks all. Personally I was thinking along the lines of an Entangle, takes no damage (less expensive than a big drain), but I'm not sure how I would work the 'break out' attempt. I don't think there is a built in option for gradual dissipation of an entangle. I'll probably go with a variant of NuSoardGraphite's version.

     

    Aroooo

  14. How would you build an ion cannon, ala the Star Wars ion cannons that disrupt the electronics of a ship? In other words, how would you 'stun' a ship/vehicle?

     

    I don't have SH or TUV handy so I can't look up references right now.

     

    Aroooo

  15. Re: Highlander HERO

     

    Unfortunately' date=' I don't have the program. I have Acrobat Reader, but not Acrobat Writer. I have it on a Word document with pictures, though.[/quote']

     

    If you want, email it to me, I'll PDF it, and post it at the starherofandom site.

     

    Aroooo

  16. Re: New Campaign could use some feedback

     

    I found it add as well' date=' but there is not cost difference. What I'm assuming, and planning, is that there will be a size difference. The amount of area LS Systems take for a Command Carrier will be very different than the amount of area taken for a Fighter. I'm currently working out a system where various things will be multiplied by the SIZE number of the vehicle to get the hexes needed.[/quote']

     

    I considered something like that for my B5 work, but then dicided not to worry about it. Personally, it adds too much granularity to the game/ship. In the end if I need a 'life support crisis' to happen, then it will. Go too far down the road of active/real points to space requirements gets really hard. On the other hand, since yours is the only hand in the pot, its not as bad.

     

    For things like Life Support, remember is not size but volume you need to keep track of.

     

    Aroooo

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