Jump to content

AnotherSkip

HERO Member
  • Posts

    1,168
  • Joined

  • Last visited

Everything posted by AnotherSkip

  1. I'm Too Picky. (Burning hands _seven Times a Day_ Woohooooo HOt hot hot hot.. Stab, Kill, Okies now off to the three dragons..... [actually in AD&D it is Stab Burn Stab Burn Stab Burn Stab Burn Stab Burn Stab Burn Stab Burn, Kill.] ASSUMING OF COURSE you get her alone)
  2. Can you give us a minimum # of people sending in monies beforehand target to get a $30 Poster sized map? That should be easier to target than people blindly sending in monies. And i have some idea of printing costs vs volume, profit and space requirements so hopefully that should get the ball rolling in some direction. i would prefer a Mapsco(book with the map of a massive area catalogued so a very large map is in the book) product instead... but hey that is _very_ unrealistic
  3. AFter having got my greedy little hands on Star Hero im Running full bore into a simple problem. I thought there were Aliens in DUNE. SH in _many_ places keeps on bringin up "there are no Aliens in DUNE". 1. the Spice Worms are certainly "monstrous" enough to qualify though because they are considered more animals/weapons they are certainly not "playable aliens" as we think of them (and technically they are native, the houses are Aliens invading from the POV of DUNE. 2. Are not the methane/hydrogen breathing Navigators aliens? Able to navigate "hyperspace" and more or less shortcut hard science distances and make a star spanning empire possible? Sure, ill agree all of the stories are not about "Human vs Alien conflict" (except possibly in the case of #1 at most) having a much more difficult sociopolitical in species conflict. But to me there is a _huge_ difference between "there are no aliens" and "there are no aliens that are typically considered playable or have been major characters". That is the thing i'm sticking on. Of course I could be wrong (and remembering things incorrectly) not the first and not the last.....
  4. ON TOPIC: Hey Steve, How about this: training time guides for the realistic campaigns. Perhaps a suggested setting prices to Ap and setting prices based upon Skill level/difficulty ratio as well as building times. OFF TOPIC: Yeah, In YOUR world. You still are nowhere near dead in the black for my campaigns. I have "dwarves" raised on a Seacoast as well as islands, no mining, no caves, stone huts at best, (for those too poor to afford better). In addition since the world I have often requires ambassadors to spend if not their lives but generations of their lives away from their preferred community those children often lose what they had tying them to that. There will allways be reasons for races to travel and live far away from their "homlands". It's something like assuming that just because there are mountains in Colorado, all Coloradans know how to Ski. And by the inverse All Texans (because there are "no mountains" in Texas) do not know how to Ski. I see it as kinda like assuming that every woman in California is a Blond beach bunnie. _Not_ the smartest way to go. Try to look at your races as conglomerates of individuals, not being stamped from a mold(unless they really _are_ stamped from a mold). (mutters about Ron using a Telephone from Harry Potter and the Chamber of Secrets or was is Prisoner of Azkaban?) Sure you could arge for a communication sytems roll, if everone you know has any idea what a DSL is or what a basic part of a FON system is, or any one of a hundred other things, that are a part of basic communications systems. Do you even know where to begin to try and hook up an additional phone line if you have the room for it? Do you know which wires are what? i reserve 8- for the apprentice levels , 11- for the journeyman, and stat based for master level people. I know enough electricians to know that, partioning it out in the manner listed above is what I consider a basic concept. How much you _have_ to know to get it up there is the really shocking thing that most people miss. Yeah sure just because _your_ dad was a body shop mechanic does not mean you get Mechancis at 8-, I didn't.
  5. Yeah I do agree the bottom one is the better choice, But i still like the ablative (SF) version tacked on to there...... Ehh some of the stuff WAS kinda too too. But I think the main point behind the Doze was unless you are envionmentally sealed you are gonna K. O. for a while. Sorta a Techno's Sleep spell. you dont wake up because the gas is "Gone" you wake up when the gas is contered/runs it's course, either by your body or the stimulant. Heh, maybe it even has Atropine in it for a carrier. Then you naturally breathe..... oooh ooh I know what lets make MEGASCALE DAMGE!!!!
  6. Another Sugestion would be to have All NPC's suffer from the 8 average stats rather than the 10 average stats, (PC Hero's excerpted of course) thus opponents fall easier.
  7. Weeeeeeeel yea and nay. Im suggesting taking the Pre-exisitng writeups for SF and Hero and sorta merging them. Ablative(Star Frontiers Version) Unlike the Ablative(FREd) does not reduce in either activation nor resistance value it simply halves the number of Stun/body taken then applies the actual number reduced against the Target number of 100. Upon reaching that TN, the armor completly fails to protect any further. as a further hadwaving im giving it a value of -1 (though that may be too much, it can be a real lifesaver in the first half dozen battles or so but after a few combats it begins to wear thin. Perhaps reduce the value to -3/4and add in "non cumulative with other Suits, including same type" for -1/4) Personally if we're going to go whole hog in hopes of recapturing the feel of the SF Game then a few handwavium/suggestium concepts are in order. Just like when they built the dang loveable thing...... hmm the main problem is the absolute duration in the intial SF writeup. One hour unless injected with the stimulant. Also that link for the KO grenade does not work for me.....
  8. hunh you want to nail down a guy's foot on VPP's? Two Words: NPC controlled. Im in a campaign where all spirit magic (essentially VPP's) are power "given" by spirits. If the Spirit is afraid of undead(total Psy Lim) there aint nothing on this world that is going to move that spirit to work against undead. If I push the Gm too far he may have the Spirit leave me and take the blasted points with him! And what makes it even more insidious is that it is a 0 point disadvantage unless you buy the VPP as "Cosmic" VPP. Any time i consider doing a "plot breaker" the Gm just says "No, Shamus won't do that for you." Half the time I'm happier thana pig in mud, the other half of the time i'm pulling out my hair in frustration....... On occasion im doing both... ...happily pulling my hair out.....
  9. Frankly i would like to run/play the previous age of magic.... Those few notes and the extrapolation of the magic and dragnos would be a WORLD of wonders. and no books likely to screw up the details if he focusses no a place i would have liked to cover also/have allready covered. Besides the Star eyed guy sounds pretty cool.
  10. Dude i think you are waaaay off target on this one. i MUCH rather prefer it the way it was in 4th FH. take Racial and Cultural packages that best define the character add in whatever else you felt you needed and go. Not: All Dwarves(or insert favorite race) MUST be this way. Frankly a Human Raised by Dwarves would be very different than a Dwarf Raised by Humans. Some sort of sense dictates this. perhaps a sugestion for phrasing would be "Dwarven Children should have the option of having an 8-." But if My dwarf came from 18 solid generations of Smiths that never touched a piece of ore bigger than his head and never spent one minute inside of mine the last thing I think he might know would be mining. A human who's family has been miners for generations might be able to "out mine" the dwarf simply because he grew up in that environment. Frankly though, i go with family and the region adolesence was spent in to determine what the characters main influences are for determining what his every character skills are. Other factors contribute but in the end those are the main factors i like. And hey while we are at it, suggestions for how to reasonably determine what is race and what is culture when setting up the game world. Some discussion of what to base these everycharacter skills upon. Should everyman skills be determined based upon Kingdom, Race, Friends, Region, Religion, Village? Should the Gm look for a common thread to link these together? Keep in mind we are in some cases building from the planetary core up and there may be no cases of even a common tech or ideology to link the regions together.
  11. Shouldn't sounding like a Wrestler be a _failed_ Oratory roll? Anyways here are the Glib Skip suggestions: Remove all everyman skills (for the points if not done so allready) Teamwork PS: Thug KS:Thug Work Concealment(staying _out_ of everyones way) Gambling (gives them something to do in the off hours) Survival Security Systems(operations thereof) talent:resistance 4 points (believes self knows nothing of value) most at an 8- 11- at best.
  12. Annnnd here is the V&V Version.
  13. Suppose i should be a bit more specific, The person in question did kinda pont out that he had the V&V to Champions conversion in the back of the V&V books, he was just wondering if there were the reverse in the Champions books. My guess is based upon the responses here it was a no. Frankly I have a conversion I eyeballed(V&V & a Champions) i'll have to post them. Since the Character is based on Me altered from when he got his powers the skill system is the real big change in the characters. that and Inventing points are either valuless(and handled with a Power Skill Roll for temporary tricks) or Expeeeeeeeeennnnnnnnnnnnnnssssssssssssssiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiive (for permement ideas).
  14. Well Dr. you seem to have hit the nail on the head, a few notes and ill be on my merry way. 1. the second ifshnit(sp) is my suggestion. essentially the intial poster was .... reluctant to have a racial package that actally gave back points. And the Quickdeath was mine (the two posts with Glibly Skip sig should be a dead giveaway..............) A Question for you Good Dr.(and others) how should we handle the Defenses in the system? Everything is either "powered" or "ablative" for example a Skeinsuit "absorbs" 100 points of damage, then fails completely. So make it Special Ablative: fails completely when 100 points of stun damage have been absorbed (-1 to -1/2)? Sounds good? My take on the Doze grenade is : a 19- Simulate Death(no roll necessary) UAA 1" AOE , lasts one hour or until antidote is applied. Of course this is based upon my work for the stabilization drug (19- Simulate Death UAA, lasts one hour)(meaning in my world work reference they are related and resistance to one means resistance to the other, and since Sathar are immune to both..... that causes as many hinderances as benefits as would any partial resistance)
  15. Steve, you were under WHAT rock when Battlestar Galactica was big?
  16. Nope, now ill have to go look.
  17. Well in some ways I agree with you and I disagree with you. Some people (with or with out powers) are more noble and heroic than others. Intrinsically. Some people are more shadowrunners others are more paladins. I have a hero who accidentally got pushed too far too fast when he was real young (17) and ended up killing over 20 other metahumans. Still has not been brought to trial (though i have a plotline ready to go wherein the players will investigate his "guilt") He does on occasion break/steal other metahumans tech (the real dangerous stuff) His P. O. V. on that is that it is the equivalent of stealing a druglords guns. However when he finally came into his true power he stepped back and found out about the human psyche and the brains phsyiology before becoming a mentalist. (Mental transforms to change psyches/ brain chemistries.... gotta love it, leaving free will but taking away the "evil" psyche lims) and he's definately _not_ a rebel, more of a pragmataist. Cyke has been pushed Waaaaaaaaaay to far many a time. And when push comes to shove he tries to walk away from the fight, Wolverine seems to go for the throat. Part of the difference between the two is the "Beastial Hero" VS the "Noble Warrior". And they do these things differently because of character concept and design. Independantly, their solo stories are very much of a flavor, could you see Wolverine really bonding with his father? Since I play V&V and most V&V GM's require this I end up playing "myself with superpowers" Usually with a new set of powers every single time. I'll agree with you on that I rather liked where Cyke beats up Wolvie and hopes he's not gonna kill him.
  18. Allright guys Im a bit of a fan of V&V. So after you guys are done razzing me I would like to find out if there are any people out there who have seen Champions to V&V conversions. I have seen plenty of the inverse( from V&V to Champions ) but i was wondering if there was some of the inverse. Several of the V&V modules have the V&V to Champions comnversions but there is a distinct lack of the reverse. the math is kinda simple in some ways but it does get a tad bit more complex. the actual question was: was there conversion kits in the back of the early Champions modules for converting Champions to V&V? So if you have real answers drop a line.
  19. http://sherm.20megsfree.com/burgerking.swf http://yoga.tripod.co.jp/flash/kikkomaso.swf thought I would show a few of you guys some stuff to face from your worst nightmares...... Please be prepared to ante up 2d6 SAN loss per veiwing.
  20. WEll actually I have a few suggestions: 1. Emp grenades can (per a Gm SFX ruling) magnetize the firing pin off center pulling the trigger merely smacks the firing pin into the edge of the bullet and not the primer. Thusly it is an easy fix as long as you have a minute to take apart the gun and demagentise the pin swords dont break as easy. And in a high tech setting perhaps this is a safety factor to prevent the gun from being fired in a presumably dangerous area. Thus NO ONE makes non-magnetic firing pins, it is a criminal act only for the dangerously despirate. 2. Burnout rolls on all weapons due to fragility of the weapons. Easy to fix (as easy as exchanging computer parts today or blackpowder refills ) when you have a minute and again due to the design restrictions and safety concerns outlined above. Thus forcing a long "reload time" much like single shot blackpowder weapons(the pirate captain had two tucked in his belt and then a cutlass too!). this little bit came from an article about a police officer chasing a criminal through a MRI factory, he tried to shoot the guy with his well maintained pistol and his did not work, neither did the criminal's. examination of the weapons revealed the magnetization of the internal workings. these two in combo have the habit of making your game alot like pirate shipboard combat. A good thing for some scenarios. 2. Forcefields that turn all damage into normal damage. No points just straightforward GM SFX determination . Now then this evil toy makes ranged weapons less loveable than HTH because the damage is stuck at default levels and only oin MA and HTH can you bust out the "Really Powerful Smackdown". Cool Nuff?
  21. Ahhh but if you do that then there could be SEVERE probablilty changes when trying to hit that mind with Mind Scan, (Familiarity with the mind) and since that really then becomes a "combat" modifer shouldn't that then be paid for as adding powers in a body based total aimed for change?
  22. Actullay Ill add something> i Would suggest a Rather large section on the Various transforms. Going over and expanding the various transforms, (Phis, Mental And Spirit) as well as some "common" examples of each. I would also like to see some commentary on Heroic level usages of Telekinisis and suggeestions on where you should draw the line between needing a power and being able to cleverly using TK(etc).
  23. Actually for all the writeup in the Fred i think that ther needs to be more written up about categorization of transforms. For example what the flying flip is a Cosmetic mental transform? You can make it. But make it to do what? sorry i thnk im ranting. oooh wait put this over on the What See FH
  24. Ya know what you could have "spell colleges" except tie them in with the Skill enhancer concept: Example :Buy this perk and all (group of spells) get -1 to their final cost. it will make the bottom level spells much cheaper and upper level spells still get a decent break (if you reverse engineer the "point savings" by looking at things that way). Thus someone who buys four or more spells of a certain "college" gets a savings of one CP. (sort of like scholar buying 4 KS's) However i would not suggest this idea for Multipowers.
  25. Actually, I am currently in a game where some of the opposition use 5d6RKA Bows. they are uuuuuuuuugly. i got one, how im gonna use it is a mystery to solve(Giant Longbows). but in the mean time i am working on it. Perhaps Magic. It can be soooooooo evil to be a mage....
×
×
  • Create New...