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Posts posted by Aroooo
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Re: Star Blazers/Capt. Harlock setting.
True but you have to admit - the Wave Motion Gun is pretty cool. As I recall' date=' it took awhile for them to be able to use it after it fired. At one point after firing it, it left the ship completely without power for awhile if memory serves correct. That is not an enviable position to be in.[/quote']I picked up two of the DVD's at a con a while back. I'll have to watch them again, but there might have been some killer recoil involved too.
Aroooo
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Re: Star Blazers/Capt. Harlock setting.
Should work pretty well. I recall other threads talking about a Star Blazers RPG. Some other quick links from a Google search came up with these:
http://www.geocities.com/Tokyo/Harbor/3904/geoyamato.html
http://www.gamezoid.com/D6SciRPG/
Aroooo
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Re: Old version of Star Hero
One good source:
Also, check out the Hero Retailers link at the top. They list some out of print dealers.
Aroooo
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Re: Enterprise NC1701A vs. Imperial Star Destroyer
Things not to talk about at lunch: politics, religion, women, and sci-fi battles
While I won't contribute directly to this thread (there are plenty of them on the boards), I will re-contribute this link:
Very cool stuff
Aroooo
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Re: Worlds of Empire?
You know ... something else that may be cool is something like a Planet-Builder's Database. Submit planets and possible species to get them on the web ... if Hero isn't able to do it' date=' maybe Star Hero Fandom could?[/quote']I'd be happy to set up a section at the Fandom
Aroooo (now back to video production )
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Re: Developing Shadowrun Hero, could use some input!
Which spells in particular would you use this on? I was just wondering because it seems that many of the built-in mechanics in Hero already address these issues.For example, with Manabolt, the caster still needs to hit with his OECV versus the target. For Control Thoughts/Mind Probe, the caster still needs to achieve the desired level of success for Mind Control and Telepathy respectively as well as hitting with OECV.
Yeah, when you put it that way you're right. I wasn't thinking this morning about Hero combat, I was thinking SR3... I was thinking about how players/characters get more of an active roll in defense. So, in the end, never mind
Aroooo
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Re: Developing Shadowrun Hero, could use some input!
Actually this is very similar to how the most recent version of my conversion works. All spells work automatically, but have a Side Effect that does STUN damage (or BODY if the Active Cost is higher than the magician's Magic Attribute). The amount is equal to 1 point per 5 AP of the Spell. This "Drain" is resistable: for every point the magician makes the Sorcery Skill Roll, it reduces drain by 1. So a magician with a Magic of 60 casting a 60 AP spell would suffer 12 Stun Drain. If his roll is 23-, he would need to roll an 11- to suffer no drain.The limitation is written up thus: Side Effect: Drain STUN/BODY (1 per 5 Active Points), Major, Always Occurs, Predefined Damage, Resistable (-1/2)
It seems to follow the established feel for Shadowrun Magic more than END drain, and is a fairly decent offset for the relative power of magic.
I like the way Drain is handled, but not all spells in SR3 are automatic. There are many spells that get Will or Body resistance rolls. The easiest way to handle that aspect might be a Custom Limitation: Spell has no effect if Target makes an Opposed EGO [or CON/BODY/rtc.] Roll -1/2. Caster makes his Skill roll, target makes EGO roll, if caster succeeds, target takes spell's effect...
Aroooo
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Re: Developing Shadowrun Hero, could use some input!
Damon_Dusk and Arooo' date=' you both rock !!!![/quote']Thanks The real kudos goes to Damon_Dusk. All I did was make a bunch of PDFs.
Aroooo
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Re: Developing Shadowrun Hero, could use some input!
With Damon_Dusk's permission, I've posted his incredible work over at starherofandom. Its available as several PDFs, or as one big PDF, plus charts. Enjoy!
Aroooo
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Re: Developing Shadowrun Hero, could use some input!
Sure! You can send me a message to the email address posted earlier in this thread or PM me with the email address you'd like me to send it to. Either way' date=' I think that would be great to have it hosted somewhere.[/quote']Email's away
Aroooo
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Re: Developing Shadowrun Hero, could use some input!
Hey, no problem, QM. I forgot to credit FASA with the source material for the conversion.Either way, I just hope people are able to use it so all that work has a purpose.
Do you have it posted to a web site anywhere? If not, I can host it over at starherofandom.
Either way, I'd like to give it a read (our group is big into SR). Can you email me?
Aroooo
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The rules say that the size of the tunnel is roughly equal to your size. Would it be possible to reduce the movement rate to increase the diameter of the hole? SO , if Mole Man has 8" of Tunneling, could Mole Man reduce his movement to 7" and increase the diameter of the tunnel by an extra inch?
Or, alternatively, could the GM rule that the hole is larger than Mole Man if the DEF of the material is less than Mole Man's Tunneling?
Thanks, as always!
Aroooo
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Re: Babylon 5 Hero
Yeah, sorry about that. My server locked up last night, and I didn't hear the pages because my phone was on vibrate. Its better now.
Aroooo
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Re: Pulp Hero
It was called Daredevils! And check out this link (although its dated):
http://theminiaturespage.com/man/?id=fgu
Aftermath was a great setting, although the rules were almost as complex as Space Opera.
Aroooo
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Re: Pulp Hero
Does anyone remeber the old Fantasy Games Unlimited product' date=' Cliffhangers. I remember liking that game. FGU used to make some games that were impossible to play because the rules were too complex, but this one was pretty simple. Cliffhangers had some great background information on the era (history, equipment and weapons), some great examples of the archetypical characters of the genre and a cool scenario involving pulp era ninjas. I had to get rid of the books during The Great Closet Purge of 1992, but I still remember it fondly. You might be able to find one cheap somewhere. The Hero System rules are better, but it might be useful.[/quote']I think Cliffhangers was GURPS, although FGU did have a Pulp game but its name escapes me at the moment. (Maybe when I get home...) But you're right about FGU's rules in general; althogh their game Psi World (one of my all time favorite games) was pretty simple.
Aroooo
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Re: Cost of Armor vs PD/ED+Damage Resistance
Don't you have to add something about invisible power effects to FF for a true comparison? I thought there was something about Armor and visibility or visible FX, but can't remember right now and Fred is not with me.
Aroooo
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Re: Babylon 5 Hero
Added two new Professional Package Deals: Mars Rebel and Raider. Added the Brakiri Racial Package. Improved the way Packages are displayed, as well as started making them look better. HD package files in the download section.
Aroooo
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Re: Pulp Hero
Did the original Pulp Hero handle it as a meta-genre or more as an epoch?Despite my above comment, its been a long while since reading it, so my memory may be a bit off, but as I recall, a bit of both. There were 2 books in the original box set, and one covered the rules and genre, and the second was a sourcebook for the 20's and 30's.
Aroooo
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Re: Pulp Hero
The old version was called "Justice Inc." It was one of HERO's earlier products.It was one of HERO's better products
I say that with fond enthusiasm because it was what got me really hooked on the Hero system.
Aroooo
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Re: Babylon 5 Hero
Added two new Professional Package Deals: Lurker and Technician
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Re: Babylon 5 Hero
Sorry about that, Arooo. I edited and then deleted my posts because every time I tried various links to that site, the results were different - sometimes working perfectly, other times totally verklempt. I decided to wait to test the situation more before I posted a question.Sorry to have rousted you, but thanks for the response. I'm sure you'll have things straightened out soon.
No problem. For a minute there I thought it was some odd joke the Universe was playing on me - starherofandom causing other folks problems, so now you can have some too
Aroooo
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Re: Babylon 5 Hero
This is weird. I got 2 emails that said there were posts, but I don't see either of them. Both were from Lord Liaden, around 3:10pm on 6-14-04.
But to answer your question, its bandwidth. My DSL squirels are back with a vengence. My DSL provider is going to replace my DSL modem in a day or two, so that should clear things up. If you're still having problems after that, let me know and I'll see what I can do.
Aroooo
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Re: Babylon 5 Hero
Added four new Professional Package Deals: Ambasador, Earthforce Enlisted, Earthforce Officer, and Missionary. HD package files in the download section. Also added a link to Red Sector in the LInks section.
Aroooo
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Re: by request starship quirks and disadvantages
Here's a few more:
1) Ship uses rare, unusual, or advanced fuel not commonly available at all starports.
2) Ship was designed/build by a species of significant size differences to current crew. Crew spaces, furniture, consoles, etc. are either very cramped/narrow, or very large - making operations difficult and marginalizing safety.
Aroooo
Babylon 5 Hero
in Star Hero
Posted
Re: Babylon 5 Hero
Summer's over But that means I can get back to working on B5. Here's a minor update: Added two new Racial Package Deals: Gaim Diplomat and Gaim Soldier. Fixed and added missing links to downloads page.
Aroooo