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JohnTaber

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Posts posted by JohnTaber

  1. Re: Help with a spell

     

    Making a spell like this that works for ANY two spells is very tricky. Keep reading. :)

     

    If you want to make a spell to combine Invis and Clinging for example I think you could use a compound power with Trigger as a naked advantage on one of the two powers. So when the Merge Invis/Cling spell is cast that allows the other two to be fired off after the triggered power is cast. Here is the idea...

     

    Spell #1 - Invis

    Spell #2 - Clinging

    Spell #3 - Merge #1 and #2 = Naked Trigger on Clinging

     

    In practice the mage would cast Merge first. This adds Trigger to Clinging. He then casts Clinging to set the spell. This can be done well before entering that nasty dungeon. When he wants to get away he casts Invis which triggers Clinging.

     

    Personally as a GM I would only allow this version as it can be carefully controlled.

     

    This version would also get very strange with attack spells as trigger does not COMBINE the powers it only allows one to follow the other. ;) Combining attack spells like an EB and a flash is tricky and VERY VERY powerful.

     

    To merge attack spells I would buy the merge as additional points to one of the powers. Again I'll use an example.

     

    Spell #1 - 8d6 EB

    Spell #2 - 4d6 Flash

    Spell #3 - 4d6 Flash linked to the EB (This means an 80 point active spell.)

     

    Doing this for ANY combination of anything would require a VPP. I can't think of any other way to be flexible enough...

  2. Re: Pulp Calendar

     

    I found this one too but I like yours a LOT better...man...I may have to get that...http://www.amazon.com/Pulp-Attack-2007-Calendar-12/dp/B000I3WH1E/sr=11-1/qid=1162587535/ref=sr_11_1/102-2401517-8569720

  3. Re: Pulp Egypt

     

    Just purchased this PDF product. It is REALLY nicely done. There is a lot of great stuff in this sucker. I found the sample adventures searching for Pulp RPG online. The samples are so nice that when I discovered the main book I bought it.

     

    Very nice stuff. ;)

  4. Re: Solomon Kane

     

    Hi Quester: Not to derail this thread too badly but I am also looking at other systems for pulp. Right now Savage Worlds and FUDGE/FATE are leading the pack. The Terra Incognito book for FUDGE fits what I want to do exactly so I may give that a go. There is a new Indie Press book called Spirit of the Century which uses FATE. I have NOT picked that one up yet...I might...has anyone else seen this book?

  5. Re: Help Me Pick A Book

     

    GURPS Steampunk is excellent. In the same vein' date=' I'd also recommend Terra Incognita, the NAGS book from Grey Ghost (a FUDGE Victorian-era exploration/weird-science game)- less punk, more Welles and Verne, but really well done and pretty easy to adapt. dw[/quote']

     

    I love it. Two days ago I found Terra Incognito at by searching for "Pulp RPG" on Google. When I went to the Terra Incognito site I was very impressed by the support it gives (downloads, links, etc). They even have daily links to places where you can get good support data and the book came out 3 or 4 years ago! The back cover text, which is also on the site, exactly describes the type of world travelling pulp game that I want to run when I finish my Star Hero game. I went to Noble Knight Games and found it cheap. It is in the mail now. ;)

  6. Re: Solomon Kane

     

    I have not played but it but I am looking at it for my next campaign. I've also purchased the Pulp GMs Toolkit and Pulp Gear Toolkits. They are well written and could easily be moved into any system. Nice material. :)

     

    Saying all that...

     

    I have NOT played Savage Worlds yet. :(

  7. Re: How do your Star Heroes get around?

     

    This is a teeny bit long but here is how it works in my game. Having the flux sites be static puts a very interesting twist on the campaign that has worked out GREAT!

     

    1.1 The Flux Dimension

     

    1.1.1 Summary

     

    In the SA megaverse traveling from place to place at rapid speeds can be conducted through a form of hyperspace known as the Flux. The dimension which is known as the Flux is full of a highly active energy fields which race along at a rapid paces in viscous waves. By riding these “currents” pilots can move from one location to another at a very high rate of speed. Many pilots and technicians explain the nature of the Flux in terms of a fast moving river. Many of the same analogies apply. Once you get into the Flux it will pull you along at a rapid pace but moving off of the current at the wrong place can immediately place the ship into a position where navigation is impossible or where an eddy might not be present. Pilots refer to being in the Flux as being “in the pink” because of the pink and red color of the flowing energy waves.

     

    © I got the idea for the Flux from Babylon 5. If you think of how the star gate travel work in that show you have it at a high level. Flux travel is a bit more restrictive but the idea is the same.

    1.1.2 Flux Whirlpools

     

    Entering and leaving the Flux is not simple.

     

    Breaking into or out of the Flux realm can only be performed at certain locations from our dimension. In locations where the Flux coalesces the density of energy particles is high enough for a large energy release to breach the dimensions and allow a force field protected ship to enter or exit. When these breaches are obtained the bright pink and red energy that makes up the Flux leaks out into our dimension forming a swirling pattern which looks similar to a whirlpool or eddy. Pilots refer to these as “Flux whirlpools”.

     

    These eddies in the Flux dimension are very difficult to find and to connect to each other. There is currently not a sensor with enough power to bridge the gap into the Flux at ranges longer than a few hundred miles. Thus finding Flux whirlpools is akin to finding the proverbial “needle in a haystack”. Currently the most effective way of finding these whirlpools is to enter the Flux then eject long probes on tethers. By carefully mapping using the data from the probes scientists are slowly charting the Flux currents. If an eddy is detected an unmanned probe can be sent which will break out of the Flux and hopefully send signals back to the scientific vessel. This is an expensive, tedious, and dangerous process.

     

    The energy that is required to break into and out of Flux whirlpools is immense. In fact it is so severe that only ships with force fields and large power plants which are capable of expending the amount of energy to open a portal can travel in the Flux. Thus once Flux whirlpools are located Flux floodgates are often setup which can open the portal for ships who wish to enter or exit.

    1.1.3 Ramifications Of Flux Travel

     

    As Flux travel is conducted at a rate of at least an order of magnitude of that of normal space proper utilization of the Flux is vital for most races. Flux travel is important from a military, social, scientific, and political viewpoint. Mastering this travel has allowed races to interact at a level which was not possible before their discovery.

     

    The placement of the Flux whirlpools is paramount. Many wars have been won and lost over eddy locations. Most systems guard their gates passionately as their importance is critical. Entire races have been found which would never have been detected if not for Flux travel and whirlpool detection.

    1.1.4 Game Dynamic

     

    What does this mean for the PC? Here is a brief list of the key points.

    Ø Travel in the Flux is dangerous but very fast.

    Ø Flux whirlpools allow a ship to enter and leave the Flux dimension. Flux whirlpools are highly prized and well defended. Often Flux floodgates are present to help ships enter and exit the Flux. Tolls and tariffs are very common.

    Ø Entering or leaving through a Flux whirlpool takes a lot of energy. Only ships with large power plants, force fields, and Flux technology can make the trip. In game terms this is bought with Extra-Dimensional Movement at a greatly increased endurance cost.

  8. Re: Speed of Travel

     

    Hi Steve: I think you approach is perfect. How long does it take for someone to travel from one end to the other? That is really the key. Figure that out then make everything else match. ;)

  9. Re: Solomon Kane

     

    Hi Guys: I assume you two have seen this...but just in case...

     

    08.08.06

    The Savage World of Solomon Kane

    In the spring of 2007, Pinnacle Entertainment Group, in conjunction with Paradox Entertainment, Inc. will produce "The Savage World of Solomon Kane™ Roleplaying Game." God’s angry warrior, Solomon Kane™ is Robert E. Howard’s (Conan, Kull, Bran Mak Morn and many other incredible characters) most unusual creation. Black-clad and steely tempered, Kane bestrides demon-infested Africa and the war-torn Europe of Queen Elizabeth I to dispense relentless justice with the point of his sword. Pirates, vampires, mad queens, winged Furies, rapacious bandits, the berserk warriors of lost Atlantis – evil cannot escape justice from Solomon’s slashing rapier.

    Pinnacle's CEO Shane Lacy Hensley is a long-time fan of the Kane stories: "Our game Savage Worlds is in large part inspired by the classic pulps, with my personal favorite Solomon Kane™ at the absolute top of the list. I've read and re-read Solomon's adventures for years and am thrilled to be doing this project. As you know, Pinnacle isn't known for licenses, but this is one that's very near and dear to our hearts. We feel this is a perfect match for our talents, our history of historical horror, and our game system."

    The Savage World of Solomon Kane™ will be a full-color, 256-page book, written by Shane Lacy Hensley and Paul Wade-Williams, with a cover by Matt Wilson of Privateer Press. It will contain the award-winning Savage Worlds rules, background information on Kane and his adventures, all new locations, scenarios, and dark secrets for heroes to explore. New setting rules reflecting the incredible conviction of Kane are included, as well as a wealth of character ideas appropriate to Solomon's 16th century world of horror and adventure, and dozens of scenarios inspired by the Puritan’s own savage tales.

    © 2006. Solomon Kane™ is a Trademark of Solomon Kane, Inc. All Rights Reserved. © 2006. Robert E Howard™ is a Trademark of Robert E. Howard Properties, Inc. All Rights Reserved.

    Savage Worlds is a trademark of Great White Games, doing business as Pinnacle Entertainment Group.

  10. Re: More Pulp Resources

     

    Great White/Pinnacle Games has been putting out some pulp-related material lately. Wonder why it took them so long? Anyway, it's the Savage system, but some of the stuff might be useful resource material for GM's using Pulp Hero, as well as some stuff that might even be worth converting to Hero.

     

    Check out the new stuff here http://www.peginc.com/

     

    -ME

    :cool:

     

    Hi Mad Ernie: I purchased both books. I have not had the chance to read them but I have gone through them in detail. I think the material would be useful to Pulp Hero GMs for sure. It is also nicely laid out and easy to read.

  11. Re: Force Wall Modification

     

    Hi Utech: I know you understand this but... The model is great for smaller attacks but falls really short for larger attacks. Once FWG has his wall down he is naked to other attacks until it is restored. It also takes him a full action to restore it not just activating a power...at least that is what I recall from the rules.

     

    Hi Sean: You idea of adding BODY is interesting. It...um...make FW look like entangle barriers. That might be a better comparison. 30 points of entangle vs 30 points of force wall. ;)

  12. Re: How to...: Psychometry imprint

     

    I like telepathy on a trigger for at least your first two examples. In two of your examples the end result of the power is that the target has some new knowledge after the power is tripped. It would be really cheap as you really only need 1x at most. It is also EXTREMELY limited as the telepathy only sends a given piece of data.

     

    For the other you might want to consider a small entangle based on ego on a trigger. They are "frozen" by what they see. Again it does not have to be much and it can be really limited.

  13. Re: Force Wall Modification

     

    This is a great thread guys.

     

    One of my issues with the cost is not only the defense gained but the size. Let's take our 60 AP game. For 60 AP they get 12 PD and 12 ED at a size of 1" wide and 1" tall. That is tiny! Let's see...all of these are 60 AP...

     

    • 12 PD/ED at 1" x 1"

    • 10 PD/ED at 6" x 1" < This would get 1 hex on all sides right...tiny.

    • 8 PD/ED at 11" x 1" < Ths is a bit better but if you want to do a globe it is still small. You can do what...2 hexes completely and a teeny bit more. Ouch.

    See what I mean?

     

    In 4th ed you got a larger size (AP / 5) AND 2 defense. I don't think that is true in 5ER...at least according to the Resource Kit...I don't have my book at work. :)

  14. Re: Campaign Maxima for Characteristics

     

    I do what others describe on my Star Hero campaign. Here is how I defined it. I called it a power to make it clear. I then created Hero Designer templates with the changes for the various races in my game. ;) Hero Designer rocks...

     

    1.1.1.1 Starting/Maximum Change

     

    If a characteristic or movement starting value and maximum value are raised the cost is 1 point per point that is raised. If the starting and maximum value for Dexterity is raised by 2 this costs 6 points. In this case the new starting/maximum value for the character is 12/22. The same logic is applied for lowered values. If a race is particularly unhealthy they might suffer –3 to their starting and maximum Constitution. This would be worth –6 points. The race would end up with a starting/maximum value of 7/17. On each package this is denoted with an entry using the name “Starting/Maximum Change”.

  15. Re: Help Me Pick A Book

     

    Personally' date=' I favor Space 1889 (of course, neither is really pulpish - both being more Victorian SF in flavor). [/quote']

     

    I'm actually not 100% sure what I want to do but I have heard a lot of good things about Space 1889 so I may opt for that one. Sounds like I need to save my pennies and get both... ;)

     

    Darn...I need Thrilling Places too! :D

  16. Hi Hero Gang: I'm thinking about running a sort of pulp/steampunk campaign and I am looking for good RPG resources. I've narrowed it down to these two books. If folks have these books which one would you recommend OR would you recommend something else? Note that I have Pulp Hero already. ;) The two books I am considering are GURPS Steampunk or Space 1889.

     

    Thanks! :)

  17. Re: Galactic maps

     

    I played with Astrosynthesis and found it much too complex for my taste. I wanted a simple hex map ala Traveller. I ended up using the Cosmographer pack for CC2. In fact...I just posted copied of the maps I did on my site this Sun! :D Follow the link in my name to the Downloads page then the Star Aria section. ;)

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