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Starwolf

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Posts posted by Starwolf

  1. Re: Please help me with "The Star Chamber"

     

    And for the super-powered minion to transport the "Guilty", The Bailiff, suggested powers would consist of either teleport or summon, entangle (for restraining prisoners), suppress (for dampening prisoner powers), Mind Scan for locating those being summoned to appear in court.

  2. Re: Computers In Star Hero

     

    Moore's Law (which is what's known as an "empirical law", meaning that it's just an observation that holds true much of the time, as opposed to a scientific law, which describes the way the universe works) states that computing power doubles every eighteen months.

     

    A desktop computer of 2104, by this standard, will be roughly 1.20 x 10^20 times more powerful than today's models. That's 120 quintillion, folks.

     

    What could you do with that kind of processing power and storage?

     

    Zeropoint

     

    Uh play PONG! :rofl:

  3. Re: Reference For DC

     

    The Sentinel TV Series from Sci-fi and

     

    Deathstroke the Terminator....He routinely kicks the Teen Titans collective butts...without superpowers, just extreme skills, training, and a few cool gadgets...I suspect he could be a match for HoJ :)

  4. Re: DARK CHAMPIONS: What Do *You* Want To See?

     

    I would like to see some mention of skill degredation and retraining. Some skills after periods of non-use degrade...and retraining may be required to "brush up" in that area. Other factors can affect skills causing them to degrade also, such as age, health, stress, etc.

  5. Re: Here There Be Tigers

     

    Woo Hoo! I won the bid and my copy arrived today...This was the first time I have purchased an item via Auction....it was very cool...especially when I got into a minor bidding war with another bidder.

  6. Here is my first WC Privateer ship...any input on improving the design while maintaining the Privateer feel would be appreciated.

     

    Tarsus Scout/Trader

     

    Player:

     

    Val** Char*** Cost
    90** STR 0
    14** DEX 12
    26** BODY 0
    *
    3** SPD 6
    *0"**RUN-120"**SWIM-20"**LEAP0Characteristics Cost: 84

     

    Cost** Power END
    ** Power Systems*
    60** 1) Ion/Fusion Power Plant: Endurance Reserve (150 END, 150 REC) (165 Active Points); OIF Immobile (-1 1/2), Limited Power Power loses about a fourth of its effectiveness (Only powers electrical devices; -1/4)* 0
    16** 2) Auxiliary Power: Endurance Reserve (40 END, 40 REC) (44 Active Points); OIF Immobile (-1 1/2), Limited Power Power loses about a fourth of its effectiveness (Only powers electrical devices; -1/4)* 0
    ** *
    ** Propulsion Systems*
    43** 1) Jump Point Actuator: Teleportation 10", Area Of Effect (3584" Radius; +2 3/4), MegaScale (1" = 1 lightyear; +3 1/2), Usable As Attack (x2,147,483,647 maximum weight per inanimate target; Does not work outside of jump point vicinity; +9 1/4) (330 Active Points); Extra Time (1 Minute, -1 1/2), OIF Immobile (-1 1/2), Can Only Teleport To Fixed Locations (-1), Restricted Path (Only jump point to jump point; -1), 6 Charges (-3/4), Side Effects (Misjump-See GM for details; -1/2), Requires A Navigation roll (Space) (-1/4), Difficult to Operate (-1/4)* [6]
    33** 2) In-System Engines: Flight 36", MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4) (108 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Difficult to Operate (-1/4)* 11
    3** 3) Manuevering Thrusters: Flight 5" (10 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Difficult to Operate (-1/4)* 1
    ** *
    ** Tactical Systems (Defense)*
    20** 1) Mass Driver Cannon: RKA 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; Only on same horizontal level; -3/4), Beam (-1/4)* 6
    5** 2) Mass Driver Cannon: One more cannon (5 Active Points)* 0
    85** 3) Dumbfire Missile: RKA 13d6, Armor Piercing (+1/2), Explosion (+1/2), No Range Modifier (+1/2) (487 Active Points); 3 Charges which Never Recover (-3 1/4), OIF Bulky (-1), Extra Time (Delayed Phase, -1/4), Can Be Missile Deflected (-1/4)* [3 nr]
    39** 4) Force Shield: FW (10 PD/10 ED; 40" long and 10" tall) (146 Active Points); Extra Time (1 Minute, to re-erect after collapse; -1 1/2), OIF Bulky (Shield Generator; -1), Restricted Shape (One half of bubble around ship; -1/4)* 15
    5** 5) Force Shield: Another shield generator (5 Active Points)* 0
    11** 6) Dura-Steel Armor Plating: Armor (8 PD/8 ED) (24 Active Points); Limited Coverage 90 Degrees (Hull/Frame Only; -3/4), Ablative BODY Only (-1/2)* 0
    10** 7) Dura-Steel Armor Plating: 3 more sections of Armor (10 Active Points)* 0
    ** *
    46** Sensor And Communication Systems: Variable Power Pool (Sensors), 40 base + 6 control cost, (60 Active Points); all slots OIF Bulky (-1), Only For Senses And Communications (-1), Costs Endurance (-1/2)*
    ** Operations Systems*
    70** 1) NavCom Long Range Sensors: Up to 40 points: Megascale (1" = 1 trillion km; +3 1/4), Can Be Scaled Down 1" = 1km (+1/4); OIF Bulky (-1) for up to 40 Active Points (70 Active Points)* 7
    15** 2) Long-Range Sensors: +20 versus Range Modifier for Radio Group (30 Active Points); OIF Bulky (-1)* 0
    20** 3) Targeting Sensor: Find Weakness 13- with With All Vehicle Ranged Weapons (30 Active Points); Costs Endurance (-1/2)* 3
    17** 4) Comcom: HRRH: Megascale (1" = 1 trillion km; +3 1/4), Can Be Scaled Down 1" = 1km (+1/4); OIF Bulky (-1), Affected As Sight And Hearing Group As Well As Radio Group (-1/2) for up to 12 Active Points (17 Active Points)* 2
    8** 5) Navcom: +4 Navigation*
    ** *
    ** Personnel Systems*
    22** 1) Artificial Gravity: Telekinesis (20 STR), Selective (+1/2) (45 Active Points); OIF Bulky (-1)* 4
    12** 2) Starship Main Life Support System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Costs Endurance (-1/2)* 2
    6** 3) Starship Backup Life Support System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Month (+0) (18 Active Points); Only Within Affected Area (2.5" x 1.25" chamber) (-2)* [1 cc]
    3** 4) Food Supplies: Life Support (Eating Character does not eat), 1 Continuing Fuel Charge lasting 1 Month (+0)* [1 cc]
    ** *
    ** Other Systems/Equipment*
    6** 1) Airlock: Change Environment 1" radius, Varying Effect Very Limited Group (Restore and remove normal pressure and breathing environment; +1/4) (6 Active Points)* 1
    13** 2) Holographic Entertainment: Sight, Hearing and Touch Groups Images Increases Size (16" radius; +1), -3 to PER Roll (58 Active Points); Only Within Defined Area (16" Radius Chamber) (-2), OIF Immobile (-1 1/2)* 6
    Powers Cost: 568

     

     

     

     

     

     

    Total Character Cost: 652

     

     

    Base Points: 0

    Experience Required: 652

    Total Experience Available: 0

    Experience Unspent: 0

  7. Re: Publishing Fiction

     

    1. I am suffering from an extreme lack of creative writing skills....but maybe someday.

     

    2. These would definately be on my buy list...after all I also suffer from the psych lim: must buy all thins Hero.

     

    3. Any and All...I would really enjoy some fiction set in TE, but also anything set in the Heroverse in any genre....

     

    4. In the superhero genre I would prefer Dark Champions street level type heroics.

     

    5. Hurry!!!!

  8. Re: M&M: this is a Nightmare?

     

    And you only need two dice!

     

    Hawksmoor

     

    I actually like having loads of dice....nothing can replace the look on a players face when you ask to borrow dice from around the table for Dr. D,s damage roll.... :idjit:

     

    Plus I like the cross genre compatability possible with Hero :love:

  9. Re: Starship design - How much space does THAT take up?

     

    I'm ok with moving to Herofandom.

     

    I seem to remember in Champions II (or one of the other older books) there was also a discussion of how many hexes equipment, labs, danger rooms, etc took up in a headquarters or vehicle. Perhaps if someone has a copy there would be useful info there that could be converted to 5E and added to the whole schmear!!

  10. Re: Starship design - How much space does THAT take up?

     

    Good point.

     

     

     

    I have a problem with the interior volume calc. How do they get at 50%? Thats an awfull big reduction. Plus, how much of that 'missing' 50% includes volume for equipment? I'm guessing that the 50% is usable volume - rooms, hallways, bridge, crew quarters, etc.

     

    Aroooo

     

    Thats my take on it also. I beleive that the intent was 50% for passageways, berths, deck space, cargo, and voids. The missing 50% would be ships equipage (this is equipment permanentlt attached to a ship vice portable items of equipment) like engines, weapons, control systems, and other hardware. :rolleyes:

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