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azato

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Everything posted by azato

  1. Re: Starting a Hero System Podcast .... who is interested? I plan to be at winter war. We will meet up. I created a google Doc for us (everybody interested) can add to or comment on https://docs.google.com/document/d/17G23kZwhJkdAlbz4KB3LmeBIfThb-bshQlvbgcJtEDY/edit Mudpyr8 - we can communicate via this forum...and the google doc. After Winter War (end of January) we can plan to set up skype meetings.
  2. Re: Starting a Hero System Podcast .... who is interested? While I have some ideas...probably the pragmatic approach works best. I think if the right people get together and do a few episodes, the path will be obvious.
  3. I believe once inertia gets started this will be a very cool thing. To be honest...I don't plan on doing it, just facilitating this into reality. I am thinking maybe two or three people regulars with a rotating cast. There are plenty of people to come in as "guests". Who has experience with the system....has run lots of games.....and can speak fairly well? Who has experience with podcasts or digital recording, at least?
  4. Re: Your "2012" Pet Gaming Projects Once my Traveller Hero Campaign comes to and end (maybe in a few months) I want to run a something like a Scion Hero game (converted to the Hero System, of course)...I picked up Weird War II pdf from Steve Jackson games....If I combine the two...it may make for an interesting mash-up.
  5. Re: Traveller Adventure: Ghost In The Machine "sleeper agents". That was a good pun.
  6. Re: Traveller Adventure: Ghost In The Machine Yeah..That make sense. Here is a bit more analysis of the game (your milage will vary) 1. They spent a lot of time just dealing with the XBoat. Paranoia...going in fully armored and armed..etc. Very paranoid. 2. One dude wanted to know what went on and decided to break into the locked data banks area to get the "black box". Needless to say, the others were NOT happy about that. We had to LARP out that part of the action and it ended with some comedic results (I grabbed the guy's iPad and said "this is the black box" and handed it to him. feeling nervous about using his iPad he put it down to use the protective sleeve as the back box, instead. That is when a fellow player reached down and grabbed the ipad and gave this mischievous look and stated he now had the black box) 3. They put the paranoid guy into cold storage after day one. I figured that was the end of it all but they asked to check on his vital functions. I figured once in cold storage, there were NO vital functions....but they argued about slowed down brain activity and so I figured I could do one or two more nights. 4. One player wasn't there (the engineer) so i skipped to the marine being the next in line. While i determined what would happen, I did randomly determined the actors in each..in this case it worked out very well. I gave the situation for the player to act out. THere is a bug in your head. The villani put it in (he is evil and cant be trusted) yet he is the only one who can take it out. He would ask what he should do...I would just restate..."There is a bug in your head..." 5. Because of the lateness of the night (it took about 6 hours to get to the resolution of the third night) and wanted a conclusion...I ended it there. I could have done one more, but chose not to. If you play this .... or some version of it...let me know how it works out.
  7. Re: Traveller Adventure: Ghost In The Machine The adventure worked out very well...expect they almost cut it short by putting they psionic in cold storage. It didn't fully play out a "planned" but it did end with the ex-marine (third night) shooting the Villani twice with a gauss pistol (amazingly hitting him in the same arm both times) and finally just putting the pistol to his head ending it all (the choice of the player running the character). Made for a dramatic night. None of the planned actions happened after the third night because of actions they took. We have one player who may quit the ship because he thinks it is haunted, and I am going to have the dead marine pay visits to the Villani in the form of dreams (but that will be delusion...brought on by the witnessing this fellow going all "Deer Hunter" on him.
  8. Rough draft of the next adventure I am going to run. Feel free do critique, comment, criticize or even ignore. Ghost in the Machine The point of the adventure - Since traveller is a straight up science fiction game, there is no real room for the super-natural. The purpose of this adventure is to confront the players with such confounding horror that, using some meta knowledge will think that ghosts are real...and they are the victims of supernatural terror, though the reality is quite different. They stand at the convergence of the highly improbable...a high powered (and slightly neurotic) psionic on board (who does not know of nor can control his abilities) combined with the exposure to an x-boat pilot who is dying from very unusual circumstances. Important points.... Do not roll for mental images...they just work automatically and fully. Pretend to roll for who gets affected next,even though the order has been set. For those affected...take them aside and explain the situation..play it out until they come into contact with another person. Then discuss the situation to the group (without the player present) bring them together and let the battle ensue. Every episode is accompanied by a decrease in temperature. [*]They pick up passengers [*]One passengers is a high powered slightly crazy psionic who has not direct control of his powers. Create mental illusions in others - create psychotic/paranoid behavior Cyrokenesis - lowers the temp in large area around him...will not be able to easily pinpoint him as the source. [*]Along the way to jump, they find a floating X-Boat Mis-jumped Drugs introduced a psychotic episode. His violent reaction caused his death/near death. [*]They pull in the disabled man and the psychic passenger gets all weirded out and starts making pronouncements. The residual psychotic mind of the X-Boat pilot directly affects the passengers. The passenger’s abilities only work while asleep The passenger’s abilities are enhanced in hyperspace. [*]How it plays out Man is pulled from the Xboat and the passenger, once he realizes what is going on, starts ranting on how bad an idea that was and how the passengers are all doomed. The pilot soul is not at rest and will seek vengeance on all the living. Will assume the players will take the body to the habitated planet in the system before making the jump. The pilot will die before reaching the destination. Despite the dire warnings...the passengers and the psionic himself will still travel (the fate has been written). First night - Loud banging...very loud banging going in a passengers cabin. The first person to get there will see a man covered in (another passenger’s) blood. He has beaten the man to death by with a metal pipe. Upon seeing the person entering, the passenger will make a feral attempt to attack the player. High presence attack metal pipe Unstunnable - but can be knocked out. After the hub-bub is resolved...everyone will notice how cold it is...they notice their breath. [*]Second night....the engineer gets it If he is playing...(privately) tell him that it becomes very cold and his best friend/fellow soldier (sword worlder) is trapped under an avalanche. He has to hurry and get him out because they are almost surrounded by Imperial marines...who will perform the most heinous and barbaric acts on them if caught. Obviously this is an illusion. The “avalanche” is the engine room. The “friend” is a figment buried deep in the engines. The Imperial Marines are the people who enter the cabin. He cannot be stunned (but can be knocked out) Will “fight to the death” If he survives...he will have wounds from his attempts to save his friend...but actually was destroying the engine room. The psychosis will not end until everybody goes to sleep and another person is the victim. The room temperature will have dropped while this happens. [*]The Third Night...The Armsman (Blake) gets it. Believes there is a bug crawling his his head....that will slowly eat out his brain. The Villani put it there and he is the only one who can get it out. If he refuses....he must die. Time is running out...Who knows how many others the Villani has affected. Those who seek interfere or protect the Villani may be in on it. [*]The Fourth Night....The passenger gets it. Kills him/her self in a most spectacular way. [*]The Fifth Night....The Merchant (Katie) gets it. She sees/believes the following.....This ships instruments are wrong. The current course they are on will lead them into crash into a planet or star. Even if the engines are destroyed...she feels the need to take control of the bridge as all the others are very confused. She will, if necessary, arm herself and take the bridge in order to save them. In a short amount of time she believes the best course of action is to destroy the bridge equipment. [*]The Sixth Night - The Oracle Gets it He will be found spread eagle in his bed with blood streaming from all his orifices with a look of horror on his face. There is no sign of struggle....no sign of violent physical injury.
  9. Re: Scion Hero Conversion I don't feel bound to use their setting.....just for what makes a good game. The questions were more for exploring different ideas.
  10. Re: Scion Hero Conversion #3. Are the children free moral agents or do they generally follow the basic "alignment" of their parents...or are they completely their one persons? #4 I was thinking something along the lines of Night Watch/Day Watch. Perhaps at one time the pantheons warred but finally had peace by "settling down" to geographic regions. But with modern travel those boundaries are messed up to the point that perhaps a new contract was written. One thing I had thought on, but wasn't sure if I wanted to implement was that no scion could kill another scion of a different pantheon without being marked. And Scions so marked cannot be aided by their brethren if the other pantheon wants revenge. # 5 One aspect I was asking was....do they exist and how common. Are there orcs welding cars for Ford in Detroit or are there small covens and such hidden here and there? #7 One thing i thought of was.....maybe this earth isn't that important to them. Maybe they have limits to that amount of direct involement in world history, (which limits may wax and wane....for example..the World Wars could have been major Scion involement). But other than occasional matters...maybe the other planes are or perhaps WERE more important.
  11. Re: Scion Hero Conversion Questions to answer: 1. Scions -----A. Have they always been around or are they just now emergent? 2. Magic in the World -----A. Is it rare or is it common? -----B. Has is always been around or is it “just now” emergent? -----C. Is it obvious or is it veiled? 3. What is their origin: -----A. They are children of deities. ------------If each deity can have children, what is the limit to the number of children? How do the children relate? -----B. They are manifestations of various deities. Perhaps they re-emerge ever so many aeons. Perhaps there is one Platonic ideal, but each plane as some sort of manifestation of each deity. -----C. They are incarnations of Virtues/Ideals/Concepts (Gesalt Hero or Incarnations of Immortality series - Piers Anthony). -----D. Are they re-imagining of the the heroes/demigods of old? -----------For example...the trials of Heracles...Jason and the Argonauts. 4. Is there are multiple pantheons or there is just one? ----- A. If there are multiple pantheons what is the relationship—what are the attitudes towards each other? ------B. If there are multiple how to resolve sharing the same domains? 5. How do we handle classic and iconic characters/creatures? -----A. Named.....Circe, Cerberus, Oracle of Delphi, etc... -----B. Types......Werewolves, Fae, giants, etc. 6. What is their conflict? -----A. Against other pantheons? -----B. vs evil in general? -----C. vs. “TITANS”? -----D. vs their new “family”? (everybody scrambling for control) -----E. Based on the conflicts already laid out in mythology. 7. How does the presence of Scions affect the present day reality? -----A. What keeps them from running the world?
  12. Re: Scion Hero Conversion I am not sure if this game conversion can be much slower and still be considered ongoing.
  13. Re: Scion Hero Conversion 15 Nature: Architect (Common; Strong) [Notes: You are a methodical planner. Source: Scion: Hero, pp. 112.] 15 Nature: Autocrat (Common; Strong) [Notes: It's your way or the highway. Source: Scion: Hero, pp. 112.] 15 Nature: Bravo (Common; Strong) [Notes: You live life on the edge. Source: Scion: Hero, pp. 112-113.] 15 Nature: Caregiver (Common; Strong) [Notes: You are a wellspring of compassion. Source: Scion: Hero, pp. 113.] 15 Nature: Competitor (Common; Strong) [Notes: You are driven to be the best. Source: Scion: Hero, pp. 113.] 15 Nature: Cynic (Common; Strong) [Notes: You are quite familiar with Murphy's Law. Source: Scion: Hero, pp. 113-114.] 15 Nature: Fanatic (Common; Strong) [Notes: You zealously champion your beliefs. Source: Scion: Hero, pp. 114.] 15 Nature: Gallant (Common; Strong) [Notes: You protect those who cannot protect themselves. Source: Scion: Hero, pp. 114.] 15 Nature: Gambler (Common; Strong) [Notes: You risk all to win. Source: Scion: Hero, pp. 114.] 15 Nature: Judge (Common; Strong) [Notes: You are the law. Source: Scion: Hero, pp. 114.] 15 Nature: Libertine (Common; Strong) [Notes: You live each day like it's your last. Source: Scion: Hero, pp. 114.] 15 Nature: Loner (Common; Strong) [Notes: You rely on yourself alone. Source: Scion: Hero, pp. 115.] 15 Nature: Pacifist (Common; Strong) [Notes: You endeavor to solve problems peacefully. Source: Scion: Hero, pp. 115.] 15 Nature: Pedagogue (Common; Strong) [Notes: You live to teach. Source: Scion: Hero, pp. 115.] 15 Nature: Penitent (Common; Strong) [Notes: You seek to expiate the wrongs you've done. Source: Scion: Hero, pp. 115.] 15 Nature: Perfectionist (Common; Strong) [Notes: You strive for flawlessness in all your endeavors. Source: Scion: Hero, pp. 115.] 15 Nature: Rebel (Common; Strong) [Notes: You constantly seek to challenge authority. Source: Scion: Hero, pp. 115-116.] 15 Nature: Rogue (Common; Strong) [Notes: You believe laws were made to be broken. Source: Scion: Hero, pp. 116.] 15 Nature: Survivor (Common; Strong) [Notes: You preserve against everything life throws at you. Source: Scion: Hero, pp. 116.] 15 Nature: Tradionalist (Common; Strong) [Notes: You believe the old ways are the best ones. Source: Scion: Hero, pp. 116-117.] 15 Nature: Trickster (Common; Strong) [Notes: You live to deceive. Source: Scion: Hero, pp. 117.] [ATTACH]40947[/ATTACH] (Common; Strong) [Notes: You see the World for what it could be, not for what it is. Source: Scion: Hero, pp. 117.]
  14. Re: Possible HERO System Supplement Kickstarters From Steve -- What Interests You? I am definitely a fan of Mythic Hero and depending on the content may be willing to go up to the $50. No Dark Champions. I think the problem with the 6th E conversions is that they make sense for people just getting into the system, but they don't make as much much sense for those who already own the 5th ed books. Unless there is significant amount of NEW content, rather than updating character sheets and such, I don't feel even the slightest pull in that direction....since those books are fairly costly. ($10-no brainer...but $30?.....no way) Storm Lords...maybe..
  15. Re: A good way to simulate rescuing people from a fallen buildling... Thanks all. I do have the APG AND Post Apoc Hero and I could make use of ideas presented. The players are paid to pick up goods at a museum...that is on the bad side of a war. The landed a pinnace and a have a grav personel carrier (with a turret) scounting the area. Rockets hit and the grav vehicle took off to engange (I don't think they realize this vehicle doesn't have much armor. My Plan: group 1 -those helping load the pinnace - Rockets will hit the museum and players need to rescue the injured...maybe even get to the museum pieces. group 2 - those in the pinnace - will get a stream of people begging to be taken out of the city/country to where it is safe....will eventually escalate to a full mob. group 3 - Those in the grav vehicle - will engage the inital rocket platforms but start facing increase waves flying enemies....a few p-51 followed by a bombers escorted by p51's...followed by a couple lower tech grav tanks then a few more grav tanks escorting the APCs who will try to take the pinnace. I want to make the actions of Group 3 (success or failures) made a difference to the other two groups. I want to have some sort of action (combat/roleplaying/rescuing) going on with all 3 groups at the same time so i can go from group to group by phase and keep everybody intersted. A little backgroun info - after much thought and concern I took a new job (same big company) which will necessitate me relocating my family to a differnt place...While i do have some things outlined out for the game we are playing, I am having some major difficulties concentrating on the campaign. Your input helps!
  16. I plan to collapse or partially collapse a building (virtually of course) and wonder what ways to make the rescue of people interesting for the players...maybe even skill rolls....Ideas????
  17. Re: Velocity Based DCV That is a good question....lets just say yes.
  18. AS found in the Ultimate Speedster Here is what I am thinking....with vehicle based DCV ...would it make sense using it for both Attacker and defender? So if a chopper is strafing at 80 mph that would make it a DCV of 8. IF it is attacking a target on the ground, the target would be moving at 80mph in relation to the chopper and thus should get the same benefit...no? I think this will make vehicles more conscious of their speeds. Perhaps giving certain weapons PSL or such when moving (like the tracking system on a modern tank)...and certain weapons would be immune (like guided missiles) THOUGHTS?
  19. Re: Converting inches to mph Is it me..or do most vehicle write ups seem to not have enough inches/meters in travel to correlate to their correct speed? A helicopter rated at 170MPh....if given a speed of 4 should (according to my calculations) have 229 meters of flight. That same helicopter listed in 6th book2 is given 58x4 which is 87MPH What it looks like to me, the values given are perhaps 1/2 of the top speed in many cases. Is this to allow for NCM?
  20. Re: MegaScale with Tanks They are on a planet with a much lower tech level.
  21. Re: MegaScale with Tanks Sorry...I noticed I made a change.....The thread started about tanks...The characters actually have a Grav APC...which is just like the tank except it is a non-military version...It has a weaker plasma gun, no armor and is smaller.
  22. Re: MegaScale with Tanks Actually, they are! I kinda thought the same thing but there are anti-helicopter rounds http://www.inetres.com/gp/military/cv/weapon/M256.htm Here is the situation as i see it..... The fusion gun on the APC has a lot more range....as is stated .... shoot into orbit. The APC has much better OCV The APC can fly BUT The 120mm cannon does almost much more damage (8d6 vs 5d6) the Abrams is armored. The APC is not armored The APC has damage reduction...but against ENERGY WEAPONS
  23. Re: MegaScale with Tanks Hmmmmm........must do some reading. Thanks. Vehicle thing is new to me.
  24. I have a situation where I have two different technologies fighting it out...i am trying to get a feel for the balance. I have Traveller Hero and a Grav Tank has Megascale for its main weapons where 1"=1 kilometer. I just got the Hero Designer files for the TUV and it has an Abrams Battle tank but it has NO mega scale NOR psl's vs Range. What would be the best way to handle range with a tank? I would assume it should be getting better modifiers than a normal pistol?
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