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AnotherSkip

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Everything posted by AnotherSkip

  1. Jgurin Go the volume route thataway you are "over expanding them" but then make sure the size fits the basic books descrition and then drop the cost a single point. This adds a touch of granularity while not significantly reducing the price. Feel is much more important to a good SH conversion than anything else. And what weapons are you talking about Space Cadet?
  2. Hmm well since im the last guy who brought it up I have a few suggestions that might help. It's good to see others with the same passion! ill keep things to general and not specific characters/items Think of the following suggestions and see what it means to your little fandom: 1. Apprentices and Journeymen can only use personal energies To me at first it says : the characterisitc end. 2. Masters can use lay lines and keyed pools of stored energies 3. Adepts can use Nodes and Heartstones (If keyed) I would suggest standadrising the End reserves or making them "part of the world(just like equipment) Magic should be a VPP, favored spells of course but still there is little you cannot do if you know enough and have enough magic. LImitations on creating spells should be based upon Magical skill rolls, with the note that a minimum of a day to make a new spell. Frankly I would do the following on the node Lay lines: End reserve: Costs end(-1/2). it's funky buuut it repersents the thoughts and feelings of the mages who are new to handling the magics(specifically Andesha in the second Storm book and Dar'ian in the third Owl Book.) frankly my suggestion would be keep track of LTE, or even better have LTE assessed per spell. this keeps the number of spells per day down but not going the charges route. Foci are either rare, usually only for the End reserve mentioned above, or only (for example) a two point skill level, very narrow(like +1 to scrying magics) Kethrie has some items like that. A few notes: unlike other games having "robust" mages is entirely in concept for valdemaran mages: Ma'ar was _very_ fit, most Valdemaran mages are heralds, Vanyel was as fit as any incarnation of Ma'ar, and Firesong spent years with Silverfox putting him through what feels like yoga. Kethrie suffered much in her day and darn well could keep up with Tamara most of the time. Elspeth frequently kills with her knives rather than magics(ex-Princess, Mage and Herald to boot, whew!). ForeSight and Foreseeing (Precog by any other name) allways have the No Consious Control, (-2) limitation. and theoretically speaking this _does_ limit the deities in the game also. There are places that can add bonuses to what is being done (workrooms is the most coomon example). Blood magic probaly deserves its own mention: Not necessarily evil (Shamanic magic and self spilled blood) but unwilling sacrifical magic _is_ evil. essentially a different kind of End reserve in the long run. Mage Shields desrve special mention: It's not just your ordinary FF anymore!!! Try to come up with the 8 or so different types of shielding(a near complete list is in the first winds book), the Void grounded shield is a particularly difficult one to come up with, (FF +Absorption to FF is my suggestion). Mage Sight/OverSight practically deserves it's own notes Mercedes Lackey basically renames things with a passion, Psionics becomes Mind Magics, the northern "barbarian" tribes are essentially Eskimos(or more appropriately tribes native to alaskan area) The country feels like Northern America in some ways, with Haven being Oklahoma/KC, Mexico being Karse. But it is not quite right, there are some paralells but much that is different. That should get you started......
  3. Hmm in third Barbarians get more con(for Hp's ) and more str and something else, darned iF I can remember, essentially purchase the power as something along the lines of +10 STR, +5 Body (both of which affect figured Characteristics)of 1 continuing charge (until the character has enough xp's to buy up the frequency) recovers automatically per day. That should be close, Also for the not caught flat footed part of the deal for Barbarians look at the Talents/Skills.
  4. im not so sure every spell needs those suggested limitations, Focus is very optional IMNSHO, RSR is kinda usable (but some people think that the point savings can be reinvested in SKill Levels for the Magic Skill far far too easily). ect... essentially for every disad there can be a counter...
  5. So in other words, more or less, im still upping my post count? Erm, I meant In "free space" theoretically speaking you could hit and then bypass Lightspeed _if_ you could continue to apply 1G accl? ermm at _some_ point assuming rubberless science you are going to hit the point of no return... I guess the real question is how much rubber do you want in your SH? And how damamged do you want your and your players brains to be? Besides realistically speaking unless you are using the thrust for "gravity" the G is going to stop when you turn off the engines. Now then admittedly the whole problem comes in when you need to really calculate "how far" in x time (especially when it is "before you hit the planet") unfortunately in order to do it right you would need to keep track of : Burn time, friction, other gravetational fields, burn corrections ect. in short go to NASA and borrow a few of their computers....
  6. Speaking of Character Conversions............... I did this to duplicate V&V Absorption: 5d6 Phisical Absorption, trigger: successful use of Block manuver(+1/4). is this technically legal? Essentially I block the attack and the guy still has to roll damage so i can absorb the body off of it....
  7. Actually my gm has a points-to-money conversion system. So we generally pay with cash rather than a CP check.
  8. nope not kidding. After all i see that thing as a _huge_ waste, I could probably do it cheaper. Now then If I built a 7500 point character yeah he _might_ need that. As a Backup Laser Rifle:1/2d6 RKA, 4 clips of 20 Double Adjustable charges (up to +8DC,+1 1/2), No Knockback(-1/4), Beam only (-1/4), 17 real cost.
  9. Actually I was not sure about that when i was thinking about it. However upon further review of the Boostable charges Yes i _definately_ do _not_ want to use boostable charges. Boostable charges assume that the weapons utility is degraded by each use. Since this does not happen in the SF rules then the better option would be to modify the Boostable charges rules. Here is _my_ suggestion for the rules options for Adjustable: Adjustable subtracts two levels to the charges table it works just like boostable but it does not degrade the weapon. Double the charges level modifier for each 4d6 level of increase.(ie two for +4d6, 4 for +8d6, 8 for +12d6) Laser pistol: 1/2d6 RKA, 4 clips of 20 Adjustable charges (+1), No Knockback(-1/4), Beam only (-1/4), 13 real cost. ill dothe LR later. Edit: changed my mind on the LP.
  10. frankly, based upon my own experiences wearing armor go for more frequent dex checks than for lighter armored characters. Simply doubling the number of dex checks and skill rolls only for those in armor is a great way to keep high statted people in armor less penalised than low statted people but still cause problems for them over loincloth man. typical situations would be a dex check for accelerating 4" or more per hex(failure = trip)SFX you get out of your fighting stance andf the armor gets in the way. Etc.. the position is that you are wearing something that is still alien to you. Most of the time it won't matter but ni the hazards of combat it will.
  11. Energy weapons SEU and Boostable charges frankly I think some modifications of the Boostable charges need to be done for the SEU clips and (for example )Laser weapons: OKies here is the deal: 1SEU=1d6 EB w/a laser weapon. technically you just dial up the # of charges to be used in combo to make the weapon more powerful. There currently is no way to do this in Hero so I'd suggest doubling the advantage for boostable and calling it "adjustable"
  12. Say Have you seen Conquest on the history Channel? Couple of halfway decent notes there (like obstacle course training) that really put me completely opposite your opinion there Old Man. Frankly though I would make it _very_ difficult but not impossible to buy those. The more time you spent running around in the armor the more possible it would become. Still, part of this resistance would be game balance not necessarily realism. Sides what the heck is the difference between DCV PSL's vs. Enc and DCV Skill levels. yeah, price, but still it just gets to be a loser proposition, might as well have them.
  13. Been there, Done that. EarthDawn.
  14. Frankly I would rather see a 3 point skill level (rather like martial arts) after alll you can have a "tight" martial art group that is 20 manuvers and 20 weapons and purchase a buttload of 3 pointers and never need another flipping combat skill in your life.
  15. Take that BACK! Hackmaster does not make sense! Yes, i like them too if in spirit only.
  16. Uh, actually, rumor has it that the first Dr Silverback Pez dispensers are allready hitting shelves.....
  17. The Old torch used some "Fire Masks" when he was facing off against some goons, "Ha you cant hurt us! Our clothes are fireproof" "well your faces aren't, now then as long as you hold still the masks wont burn you........" how about using some flames as a light source? Secondly i would read some of the bigger books on magic, stage magicans love magic involving fire...
  18. At the core though people are going to cross name things all the time. For Example for Years my "superheroic Alternate Id"ie. AnotherSkip with powers In V&V IS "the Rook" I have been playing that character for decades. So much so that the {Character}Rook posting kinda irrates me. However turns out that it is the name of a deceased Superheroic Character in an 82' V&V Module that I have never seen. Boy Howdy, talk about embarassin! To a certain extent unless you are going for "offical" just don't swipe. Ie Building a character and then using the name Captain America. trying too hard to be original will just kill you. For example other names for my V&V alternates was: Halcion(weather control) and Lord Leader of Thieves(Eagle Summoning/controller). i highly doubt _those_ have been used But I can be wrong.
  19. Definately the "Cool Skill Padding" needs to be watched. Like i sad it is a definate option and really shows off the versatilty of the system..... one of the "encourages but does not force" options.
  20. Well how about some submission guidelines? otherwise i'm keen to go!
  21. YO Bullseye! Having noted your Package Deals question to Steve I figgured i would bring up an optional rule I have not yet had a chance to fully test. The Rule is very simple: Create a Skill enhancer named(Package Deal) that only "enhances" skills in that package, thus if a Druid had : Skill Enhancer "Druid" and his Druidical Skills(skills he shared with the package you were bonusing) were: Paramedic, Ks: Poisons, KS: Diseases, Ak: Local Forest and PS: Druid, then to buy the abilites at 11- would only cost 8 points and not 10. The Larger the number of skills in the package the "cheaper" the cost. At this point you have only saved 2 points but with say eight skills you have saved five points. This roughly fits in with the benefits of the 4th ed Package deals, is by the rules (for Gm's to do) and makes for a good 4th-5th conversion tip. This also is good for building "cheaper" AD&D Classes, as well as making some classes really stand out ( Dave the Druid with eight Druid skills saved 5 points that Rob the Ranger and Bob the Bard buying all of the "Druid" skills did not save) it also can be used in conjunction with "previous training" explanations for buying some skills Personal reccomendations: Do not allow this with more than one CSL/WF, Decide whether or not the Skill enhancers stack with the previously exisiting "by the book" Skill enhancers, do not allow players to build without Close supervision. and for common sense don't even bother with three or less skills.
  22. there are also some other options that can make spells better than bows. For example: either Environmental Control OR Negative Skill Levels applied to an area,Only Vs Real Ranged Weapons. Sfx? High Winds.
  23. We can just fiat it and tell them that it works "because the universe works that way" or "because chemical science is _that_ advanced" or it is "a common element that ties all carbon based life together". The only people buying this thing would be people _not_ of this universe. Something like the "Phaser" example in the SH book, who is gonna spend 400+ points on a weapon?
  24. i _think_ you could do that with the full version of Acrobaat.
  25. Well it _is_ the only "civilised" location scene in most of the movies. I certainly don't blame people for thinking that way. Heck it's been 10-20 years since i have read the books, some of the stuff is pretty fuzzy in there.....
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