Jump to content

Scarlet Drake

HERO Member
  • Posts

    20
  • Joined

  • Last visited

About Scarlet Drake

  • Birthday 04/16/1968

Profile Information

  • Occupation
    Staffing

Scarlet Drake's Achievements

  1. Re: Fast combat? I like the idea on ignoring or "hand waving" STUN for mooks but unless the PCs only have Killing Attacks; how does that work in practice? Doesn't this just make combat take the same amount of time with just less bookeeping for the GM? If you can elaborate on the way you do this; I like the idea.
  2. Re: Alen Wars Supers Bob - Thanks for the idea; that's a good way to go at the issue of what superpowers to give them! Any brilliant suggestions of source material that I can use to make the setting a little less generic? Are there sourcebooks or pre-generated adventures out there that might fit to the Alein Wars setting?
  3. Hello - I'm starting to plan for a game set in the Alien Wars timeframe (probably at the begining of the Xenovore push to Earth) where the PCs are superpowered. I'm figuring on making it a low-powered supers game and a little more realistic. (think of the X-men in their flash to the future scenes, where mutants were fighting against the government) Does anyone out there have ideas, suggestions, experience in running or some resources for planning a game like that? Dave
  4. Re: Starting Resource Points for Trav/Firefly-ish TE Resource Points? Is this the "Equiptment Pool" system form Dark Champions? How does that work?
  5. I've launched a Star Hero Terran Empire game and I'm planning on using the idea of the Thane as it's briefly covered in the sourcebook for the big bad threat for the game. I was wondering if anyone has a version that they have fould works well in Star Hero? I know that they are related to the old Arcane villian in the Champions Universe book; but they are too "super" in there. I want to make them creepy, from another dimension "under" hyperspace. I figured if I violate some of their asumptions about the universe I will make them feel off balance. That opens another related discussion. How would you do magic in a sci-fi universe? While I want to give the characters a feeling of discomfort. If the magic works in a way that other things are not supposed to work; that is more scary than a blast of power no more frightening than the laser being carried by your avearage bad guy.
  6. Re: Scout Courier Version 5 and useful template Shadowcat - You don't happen to have a .hdc file for the Scout; do you? By the way, thanks again for the re-build of the merchant vessel two weeks ago, my players loved the extras you threw in. D
  7. I imagine that this is mostly a Hero Games system question, and I also wonder if this isn't cleared up in the revised 5th edition book; but here goes... In perparing for my upcoming Star Hero game, I was thinking about the Hyperdrives that are typical in Terran Empire. They are bought as Teleportation usually a low number of inches (say 5") with the Megascale advantage creating a Tport that goes 100LY/inch and they have the advantage "may be scaled down to 1"=1 kilometer (+1/4)" My question is, how does this ship with that Hyperdrive get 30LY? If the minimum is 1" and the maximum is 5" then it seems that they can only go 100LY to 500LY or they can go 1 kilometer to 5 kilometers. I don't think it makes sense that they get the 30LY in many 5 kilometer trips? I know I can just hand-wave the issue; but I was curious what the rules provided first. That also brings up the question, most of the Hyperdrives are bought with the limitation "Extra Time 1 week" would this apply to both the 100-500LY jump and the 1-5 kilometer jump? It seems counter-intuitive to make the PCs travel in hyperspace 1 week either way. Thanks for the help!
  8. Re: "I've made a few...modifications..." Shadowcat - Why did you find they were creating problems? D
  9. Re: "I've made a few...modifications..." I just want to thank everyone, and honorable mention goes out to shadowcat1313 for an excellent re-write of the standard merchant/smuggler ship that I hope my players will love this weekend for the launch (pun intended) of this game. I'll keep people posted. I apprecaite all the help. Now if I can pose a related question to the assembled uber-minds; I've been thinking about the Variable Power Pool that is a standard part of the Terran Empire ship builds. My question is; do any of you have point builds of typical sensor configurations? I can certainly do them on the fly, but if anyone has already tried some things, I hate to re-invent the wheel (as "they" say). Any suggestions will be great!
  10. Re: Plot seeds? Insaniac99 - YOu are absolutely correct, I did not mean to hijack your thread; before I realized it I had posted in your thread thinking it was another thread that I had started. I'm interested in the responses, but want you to get what you're looking for as well. Sorry about that! D
  11. Re: "I've made a few...modifications..." Shadowcat - Thanks for the offer, I'm using the TL10 merchant ship from the Spacer's Toolkit, I think it's the Ninitz class. (I know the spelling is wrong, but I'm at work and thus without my books) If you can suggest some changes that mid make a ship like that "cool" for a starting PC group without being overpowered, I'd welcome the ideas. I'm going for a game that will put stealth over direct conflict. I do want some space battles, but if they are dramatic because the PC's are hoping to avoid the giant Imperial crusier because they are woefully under-armed; I'd be happy for that sort of drama. D
  12. Re: Plot seeds? MPT - Mostly Firefly/Traveler style with a dash of Star Wars (just the good stuff) when the PCs get more involved with Imperial politics and less Frontier-oriented plots. I'm starting with a generic Space Opera feel and seeing where things go. I have a general idea of the overarching meta-plot that I'd like to use; a "Man vs. Machine; Humanity vs. Souless Technology" theme but I'm not 100% sure where that will take us. Anything you have to offer will be welcomed! D
  13. Hello Everyone - I'm on the verge of starting my Terran Empire game and I'm planning on putting the PC's in the typical role of roguish scoundrels, running afoul of the often heavy-handed Imperial law. I'd like to add a modification or two to the standard ship I'm using so that it has a uniqueness for a player group, I'd prefer enhancements that make it a better ship to avoid the Imperial and to get away rather than giving uber-weaponry (although I do want some space battles). Does anyone have suggestions of ship systems that they have already built that may be good for a game like I've described? Just looking for ideas that I have not thought of. Thanks! Dave ----------------------------------------------------------------- Any dogma, primarily based on faith and emotionalism, is a dangerous weapon to use on others, since it is almost impossible to guarantee that the weapon will never be turned on the user. --Isaac Asimov Foundation
  14. I've been looking in Star Hero and Terran Empire, does anyone have a reference to any mention of how to GM a situation when a starship attempts a hyperspace jump at less than 1AU? Is it generally accepted that you can't? Any reference is great; if not that, then what's your opinion?
  15. Re: Pulp Sci-Fi Resources for Star Hero Thanks, I agree. "Pulp" is the term I'm using to refer to settings like Buck Rogers, Flash Gordon, Forbidden Planet and every other sci-fi setting that used rockets, Robby the Robot and over-the-top villians. Most people on the list seem to share the same POV. Make sense? I'm not sure what else I can use to give the idea.
×
×
  • Create New...