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Ben Seeman

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Posts posted by Ben Seeman

  1. We've got three new Hero Plus Adventures available in the Online Store!

     

    Hero Plus Adventures #12: Inner-Earth:When what was supposed to be a simple exploratory journey sweeps Our Heroes down an underground river, they discover a new world in a gigantic cavern far beneath the surface: Inner-Earth. Inhabited by creatures that long ago died out on the surface, ancient lost peoples and tribes that somehow found their way down there, insidious serpent-men, and a group of lost Nazi explorers whose intentions for the place are decidedly more sinister than the heroes', Inner-Earth contains wonders marvelous to behold... and perils deadlier than anything in the sunlit lands. Do the heroes have what it takes to survive the perils of a hollow world? $5

    Hero Plus Adventures #14: Four Fiends:To add to your roster of Pulp Hero villains, Four Fiends presents four masters of crime, evil, and malice: Agent Valkyrie, ace Nazi spy and femme fatale; Dr. Felton Charn, a mad scientist with a gift for mutating living things into monstrous forms (including character sheets for four of his creations); Burke Desmond, an unscrupulous industrialist of many schemes (including character sheets for two of his most important employees); and Baron Rickard von Kanzler, reluctant servant of the German government. $3

     

    Hero Plus Adventures #15: Pulp Hero Vehicle Sourcebook, Vol. I:The Vehicles Table in PULP HERO lists dozens of vehicles from the Pulp era, from cars to tramp steamers... in summary form. But sometimes a gamer needs the full-blown character sheet for his Pulp adventurer's luxury auto, biplane, or speedboat! The Pulp Hero Vehicle Sourcebook, Vol. I satisfies that need. It includes complete character sheets for every vehicle in Pulp Hero that hasn't already been published in The Ultimate Vehicle or The HERO System Vehicle Sourcebook. So strap yourself in and get ready to ride! $3

     

    All can be bought in the Online Store. Enjoy!

     

  2. Re: It's almost 5AM and I'm thinking about Space Combat

     

    No difference in range modifiers between most weapon systems.

    I think if you look through TE and STK you'll find that ship weapon systems don't have range modifiers. That's left up to the targetting system that is purchased for the vessel. I believe in TE the standard targetting systems are written up as +4, +8 and +12 vs. Range Modifier but, of course, you can make them whatever you want.

     

    As I understand it, the scale is 1" to 1", so a Dreadnaught wouldn't even fit on your standard battle mat. However, how much maneuvering and jinking is one of those ships going to do during a fight? Is it important to have them on the map at all? Capital ship to capital ship battles are basically slugfest where they hurl as much of their battery at each other as they can. range isn't really a factor considering the DCV penalties for size as well as the targetting system PSLs.

     

    Obviously, fighter combat works better on a battle mat. Given the average SPDs and Flight of most fighters from TE, you can very easily dogfight at the 1" to 1" scale, or at least make it a 2 for 1.

  3. Re: It's almost 5AM and I'm thinking about Space Combat

     

    I'm definitely thinking of some kind of manuevers system. Here is what I have so far, I say we work out a good system that adjusts CV in a way that tries to reflect what the manuever will do.

    Like I said, I've worked out a similar system using the custom Martial Arts section of UMA but using the same points system. If you haven't taken a look at it already it might be of interest to you. The system I developed is open ended to allow for modifications and expansions while still keeping it all balanced.
  4. Re: It's almost 5AM and I'm thinking about Space Combat

     

    Some things don't need to be coded into the system...they stand on their own. Fighter formations typically fall into this category. If the combat system is detailed and tactically realistic' date=' there's no need to give an advantage to them, because they're already advantageous with the system in place.[/quote']I agree. In the real world, fighters in formation don't automatically get better missile lock (OCV bonus) or force their opponents to expose their underside (DCV penalty).
  5. Re: Dropping Da Bomb, continued

     

    I never thought I'd see the day when a Power Pack character was discussed on these boards. :thumbup:

     

    Another way to implement the "Jack Hammer" is to build it as a HA and just say the rest is all special effect. Give it limitations like Must Be in Cloud Form, and link it to your Shrinking and DI and maybe even a Flight power that gets you safely to the ground without suffering Falling penalties. This means that at the start of his phase he'd make a half move Flight to where the guy is, Shrink, DI and then HA. Yeah, it's convoluted, but you don't suffer the DCV penalties of falling or suffer the OCV/DCV penalties and self-inflicted damage from a Move Through.

     

    BTW - When Julie had the mass power she was called Molecula, Mistress of Density. I think Alex kept the Mass Master name when he took over the power.

  6. Re: Three New Hero Plus Adventures Now Available!

     

    Actually, I don't include the full size cover in the downloaded product, but Steve wouldn't know that since he just hands the PDF off to me and I take care of the rest. So far there are 2 full size HPA covers available in the Free Stuff section. I'll see if I can get the remaining covers up some time soon.

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