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Kharis2000

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Posts posted by Kharis2000

  1. Bombardier Bat

     

    Bombardier Bat

     

    Background/History: Bombardier was one of the last of the AniCommandos to ‘awaken, ’thanks to the growth process that he went through as a result of the empowerment process. When he did, however, he was delighted with the changes the process had made. He was larger, stronger, faster... and smart!

     

    Personality/Motivation: Bombardier is happy with his current status, perhaps the second best adjusted member of the AniCommandos behind Flex Ferret. He’s smart now, he can understand music, and what the humans are saying to each other, and best of all, he has friends that are smart too.

     

    He likes listening to music, particularly pop music, and sometimes ‘dances’ while clinging to his perch in the lab. To the other AniCommando’s horror, Bombardier has decided that Brittany Spears has the *perfect* voice, and insists on listening to her music and singing along with it whenever he can. (What this says about Brittany when one considers what Bombardier’s voice sounds like is best left alone)

     

    He’s loyal to his friends, and to the hero that they’ve adopted, and thinks that Geist is the best leader the group could hope for.

     

    Powers/Tactics: With one exception, Bombardier’s powers are largely all just amplifications of his normal abilities. He flies faster than a normal bat, his hearing is more acute, he’s almost immune to sonic attack, and his Sonar is both more powerful and can be used to deafen a target. The exception, of course, is the power that he draws his name from: his ‘bombs.’

     

    Essentially, his system processes his guano into a highly explosive incendiary substance that detonates on impact. The ‘bombs’ have a bursting power equal to that of a 40mm grenade, and can devastate a wide area thanks to their extremely concentrated power.

     

    If forced to fight, Bombardier prefers to open with his screech, and then dodge erratically across the field of combat until he can let loose with a ‘bomb’ without injuring one of his companions. He and Retro Rat make the deadliest combat combination in the AniCommandos when they coordinate their attacks.

     

    Quote: “Skreee K-kreee!!!!” [Translated by Mindlink as: ‘Bomb’s away!”]

     

    Appearance: Bombardier Bat is a Natterer’s bat of unheard of size, thanks to the process he underwent. Where the average member of his species is, at most, a few inches long, Bombardier stands a full foot tall and has a wingspan of almost a yard. He predominantly brown, with a white breast and large ears. Other than the increased volume of his screech, and the unnatural speed at which he flies, there is no visible manifestation (beyond the obvious) when he uses his powers.

     

     

    Bombardier Bat

     

    Val Char Cost Roll Notes

    -15 STR -25 04- 3.2 kg/ 0d6

    20 DEX 30 13- OCV: 6/DCV: 6

    10 CON --- 11-

    06 BODY -08 12-

    08 INT -02 11-

    05 EGO -10 10- ECV: 5

    10 PRE --- 11-

    10 COM --- 11-

    02 PD 02 8 PD/6 rPD

    02 ED 02 8 ED/6 rED

    4 SPD 10

    12 REC ---

    30 END 05

    20 STUN 09

     

    Total Characteristics Cost: 13

     

    Movement: Running 0”

    Flight: 15”/30”

     

    Powers & Skills END

     

    30 Piecing Shriek: Hearing Group Flash 4d6; Reduced END (0 END; +1/2) 0

    40 Sonic Immunity: Energy Damage Reduction, Resistant, 75% (60 active points); Only Works Against Sound (-1/2)

    45 Explosive Guano: RKA 2d6 Explosion (-1 DC/2”; +3/4), +1 Increased STUN Multiplier(+1/4)(60 active points); 8 Charges (-1/2)

    45 Bat’s Wings: Flight 15”; Reduced END (0 END; +1/2) 0

    -12 Tiny, Awkward Legs: Running –6”

    20 Sonar: 360° Active Sonar

    10 Bat’s Ears: +5 PER with Hearing Group

    12 Artful Dodging: Combat Luck 6 PD/ED armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

     

    Skills

    40 Hard To Hit: +8 DCV

    07 Agile Flyer I: +2 DCV; Only When Using Flight (- ½)

    10 Agile Flyer II: +5 levels with Flight

    15 Skilled: +3 with ‘Bat Powers’

     

    03 Acrobatics 13-

    04 AK: The Lab 12-

    15 Concealment [self Only (- ½)] 21-

    06 KS: Popular Music 14-

    06 KS: Brittany Spears Songs 14-

    01 PS: Singing [Really ‘Rhythmic Squeaking’] 08-

    19 Shadowing 21-

    03 Stealth 13-

    07 Survival 13-

    03 Talent: Perfect Pitch

    03 Teamwork 13-

     

     

    Total Powers and Skills Cost: 332

    Total Character Cost: 345

     

    Disadvantages: 100+

    15 Distinctive Features: Extremely large Natterer’s bat (Not Concealable; Always Noticed)

    15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

    10 Physical Limitation: Tiny (.5m; +9’ KB)

    20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

    10 Psychological Limitation: Always Good-Natured And Cheerful (Common, Moderate)

    10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

    Quirks:

    01 Likes Mexican food

    01 Listens to pop music and dances to it while hanging upside down in his cage

    01 Thinks Brittany Spears has the perfect voice

    162 Empowered Bat Bonus

  2. Geist

     

    Geist

     

    Background/History: Thanks to budgetary overruns of astronomical proportions, and a desperate need to produce tangible proof that their system worked, the two lead scientists on the American government’s super-empowerment program turned, to one of their lab assistants and requested a variety of animals for an ‘under-the-table’ test of the process. The assistant’s solution was a collection of common and uncommon animals looted from an exotic pet store where his girlfriend was employed.

     

    Geist was the first of the AniCommandos to ‘awaken’ and realize that he was something more than just a lab specimen – and that he had powers. Geist used those powers to ensure that the rest of the AniCommandos were left untouched by the developers of the process, and has kept the group together with them. In many real ways, he is the brains and will that drive them, much as Flex Ferret is the heart and soul of the team with his good humor and concern for others.

     

    It was Flex’s idea that they ‘adopt’ the hero that recognized their true nature and treated them as sentients in their own right, but Geist endorsed it wholeheartedly, and has planned many of the things they’ve done to ‘help’ their friend.

     

    Personality/Motivation: Geist is the most emotionally and intellectually developed of the AniCommandos, with an IQ that would be considered very good in a human, much less a guinea pig. He’s also the only one to truly appreciate how alone they are, as he knows not even his powers can persuade the Powers-That-Be to authorize another round of processes to empower a series of mates for the AniCommandos.

     

    Consequently, he’s protective and loyal to his companions, since he knows that they – and possibly their human friend – will give him the only companionship he will ever know.

     

    He has been mulling over a plan for some time that would have the AniCommandos sneaking out to fight actual crime – and using the money stolen from drug dealers and the like to finance a hideaway should the Powers-That-Be finally make the decision to cancel their portion of the project. He feels that it’s necessary, but doesn’t like the moral implications that it has, which has prevented him from implementing the plan to date.

     

    Geist also feels responsible for the lab assistants that tend to the AniCommandos, and tries to matchmake and solve their problems for them. In a sense, he sees them as *his* lab animals in a social engineering experiment designed to improve their lives and socialization skills.

     

    Quote: “---” [Telepathic translation of mental command: “Leave the cages unlocked, James… and why don’t you call that nice young lab assistant from the Physics Section.”

     

    Powers/Tactics: Geist’s powers are all mental in nature, owing to the complete utilization of his brain’s power. He can read and send thoughts, search for specific minds, and influence and control their actions. He has also mastered the technique of hooking minds into a telepathic ‘switchboard’ to allow the other commandos to communicate with him and each other. He will include others (outside the AniCommando’s hero ‘friend’) in the link only reluctantly.

    Geist prefers to use his powers from a place of concealment (not a difficult task for him), and tends to concentrate his efforts on the individual he deems most likely to be susceptible to them. Whenever possible, he takes the +10 point effect to have his powers unnoticed.

     

    While incredibly durable for a guinea pig, Geist is terribly fragile when compared to regular, human-sized supers, and will *always* default to defensive actions if he feels threatened, or retreat if he is in danger of being discovered.

     

    He regrets doing so, but will attempt to turn guard animals against their owners in a fight, knowing that they are far more dangerous than he and many of his companions are.

     

    One ability often overlooked, even by the hero that the AniCommandos have adopted, is Geist’s ability to operate devices as complex a personal computers via his ‘Systems Operations’ skill provided the controls are within his ability to manipulate. With it, he can do an incredible number of things that no one would expect or think to guard against.

     

    Appearance: Geist is a large, healthy black and white guinea pig with a white blaze that runs up the center of his face.

     

    Geist

     

    Val Char Cost Roll Notes

    -20 STR -30 5- Lift 1.6 kg; 0d6 HTH

    15 DEX 15 12- OCV: 5/DCV: 5

    10 CON --- 11-

    06 Body -8 10-

    13 INT 03 12-

    15 EGO 10 12- ECV: 5

    05 PRE -10 10-

    10 COM --- 11-

    02 PD 06 8PD/6rPD

    02 ED 02 8ED/6rED

    03 SPD 05

    04 REC 04

    30 END 05

    20 Stun 09

     

    Total Characteristics Cost: 11

     

    Movement: Running 1”/2"

     

    Powers & Skills END

     

    20 Elemental Command of Mental Powers: 40-point reserve

    33 5d6 Mind Control; Telepathic; (+¼); Reduced Endurance: ½ (+¼); Affects Human and Animal minds +10. 1

    20 Mind Link: any 16 minds; Affects Human and Animal minds +10

    24 5d6 Mind Scan; Reduced Endurance: ½; (+ ¼); Affects Human and animal minds +10. 1

    24 5d6 Telepathy; Reduced Endurance: ½ (+¼); Affects Human and Animal Minds +10 1

     

    10 Mental Defense: 13 total points

    12 Artful Dodging: Combat Luck 6 PD/ED armor (Hardened; + ¼); (Luck-Based; -½)(Nonpersistent; -¼)

     

    01 Leaping: Leaping +1” (1” forward, ½” upward)

    -10 Short Legs: -5” Running

    -01 Short Legs: -1” Swimming

    06 Animal Senses: +2 PER with all Sense Groups

    05 Animal Eyes: Nightvison

     

    Skills

    30 Hard To Hit: + 6 DCV

    10 Practiced Mentalist: +2 with Mental Powers

     

    03 Animal Handling 12-

    05 AK: ‘The Lab’ 11-

    03 Breakfall 12-

    03 Bureaucratics 10-

    10 Concealment [self Only (-½)] 17-

    03 Climbing 12-

    05 KS: Lab Rules and Procedures 14-

    05 KS: Laboratory Gossip 14-

    03 KS: Life of ‘Adopted’ Hero 13-

    --- Language: English (Native, Literate)

    03 Language: German (Fluent, Literate)

    03 Paramedic 12-

    03 Persuasion 10-

    03 Riding 12-

    03 SC: Psychology 12-

    15 Stealth 18-

    03 Survival 11-

    03 Systems Operation 12-

    02 Teamwork 13-

    02 TF: Riding Animals

     

    Total Powers and Skills Cost: 264

    Total Character Cost: 275

     

    Disadvantages: 100+

    15 Distinctive Features: Large, well-groomed guinea pig (Not Concealable; Always Noticed)

    15 Physical Limitation: Very Limited Manipulation (Frequent; Greatly Impairing)

    10 Physical Limitation: Tiny (.25m; +9’ KB)

    20 Psych Lim: Loyal To/Protective of The AniCommandos (Very Common, Strong)

    10 Psych Lim: Wants To ‘Help’ Hero That Helped Him And His Friends (Common, Moderate)

    Quirks:

    01 Considers the lab assistants and workers to be ‘his’ experimental specimens

    01 Secretly – and guiltily – enjoys watching cheesy kung fu movies

    01 Enjoys having his fur brushed

    102 Empowered Guinea Pig Bonus

  3. I normally post over on the Pulp Hero board, but having located the original file of these characters (I wrote them up for the old Rogue's Gallery APA) on my HD, I thought that I'd 'share the love' as it were. So, with a little polishing, here are the AniCommandos in all their furry fury.

     

    The AniCommandos were based off NPCs created by a college roomate more years ago than I want to admit to for a Heroes Unlimited game. The premise for the game was that supers were manufactured by the superpowers as covert weapons. The average man on the street didn’t know that they existed and everyone on all sides tried to keep it that way.

     

    There were two basic processes used: the American system and the Russian/Chinese system. The American system guaranteed that the recipients received powers, but had the restriction that there was a huge fluctuation in the level of power given and the recipient was required to have the ultra-rare AB- blood type. The Russo-Chinese system, when it didn’t kill the recipient, usually gave a predictable power level with rare fluctuations up and down. The problem with it was that for every thousand people processed, eight hundred had nothing happen, one hundred ninety-nine died, and one person got powers.

     

    The Anicommandos were the testbed subjects for the American process, and, once the process was perfected, found themselves marginalized and relegated to ‘lab duty’ – which in their case meant that they were the duty of the lab assistants to take care of.

     

    This didn’t sit too well with the eight surviving subjects, so they ‘adopted’ one of the American heroes (who had been the only person to treat them as something other than test subjects) and spent their time escaping from the lab to hang out with him, try and improve his social life, occasionally fight crime on the streets of Miami, and help him with his battles against the Russian and Chinese supers.

     

    For the original involved character’s part, there was a long, uphill struggle with the Powers-That-Be to get permission to create another batch of enhanced animals as mates for them. It was a battle that he finally won, though he wound up signing away his own genetic code to the Powers for use in making a series of experimental super-soldiers to buy the right for the AniCommandos to have families.

     

    That, of course, only came back to haunt the character about a dozen times further down the road, and led to a whole new set of problems for the game, but he never regretted doing it. All the character had to do to remind himself of why he’d done it was to visit the RC’s at their New Mexico homestead on a downsized military base, and he remembered. By the time the game ended, that one act had led to an entire community of intelligent, empowered animals living there with their families and some human scientists and techs, and had allowed a breakthrough in the American process for making supers that let the process be tailored to produce more specific results based on individual biochemistries.

     

    It also led to the world’s only all-animal covert super team, the character’s marriage to a defecting Chinese super, and the destruction of three entire drug cartels… but that’s another story, for another time.

  4. Re: I GOT IT!!! Thrilling Places

     

    Out of all the sections in the book, that was the one that my friends got the most milage out of while it was being written. One of them dug up a line from an episode of the old Space Ghost Coast To Coast cartoon and revised to to fit the setting:

     

    "Bat Pygmies... Say it!"

  5. Re: Elementals et al Sourcebooks - Writers Needed

     

    I've certainly got some interest, but I'm hampered (as others have been) by my lack of experience with the subject material. I recall Justice Machine mostly from the Palladium source book, and my main exposure to the FemForce universe was through the aforementioned RPG - and both of hose were last looked at at least a decadeago, if not more.

  6. Re: Seeking "League Of Shadows" Analog In CU

     

    In a shameless plug which I freely acknowledge, I suggest that you try looking at Masterminds and Madmen, from the Pulp Hero line, and specifically at Dr. Fang Shen and the Legion of Crime. Heck, even if the Legion isn't quite what you're looking for, there are over forty other characters that are easily adapted to a Dark Champions or Champions: The Animated Series campaign.

  7. Re: Thrilling Places question

     

    I don't think I can add anything to that review - so I'll just say that I was, indeed, trying to give GMs a selection of places that they could adapt as they needed for their specific campaigns. If you decide to buy a copy, please drop us a note and let us know how your players recieed it; inquiring writers want to know.

  8. Re: Pulp New York City

     

    I'd say that you could easily place a home like that in any number of places.

     

    If the professor in question isn't more than affluent, he's not likely to be on Manhattan proper, but that leaves a lot of room to work with.

     

    I'd suggest placing him on Long Island - lot's of room for grounds, more rom for car chases, and so on.

     

    Some infor to start on can be found at:

     

    http://en.wikipedia.org/wiki/Long_Island

  9. Astounding Review!

     

    Well, I have now acquired and read my very own copy courtesy of my lovely wife (who is peering over my shoulder as I type)... and I was not disappointed.

     

    The book is a collection of short stories, none of them averaging more than a 15-30 minute read depending on your speed. The topics range from straight crime pieces to more fantastical ones, so there's sure to be something in here for most readers.

     

    The stories are uniformly good (some, granted, better than others), with particularly excellent offerings by some period professionals like Hugh Cave and Lester Dent. Sadly - and literally - they just don't write them like this any more.

     

    There are also stories by modern authors, with Will Murray's piece being the standout for the more modern authors. His story had my brain spinning with questions like 'How do you build that?' and 'Can I drop this guy in my Pulp Hero game'?

     

    I wholeheartedly reccommend the book to anyone that has an existing interest in the pulps, is a GM looking for ideas to drop in their game (many stories require little updating to drop into a modern-based campaign), or just is curious to see what 'pulp fiction' was and why so many people remember it with such fondness.

     

    Kudos to Steve, Darren, and all the crew that brought this one to press - it's a winner.

  10. Re: Pulp Music

     

    Something that's worked for me recently is to tune to the music channels available on Direct TV's satellite feed, select the 'Music of the 30's and 40's' channel, and leave the television running in the background. The mix is sometimes a little odd, but saves a lot of walking to the CD player if all I'm after is general atmosphere.

  11. From ComingSoon.net:

     

    Flash Gordon Gets the Green Light

    Source: SCI FI Channel January 12, 2007

     

     

    SCI FI Channel has greenlit production on "Flash Gordon," based on the popular comic strip franchise, it was announced today at the Television Critic's Association tour. Production on the 22 one-hour episodes begins in Canada in early 2007. The series, produced by Reunion Pictures, is slated to debut on SCI FI in July of '07, with a broadcast syndication window to follow.

     

    Under an agreement with property owner King Features Syndicate, the new series is being produced by RHI's Robert Halmi, Sr. and Robert Halmi, Jr., who previously produced SCI FI's popular miniseries event "Legend of Earthsea."

     

    Ming, Dale Arden, and Dr. Hans Zarkov are among the many beloved characters returning to television in this contemporary retelling of the intergalactic exploits of "Flash Gordon." Stellar adventures and heroic battles mark this inventive new take on the perennial science fiction classic. The "Flash Gordon" comic strip was created in 1934 by legendary comic-strip artist Alex Raymond and is still distributed internationally today by King Features Syndicate.

  12. Re: Sam Rami to do a Pulp Film?

     

    I recall reading an interview/comment/something by the scriptwriter for the 90's Shadow in which he explained that he'd written the script after listening to the radio shows and had not read the novels until some time after the release of the film, thus explaining why the movie's script was less than sterling. (I do agree that the castiong, sets, costumes, and cinematography were great, though.)

  13. I ran across these three items this week. You may trust them as you will, although the last one, by Harry Knowles at Ain't It Cool News seems the most reasoned. Cross your fingers, folks.

     

    *****

     

    Item One:

     

    Doc Savage, The Shadow & The Avenger in one movie?

     

    Posted : December 7, 2006 Writer : Clint Morris

     

    Still 18 days until Christmas, but the presents have already started to pour in.

     

    Get your mitts on this little beauty: Sam Raimi is going to make a film that’ll team-up some of the pulp heroes of yesteryear, like The Shadow, The Avenger and Doc Savage. Better than a pair of undies with your initials on them, right?!

     

    According to FilmForce, the “Spider-Man” director has inked a deal with Street and Smith Publications – the troops who put person to page on the abovementioned series’ and more – to bring some (if not all) of the legendary characters to life on the big screen. Yep, it’ll be a Justice League of sorts.

     

    Here’s an extra gift on top of that news: Raimi isn’t just producing, or overseeing the project, he’ll be directing it too.

     

    Hollywood has dabbled with the Street and Smith characters before – they cast Alec Baldwin in a film version of “The Shadow” in 1994, and tried to get a “Doc Savage” – which Arnold Schwarzenegger would’ve starred in – movie off the ground a few times too.

     

    Thanks to ‘Stax’

     

     

    Item Two:

     

    Raimi Planning Pulp Hero Saga

    Posted: Thursday December 7th 2006 1:14am

    Source: IGN Filmforce

    Author: Garth Franklin

     

     

     

    Doc Savage, The Shadow, The Avenger and several other pulp hero characters from the Street and Smith Publications range might all be hitting the big screen in one big feature.

     

    IGN Filmforce has learned that "Spider-Man" filmmaker Sam Raimi is planning a project which would unite the various characters together using a script by Siavash Farahani ("Ingenue", "Ruse").

     

    Characters from such titles as The Wizard & Cash Gorman, Crime Busters, The Skipper, The Whisperer, Bill Barnes Air Trails, Nick Carter Magazine, Pete Rice Magazine and Unknown, as well as other crime and Western books.

     

    "The Shadow" had previously been adapted into a 1994 Alec Baldwin-led action movie and at last word both a new version of it, and a separate film version of "Doc Savage" were in the works - but certainly nothing as elaborate as this.

     

    The rumour comes as surprising and a little dubious, on the other hand the site is known for its relatively thorough fact checking and will rarely print outright rumours without some basis in fact. Let's see how this unfolds.

     

     

    Item Three:

     

    Sam Raimi making the Street & Smith Pulp Universe Collide with DOC SAVAGE, THE SHADOW, NICK CARTER and more?

    Hey folks, Harry here... Over at IGN - Stax is running a story about how Sam Raimi has allegedly committed to direct a project that would unite the classic Street & Smith Publications characters - like Doc Savage, The Avenger, The Shadow and possibly the rest of their heroes gallery and rogues gallery into the mother of all pulp projects. You can read their story at the link above.

    Well. I'm not going to say the story is wrong, as I haven't spoken directly with Sam Raimi - though I do have a call into his office. But for the last year I've been tracking Raimi's development of Street and Smith Publications.

     

    You see. Sam's biggest passion from their catalogue is THE SHADOW. Prior to Alec Baldwin getting a nose in on the gig, Raimi was attempting to get the property at Universal - with the Coen Brothers set to write it up for him to direct. That fell through - and he made DARKMAN as a reaction. It was around this same time that he lost out on BATMAN. However, Marty Bregman thought the HIGHLANDER guy was the better route to go. Eh... 20/20 is a bitch.

     

    In the last year or so - I've heard that Raimi has been taking meetings with various directors to discuss a possible DOC SAVAGE film. But closer to home, I've heard that Raimi had found a writer for his THE SHADOW movie, but that no commitments were in hand, as of yet.

     

    As for the whole Street and Smith character library - It's possible that Raimi just optioned them all with that big SPIDER-MAN money and in reality was planning this project that IGN has a scoop on. HOWEVER - this is all rumor at this point.

     

    Like I said. I know for a fact that THE SHADOW and DOC SAVAGE are separate projects that were being developed as separate projects at least 4 months ago. I'll continue to knock on Raimi's door to get to the truth, but at this point the only one that knows for sure, is his Shadow...

  14. Re: Thrilling Places!

     

    Thanks - I'm still new enough at this that I look forward to seeing anyone review something I wrote. (Of course, if I'm lucky that may never fade - I'd need to defer to someone like Steve or Scott Bennie for confirmation there.)

  15. Re: Thrilling Places!

     

    Thank you guys for the compliments on TP - I tried to make it as useful, cool, and interesting, as I'd want in a pulp product, and it's good to see that there's someone out there that likes the material as much as I do.

  16. Re: Blowgun stats

     

    If you're more pulp-focused, one of the locations in 'Thrilling Places' features a lost city of blowgun weilding, giant bat riding, pygmy Mayans - the mechanics of the blowguns aren't, IIRC, fully detailed, but there ought to be enough there to assist you in 'darting' your players. ;)

  17. Re: Van Damme does Pulp

     

    That's actually not the only pulp-era piece that van Damme has done. He also did a film called 'Legionnaire' about an expat American boxer in Paris who has to flee to the French Foreign Legion to escape some folks that are after him and winds up stationed in North Africa.

     

    It's better than many of his martial arts films, although not an Oscar-winner by any means. I'd still rate it as worth checking out if the opportunity presents itself.

  18. Re: Graceful

     

    Or you could simply use it as a 'descriptive title' for a number of 5-point levels. Something like:

     

    10 Graceful: +2 with Dex-Based Skills

     

    and justify a few points of COM or PRE with it. (Although as a GM, I'd tend to have NPCs who were attracted to 'athletic' types treat a PC with something like this as having a PRE or COM a few points higher than it normally is because of their individual preferences)

  19. Not mine - I just wrote it - but yours, since you were the folks that it was written for.

     

    When you get your copy and have a chance to read it and think on things, please stop in and leave a post telling what you liked and didn't like about the book.

     

    Thanks!

  20. Re: Help Me Pick A Book

     

    Of the two options you have listed, I'd personally go with GURPS Steampunk, since it covers a wider range of campaign settings and possibilities, as opposed to the very narrow focus of Space:1889.

     

    If you're going to be converting to HERO, the GURPS material likely makes for a smoother transition as well, which may also be a selling point. Another selling point is that there are two other books in the GURPS Steampunk series - 'GURPS:SteamTech' and 'GURPS:Screampunk.' The first is a collection of vehicles, gadgets, and weapons for a steampunk universe, and the other talks about running horror-based adventures in a steampunk universe.

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