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PaRappaTheRappe

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Everything posted by PaRappaTheRappe

  1. I was discussing the mythology Joss Whedon set for BtVS and Angel. -Giles to Scoobies, BtVS "The Harvest, Part 2" And in Angel episode 103 "A Hole in the World" we get to see one of the Old Ones, Illyria, and learn about things like the Deeper Well. My question is, how can we design Old Ones, demons, and vampires to fit this cosmology? Are demons weak Old Ones, or servitors thereof? The Toruk-Han from BtVS S7 are apparently either the proto-vampiric demons or the first iteration of mixed demon-human vampires (but in the latter case, why are they too locked away beyond the Hellmouth?), so it could go either way. If the Toruk-Han are the first generation of the hybrid form, all's well since the wouldn't need the pure elemental power of the Old Ones. If they are the original demons, they are so weak compared to Illyria they must surely be servitors, as are the myriad other demonic species on the Whedonverse. Also, judging from the sarcophogai in the Deeper Well, the Old Ones are humanoid creatures to begin with. How would they match up to a creature such as Glory (when she was a true Hellgoddess, at least)? Are the Old Ones and Hellgods of the same lineage, or at least at parity when it comes to power?
  2. Re: The Zombie Game Wasn't it something about there was no space left in hell for the dead?
  3. Re: Stargate Hero Just as an aside, I've read the Stargate novels, and the Horus Guards in them were much superior to Jaffa; in fact, under most circumstances, they beat the crap out of US Marines and Special Forces with ease. I was severely disappointed that the Jaffa in the SG-1 series were so tomato-can. I'd like to run a Stargate variant with novel-type Horus Guards instead of cannon-fodder Jaffa; what kind of skillset and other goodies might we be talking about here?
  4. Re: Invader Zim? Interesting Gir writeup. I'd like to see the other known SIR unit, Mimi (the one Taz has). That one seems more like what I'd imagine a SIR could be, including stretching and super-speed attacks. Taz herself shows hypnotic Mind Control and IIRC she turns invisible or teleports like the Cheshire Cat when he flies out of Zim's house.
  5. Has anyone tried a write-up of an Irken like Zim and Tak, or a SIR robot, or that insane energy-to-matter Megascale creation tech the Irken Empire has? Over at Spacebattles.com we've decided the Irken are uber-uber and I'd like to see if you can even play an Invader Zim-style campaign using HERO.
  6. This is once again inspired by the Andromeda TV series tech website, allsystems.org plus some of the more exotic weapons we saw in Season 1, Episode 2 (An Affirming Light). I was wondering how to model things like banders, and Tyr's autonomous weapons. 1. Tyr has a weapon that fires micro-missiles (apparently larger versions of the force-lance effectors rather than simple gauss-gun smart bullets). He fires two blind into a duct where Dylan is around the corner out of sight; he apparently trusts the micro-missiles to round the corner, decide Hunt is a viable target, and attack him by themselves without a target-lock. 2. Tyr throws what look like bladed versions of the High Guards' banders, which he flicks out in no particular direction. They whirl around him, apparently jammed by Hunt's ECM from locking-on (notice Tyr didn't bother aiming them at Hunt either, but they didn't attack Tyr or the other mercenaries), before his force-lance automatically shoots them down with effectors. Any thoughts on building such autonomous weapons specifically using Star HERO (and do any of the TE civs match this tech level)? Seems they have some level of non-sentient AI since they are trusted to make targeting and engagement decisions by themselves .
  7. Re: Force-lance from Andromeda Check out this site .
  8. Has anyone essayed campaigning the Empire of Isher or tried to write up one of the items from the Weapon Shops?
  9. Re: Perry Rhodan Hero Thanks, I'd be interested in it. I discovered PR on spacebattles.com where it has a fairly large and knowledgeable following, who can actually quote teratonnages and other nifty technical facts when quibbling how fast the SI would beat-down the Star Wars Galactic Empire or Warhammer 40K. The irony is that the pen-and-paper crowd there is small and has no intersection with the PR fans, so I came here wondering if there were Perryverse gamers on the forums.
  10. Has anyone done any write ups for a campaign set in the Solar Imperium of "Perry Rhodan"? I'd be very interested in anyone's approach to tricky things like paratron shields and transform-cannon, or a write-up of Hulatar troops or TARA combat robots.
  11. Re: Martial Arts to represent "Basic Training" I did Airborne after AIT and was sent to 82nd Replacement at Bragg, where I was assigned to 82nd Signal. MOS 31R10. Airborne is the first step on 'the ladder', which is common at Bragg but nowhere else in the Army except maybe Benning. You see a lot of guys who have the shoulder patches in a stack: Airborne, Ranger, Special Forces. They also throw in an Air-Assault badge to go with their Jumpmaster. Airborne is usually entered right after AIT and lots of guys try Ranger off the bat. As E-4(P) some go for Special Forces, but usually its at E-5 and above. It isn't hard to contact Delta to try Selection when you're at Bragg, but then again Bragg isn't anything like the rest of the Army. To reiterate- Airborne is the first step on the elite track, gives you static-line jump and extra light-infantry skills. Ranger gives you air-assault, rubber-raft, and a whole lot more light-infantry oriented to raiding. Then you have a choice. You can go back to Bragg for Special Forces, where you learn long-term survival skills and insurgency / COIN for native troops. Or you can go back to Bragg, to 'Range 19', and try Selection for SODD. That's the classic direct-action HRT stuff, where you'd pick up more refined close combat skills, but always remember your points are going to be spread out over lots of different skills and HTH isn't much of a priority. You don't need to be overly athletic to get to this point, but you've got to have intestinal fortitude, so a prerequisite should be a high EGO or something similar.
  12. Re: Lovecraft Horror Hero Thanks for those links! I'll fire up HERO Designer right now.
  13. Re: The Destroyer (Remo Williams) What is the Destroyer Companion? And, I bump this thread to find out if anyone else has an idea for a Remo Williams or Chuin writeup because now I'm interested.
  14. Re: How would you create a Wish? I love threads like this. XDM is just like Kraft, the cheesiest! And yet, so perfectly balanced in a campaign of 75-point heroic normals! Actually, I like XDM wishes because they codify wishing in game mechanics without constraining plot-device potential. It's really a toss-up between that and cumulative megascale transforms for me; I just don't like the VPP solution. A Cthulhuan "Other Gods" type entity might be best off with stupendous Mind Scan and Telepathy plus Extra Time Transforms; something like Guu from Jungle wa Itsumo Hale Nochi Guu is best off with XDM.
  15. Any ideas on campaign setting, and in particular rules for the Power Rings? They seem connected to the dreaming cities, where all the energy horde of a million years' spacefaring is accumulated, and I think the rings are terminals to cue the cities for Transforms and such. I'm wondering if anyone tried to HERO this milieu.
  16. I've gotten my inspiration for a weapon from two sources- the force-lance of Andromeda , and the SHAKK from John Barnes' Crux Ops series. I've done things like AOE Selective, but my current idea is as follows: RKA, autofire - indirect - no range modifier. Would I be best off with a custom modifier no sweep penalty as well? The ability of these weapons to selectively seek targets over a wide area unseen by the operator is a tricky thing. For example, a SHAKK-like weapon, a NIF, is in one story programmed to 'kill everyone within a two-kilometer radius', and fired in a long burst into the air. Flechettes slip under doors and into vehicles to kill people around the airport where the Crux Ops agents are hiding, providing a distraction. Another story, a SHAKK is fanned around and the hypersonic micro-rockets coordinate with each other to identify and distribute themselves optimally amongst an army of targets, taking out officers to throw the rest into chaos. Any suggestions for this weapon?
  17. Re: Hero HERO So should we be anticipating an eventual appearance on Surbrook's Stuff ? BTW I'm watching it tomorrow. I hope to make use of UMA after that, and maybe find other inspiration once Sky Captain and the World of Tomorrow premier.
  18. reference: allsystems.org The force-lance as stated there fires tiny explosive attack drones to either hit a target or to intercept inbound projectiles, from other effectors to mortar rounds (the latter over an area). It also extends to a staff with a contact shock effect. It can be set into the ground and programmed to attack / intercept automatically. The effectors on the show are seen in Season 1 to arc around cover, and to only need aiming or miss targets when opposed by superior ECM or other effectors. How can I model a force-lance in HERO? I've tried RKA indirect no range modifier armor-piercing (counter-ECM) + missile deflection ranged hardened (ECM). Any other suggestions?
  19. Re: SG-1 Asgard Teleport and Ships I'm referring to Hero Designer here, which has modifiers for increased arc 240 and 360. So I'd assume that spatial awareness is already limited arc. However, is seems the Beliskner was teleporting everything below and to the sides of it, and how would I replicate the disassembly-style teleportation of the Goa'uld pyramids? Another thing I'm wondering is, can it already penetrate underground, or would I need some modifier like indirect?
  20. Re: SG-1 Asgard Teleport and Ships Thanks. About the lock-on, would spatial awareness, telescoping work? Would I need some modifier to penetrate underground as Asgard sensors do?
  21. Anyone ever did this? Or maybe write up the Night Elves, perchance?
  22. Re: The Zombie Game I hate playing zombie games. AFMBE was hectic because those dead guys were everywhere, and there was this kind of desperation to our attempt to reach the harbor. Normal joes, no superpowers, zombies all over the place, ugh. GMing it must be fun though.
  23. Anyone got a good stat model for the Asgard technologies and ships? In particular, their ability to zero in on and teleport multiple targets simultaneously across quite a distance? And would their hyperspace drives (Ida Galaxy to Milky Way in a few minutes ) be best represented as MegaRange Teleport Extra Time or EDM? And maybe a conversion package deal for the Valkyries (Asgard-trained Tau'ri female special ops) from the d20 book? I've got no idea how to translate d20 into HERO.
  24. Re: Lovecraft Horror Hero Yeah, I'm all for that. That book is from my old teen RPG era, when I played CoC, Chill, and Dark Conspiracy while everyone else stuck with Vampire and d20.
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