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GoldenAge

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Everything posted by GoldenAge

  1. ARRRGGGHH!!! I've never posted in this thread as I am usually far from grumpy. But this new forum has driven me here today. Hero forums are the place I park my computer. As a GM I use them all the time and often solicit help from other forum members... Today, it's all I can do to stay here long enough to post this gripe. I can't believe how bad this is! I feel totally lost and frustrated!!!!!!!!
  2. Re: "Neat" Pictures Aren't those the bleached bones of his victims below?
  3. Re: How To Run Interesting Starship Battles Too true... I suspect that's why we're here.
  4. Re: Space Dogfighting & Martial Arts It already exists: Piloting Maneuvers by Ben Seeman; Digital Hero #19 example •Martial Arts for Hotshot Fighter Jocks •Performing Piloting Maneuvers •Buying Piloting Maneuvers •Building Piloting Maneuvers etc.
  5. Re: How To Run Interesting Starship Battles WHAT? Plasma (from types S, R, and T to shotgun and overloads) anyone? You never played the ISC, did you? Add to that the diversity of customizable Drones (almost everyone has them and can choose a dozen different configurations from scatter pacs to probes). There are T-Bombs, overload or proximity Photon Torpedoes, Type I, II, III and Gatling Phasers and even ESGs! And if you want to take a ship without destroying it there were always landing parties (the ONLY way to party). SOOO many weapons, so few aliens to destroy! True, the SSDs don't convey a real sense of drama, but neither do Champion's write-ups. But, you're right. It's really about a prepared GM creating an interesting ship and populating it with creative players. However, even if your ship has only 1 weapon, a good tactical officer should be constantly looking for new and creative options to destroy his foes. Any asteroids around that he can tractor into his foes? What about T-Bombs? Perhaps a trick using available technology? And how can he neutralize his opponent's attacks? Maybe readjusting the phase modulators of his shield projectors will help? This is true of all critical ship positions. The real fun starts when the players realize that by working together and combining particular strengths they can produce superior results. ROLEPLAYING!
  6. Re: How To Run Interesting Starship Battles Also something I didn't mention above, but try to include in every battle... The battle of Egos! There's rarely a Captain out there who climbed to that position without a huge ego. Characters like that like to let you know exactly how they'll beat you. They say that hey can't hear you scream in space... Tell that to Khan and Kirk! =D I highly recommend that GMs try to initiate some sort of roleplaying scenario between the captains. Make it personal (and, perhaps, strategic as one savvy captain tries to distract the other with presence attacks and intimidation - or, maybe, subtle advances from the opposite sex or even killing him with kindness and compliments). Some of the best movie moments can come in between the phases.
  7. Re: How To Run Interesting Starship Battles I think my approach to playing ship combat in Hero stems from years of playing Star Fleet Battles. I always wished I had an entire team of players to help me fill out my damn SSDs!!!!! (If you ever played a 20-hour marathon or all weekend-long game of SFB against multiple players with 1500 points or more of ships you know what I'm talking about!)
  8. Re: How to deal with a multiform pregnancy? Oh, and their should definitely be an egg involved.
  9. Re: How to deal with a multiform pregnancy? The rules state: "The change worked upon the character’s body by Multiform is as complete as the character wants it to be. If desired, it can change his fingerprints, DNA, scent, voice, or any other aspect of his physical form — or all those things could remain the same from form to form." also "When a character shifts forms, the STUN and BODY damage he’s taken and the END he’s used do not disappear — they carry over to the next form. For this reason, shifting from a form with lots of BODY to a form with few BODY is dangerous, possibly even fatal." This seems to say that the pregnancy could (or even should) be carried through from one Multiform to another. But, like all things in Champions, it's your choice as there are enough contradictions in the rules to support another track. Personally, I'd go with them all being pregnant and calculate the total gestation period based on the time spent in each form. Note: I don't mean to imply that the pregnancy is a "wound".
  10. Re: How To Run Interesting Starship Battles I totally agree. We handle it this way... Engineering: The Engineer is in total charge of END distribution for ships operations/weapons and responsible for maintenance of ship/weapons/repairs - at first this may appear boring, but it can be a real handful to run a ship like a Multipower. Hard power distribution decisions have to be made all the time. There's also the aspect of pushing. - The Engineer is ALWAYS busy and the roleplaying (as folks scream for more power where there isn't any) can be epic. (Especially when he suddenly cuts Life Support to get a little more Plasma into that last torpedo "WHAT???") Communications: Fighting the ECM/ECCM battle within the battle. The Communications officer wages the electronic war within the war. His success (or failure) could mean the difference between life or death. Beyond the tasks of scanning the enemy, looking up critical data on their race and technology. He's also the chief System's Operation guy, constantly trying to hack the systems of his opponents. Helm: Every ship needs a good pilot - but a great pilot can save the day! We utilize SHIP-JITSU (Piloting Maneuvers by Ben Seeman found in Digital Hero #19) which basically allows the pilot to create a piloting martial art. Example: Maneuver Phs Pts OCV DCV Str Roll OtherSweet Lock 1/2 4 +4 -2 — -2 — Shrug 1/2 5 +0 +4 — -4 Dodge, Abort Strafe Run 1 4 +3 +0 — -5 FMove Tractor Lock 1/2 5 +4 -2 +10 -3 Button Hook 1/2 4 +2 — — -3 Navigation: Our navigator is as important in OOC moments as in combat. His rolls can knock hours, days or even weeks off long journeys. His success could mean the difference between arriving in the nick of time or total failure. In combat his course-plotting aids the Helmsman (complimentary Skill Rolls) in open space. But he really shines when combat occures near gravity wells (planets/stars/black holes), asteroid fields or any number of other cosmic anomalies. When that happens he can negate their negative effects on the Helm and Weapons as well as utilize the "terrain" against our opponents! He's also looking out for mines... damn mines!!! Weapons: SHOOOOOT!!! The Weapons/Security Officer shoots the guns, fires and manages tracking weapons like missiles and torpedoes. He's a busy guy. On our ship the Weapons is also the de facto Security officer. So he must also be weary of hostile incursions and manage any offensive assaults by our marines. He's also responsible for all defensive technologies such as shields and ablative armor. Doctor: We utilize a hit location chart for damage allocation. Someone's ALWAYS getting hurt in battle. The Doctor also spends time trying to analyze any biological information found by the Communications officer that may be useful. Lastly... The Captain: If the Captain is worth his salt he's chosen a competent crew that he trusts to do their jobs. However, he's the rudder of the ship. He makes things happen. But sometimes, he's not the fastest or most dexterous person on the bridge... We run ship combat just like a normal combat. People (or computers/ships/drones) go on their SPEED and DEX. So often the bridge crew HOLDS their actions until the Captain goes (issuing commands/orders/expectations/requesting options/etc.). The captain's main skill on a ship is TACTICS. In addition to running the ship he get's a 2 rolls... 1 Tactics roll (OPPOSED by the enemy's Captain) and one skill roll of his choice. If he wins the Tactics roll-off he allocates a +1, +2 or +3 to all Bridge Crew rolls (depending on his level of success) and then he can utilize his second Half-Action to focus on one of his other skills (maybe he'll be assisting with Weapons fire, or perhaps he knows a thing or two about computers and will help the Communication Officer hack the attacking ships defense systems to bring down their shields, etc.) When a crew member deems it necessary to go before the Captain (assume the Weapons Officer has a higher DEX and MUST fire NOW) than he can go on his DEX. However, he is NOT eligible for any bonuses that the Captains infinite wisdom (Tactics/skill roll) would have conveyed. He's on his own - this can sometimes lead to serious problems. All in all, the game is a wild ride of roleplaying full of the issuing of orders, replied suggestions, requests for MORE ENERGY and the inevitable Engineer who bellows "I'm giving her all she's got!!!" This all happening while you're being shot to pieces!!! YAY!!!!! Note: Many of these rolls have several different responsibilities that could be broken down into multiple bridge crew rolls. Example: Weapons becomes Weapons and Security; Communications becomes Communications, Systems Operation and Science, etc.
  11. Re: A Thread for Random Videos Holy crap! I'm laughing so hard!!!! Brilliant!
  12. Re: A Thread for Random Videos Goku power-creep know's no bounds.
  13. Re: EPIC CITY! (Campaign Art & Collateral Material) Much to my delight Epic City has been graced by several Native American characters throughout the years. American Indian superheroes like Thunderbird, Hamatsa, Blackhawk, Ghostdancer and, of course Shane and Shadow Wolf (whose pictures can be found up-thread) have added a great deal to the wonderful mosaic that is Epic City. Like any good GM I had to do something to tie their culture into our ongoing campaign... Introducing A.I.M. (Well, this is just a quick 2-page top-line overview of the A.I.M. of the United Societies... All the really good stuff is super secret! Still a good historical read, though.)
  14. Re: Chronicles of Amber abilities We've played several Amber games (various systems including home-brew based on another home-brew CCG/Roleplaying game), which turned out the be the best). We have some great players (they are all there from around the U.S., Canada, Mexico and ever Peru once by invitation only) but I have to say, the auctions are almost always a blast!!! =D We've had ruinous adventures when the GM left the game pretty amorphous and fantastic adventures when there were clear-cut goals and game parameters (complete with private character handouts filled with intrigue and warnings). My advice is to invest the time up front as a GM in order to keep what almost always turns into a back stabbing power grab from disintegrating too soon. Most of all, have fun. Amber is a wondrous place. I even loosely based my main game's (Epic City - see sig) entire extra dimensional system on Zelazny's definition of Primal Chaos/Order and Shadow. Prince Perinn is my player character card from the last time we played, Princess Penelope is a sample card I created for another player:
  15. Re: World's Greatest Tactician Helps Others??? Thanks a TON guys!
  16. Re: Angel and Demon Resources Thanks!
  17. Re: World's Greatest Tactician Helps Others??? How about this: AID to OCV & DCV - 3d6 Advantages: Expanded Effect (+1/2) (2 Characteristics Simultaneously) AoE 16m Radius (+3/4) Selective (+1/4) Don't want to be helpin' out the bad guys, now do we? 45 Active Points! Limitations: One Use At A Time (-1); Player can only AID a character once. Player must wait until the power has entirely faded to AID again. Only to AID others (-1/2); If ever you start shouting orders at yourself - seek professional help! Restrainable (-1/2); If you can't see you cant lead effectively? (Just a thought. Drop it if you don't like it.) Incantations (-1/4); Gotta bark out the orders. If this power can be used via Mind Link you'll need to lose this LIM. Perceivable (-1/4); Shouting out commands has obvious beneficial results. Drop this like Incantations if used via Mind Link. Limited Power (-1/4); Characters receiving AID must make a Perception Roll (Range Penalties apply). Mental Link = NO (as above). Unified Power (-1/4) Mental Powers. 11 Total Real Cost END = 4 "Dear GOD, it's exhausting telling these kids what to do all the time!" So, it works like this... You are with your small unit. The shiznit hits the fan!!! You bark out orders (AID - roll 3d6 and get a 10). Every friendly within 16m (8") makes a Perception Roll to see if they can hear and interpret your orders over the din of battle. Those that succeed get +2 OCV & +2 DCV!!!!! (+1 OCV & DCV per 5 pips rolled on your 3d6 AID dice) On Post 12 the bonus "fades" (by 5 points) to +1 OCV & +1 DCV for the entire next Turn. Then, on the subsequent Post 12 it fades to ZERO. Any time after this you can shout out new orders to AID again. Note: If someone fails their Perception they get NO AID. However, you can try it on them again on your next action.
  18. Re: World's Greatest Tactician Helps Others??? both repped!
  19. Re: Pulp Hero Resources Thanks!
  20. Re: World's Greatest Tactician Helps Others??? But would he have to buy 1 extra 5-point Skill for every time he wanted to give it to someone? Or could he make the Skill Levels (AoE/Selective/LIM: based on vocal range) and only purchase one or two 5-pointers that he could spread out across the entire team (within earshot)?
  21. I have a player that wants to create a veteran Drill Sergeant/Tactical Genius who has recently gained super powers... As part of the character he wants his character to have the ability to make others better in battle. Of course, when he asked me how I'd do it, my mind went immediately to AID (usable on/by others/Area of effect etc.). But then he said he didn't want to increase their stats or enhance their existing abilities... He wanted to give them Combat Skill Levels that they could, in turn, utilize in the best way under current circumstances. Has anyone ever built something like that? Is it legal? (Because I'd like to exhaust legal routs before I just crumble and let him have it) Does anyone have any ideas on different ways to do the "Great General's Great Generaling" helps his troops power????? Any ideas would be fantastic as they would probably lead to discussion and new ideas. Please help. Thanks guys and gals. -GA
  22. Re: EPIC CITY! (Campaign Art & Collateral Material) Heh, a great deal of Epic City comes from my love of Bladerunner. Good eye!
  23. Re: Powers that increase at night. PROPORTIONAL This optional Power Modifier — sometimes an Advantage, sometimes a Limitation — makes a power more or less effective in certain defined circumstances. For example, a power might be twice as effective at nighttime. The value of Proportional depends on two factors: first, the commonality or frequency of the circumstance which triggers the proportionality; second, the extent to which the ability gains (or loses) power. THE PROPORTIONAL ADVANTAGE The accompanying table lists the suggested values for Proportional as an Advantage. You start by determining the value for how many more Character Points’ worth of effect the character has, then apply a value modifier based on how often he has access to that extra power. For example, suppose a werewolf has 20 STR (cost: 10 Character Points). He wants to have twice as much effect — 20 Character Points’ worth of STR, or STR 30 — at night. That’s a two times increase in power (+1 base Advantage) which applies about half the time (1/2 less Advantage). That’s a total of a +1/2 Advantage on his STR, so his STR with Proportional increase costs (10 x (1 + 1/2)=) 15 points. 1.5 times Character Points worth of effect = +1/2 advantage 2 times Character Points worth of effect = +1 advantage 3 times Character Points worth of effect = +2 advantage 4 times Character Points worth of effect = +3 advantage 5 times Character Points worth of effect = +4 advantage etc. Value Commonality/Frequency Of Increase 2 less Advantage Very Uncommon (character rarely, if ever, gets the increase in power) 11/2 less Advantage Uncommon (character gets the increase in power about a fourth of the time) 1 less Advantage Common (character gets the increase in power about a third of the time) 1/2 less Advantage Very Common (character gets the increase in power about half the time) The minimum value of the Proportional Advantage is +1/4, regardless of the subtraction applied for commonality/ frequency. Purchase the 6ED Advabced Players Guide PDF (SKU: DOJHERO1004) for much more on Proportional and other additional rules.
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