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Mad_Ernie

HERO Member
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Everything posted by Mad_Ernie

  1. Re: Early Tommy Guns Peter: That is so cool! I had never seen or heard of an Owens gun before. I especially like the second model. The first version looks like a cross between a Thompson SMG and some kind of rifle. Collin
  2. Re: Pulp Stargate! Yet another Stargate????? This is getting to be like CSI. What's next? Stargate: Sheboygan?
  3. Re: Genetically engineered humans Along the lines of what Tiree was suggesting: am I correct in guessing the Star Hero or other Hero Games supplements does/do not have a race of genetically engineered human?
  4. Re: Genetically engineered humans That's how I saw it, too, Tiree. Thanks for the Aid suggestion. I will toss that back to him as a suggestion. Mad_Ernie
  5. Re: Genetically engineered humans Alibear: I see what you mean. I was thinking of making him take a mandatory disadvantage of vulnerability to magnetic fields if he went with the nanite idea. Imagine if this guy were unconscious and a physician thought he needed an MRI for diagnosis. YEESH! That could get messy! Thanks, Mad_Ernie
  6. I have a question for the board on how to do something in terms of boosting a superheroic character's characteristic stats in the most cost effective manner. The original issue was that I have a player who wanted to create a genetically engineered super-human (like Khan from Star Trek) using an elemental control to build his characteristic stats. He invoked the "werewolf and vampire" examples as justification for doing this. I read the 5th ed rules and by my reading, I said it was no dice. Steve Long confirmed this for me and said I should post my remaining questions here. Does anyone see any way this could be done in a relatively 'cheap' fashion? I tried giving an example by boosting each characteristic of interest using nanite implants (IIF). Not exactly the same thing, but it appeared to get the job done in terms of stats. I also said if he were to do this, the final cost of each improved stat could only come 1/2 from the implants; the other half he had to make up by buying them in the normal cost way, e.g., a 30 STR would have to be gained by 10 pts the normal way and 10 could come from the IIF. If it was an OIF, I might be willing to allow more points to come from the device. Thanks in advance for any help, Mad_Ernie
  7. Steve, I have a bit of a problem. I have a player who wants to create a genetically engineered super-human (like Khan from Star Trek) using an elemental control to build his characteristic stats. He has invoked the "werewolf and vampire" examples as justification for doing this. I have read the 5th ed rules and by my reading, I say it's no dice To my mind, to have several stats that increased by 10 each and only cost 10 points total seems WAY too unbalanced for the game (we're using 200 free points plus 150 disadvantage points max). But just for the record, do you see any way this could be done in a relatively 'cheap' fashion? I tried giving an example by boosting each characteristic of desire using nanite implants (IIF). Not exactly the same thing, but it appeared to get the job done in terms of stats. I also said if he were to do this, the final cost of each improved stat could only come 1/2 from the implants; the other half he had to make up by buying them in the normal cost way. Thanks, Mad_Ernie
  8. Re: Pulp Film Recommendations That's sad. I enjoyed both Radar Men from The Moon and Commander Cody, but my personal favorite serial of all time was King of the Rocketmen. I thought the story wasn't half bad. After that, maybe Zorro's Black Whip (which had nothing to do with Zorro) was another favorite. Ernie
  9. Re: pulp hero over opinions? I am going to agree with Demonjuice on this one. I don't like the cover art nor the logo. Now what's inside might be altogether different, but compared to what was used for the boxed "Justice Inc." set back in the early 80's, this is a big disappointment to me. Mad_Ernie
  10. Re: The Fiendish Plot of Dr. Wu Ultra Rob posted a website link in a more recent thread that is basically Lester Dent's formula for developing a story (pulp or otherwise). It might be good to check that out. Also, I have found in trying to develop stories for story-sake or RPGs, it is best to work backwards. Start with the villian and how you want it to end. Do you want the heroes to prevail and have everything come to a climatic conclusion? Is this the first in a series of adventures with continuing characters(villians)? Do you want to wipe out all of the characters because you or your players hate them and want to start over? Then go to the villian. You have Fu Manchu character in mind. To borrow a phrase from acting school, what's his/her motivation? What goals/objectives does he/she have in mind? Who are his/her friends/family? What is their motivation? Then location becomes important. Who are the other "players" in the area? Rival factions? Law & order? Other heroes who might be on a similar or altogether different quest? You get the idea? Mad_Ernie
  11. Re: How to Write (or run) a Pulp Story This is GREAT!! Thanks, Ultra Rob! Sincerely, Mad_Ernie:ugly:
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