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Earthson

HERO Member
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About Earthson

  • Birthday 05/21/1966

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Profile Information

  • Biography
    Long time HERO/Champions Player-GM, DIvorced Father of 1, Step dad of 3 more, Lifelong Cheesehead
  • Occupation
    Graduate Student

Earthson's Achievements

  1. Suggestion.. Take the Extra Time limit down to a -1/2 or -1/4, since this is a suit wouldn't a villian be able to rip parts of the suit off given a grab or a blow to the suit?
  2. On a second look... I'm not sure the EC is the problem... The activation for the Armor should be right out of the question, no limitation on that, I realise this might be a simulation on climbing into the battle suit but... The END Bat could have Extra Time to warm up, but still its not worth the weight of the limit given to it... Sensory Equipment and Life Support... Do these cost END? If so then the activation might be appropriate, letting the vacuum tubes warm up if you will, still I'd take some of the weight out of the limitation for the extra time...
  3. Creative Use of the Rules.. This would be your GM's problem but with the END battery you would run low after a turn or two and people would have a crack at you if you were surprized. Nothing too out of balance but those 4d6 RKA's would make me think twice...
  4. At a store near you I think I saw something like that the last time I was in Toy R Us
  5. Tunnels and Twelve Gauges Hero is the only system where you can balance firearms and traditional sword and sorcery fare, been running a campaign along those lines on and off for over ten years.
  6. How about 23 COM? I was thinking maybe her strength might need a tweak up too, women don't put on muscle mask in quite the same way as men and she handled a one handed sword pretty well. I have a character in my PBEM who is playing a rip off of John Candy's character. I think you did a good job on the disadvantages.
  7. The better to role play with my dear Although as a game master I like my share of blood baths, the 8 CON, 8 BODY wimps do make for a character who is much more inclined to talk their way out of a situation than hack and slash. More often than not they are also less than 10 STR too. Besides, then the player just needs to figure out a way to make the stronger and stupider do the dirty work for them.
  8. The beauty of HERO One thing I enjoy about playing Hero over D&D is the concept of STUN and a hit location table that doesn't guck things up too bad. A knight in full plate that has the snot beat out of him despite only have a few minor bruises is every bit as unconcious and exhausted as the poor sod who when into combat stark naked and was chopped to death, only less dead. I was watching a Scientific American Frontiers about midevil plate mail and knights were overcome by quanity of wounds not necisarrily shall we say "quality" of wounds. Lots of painful scratches and very few if any arrows right through the heart. Otherwise take inspiration from the Two Towers and let an orc have a bow that does 2d6 AP, plus a few skill levels. Or from D&D, remember rust monsters?
  9. Hmmmm.... Hmmmm.... Another positive step towards heavily armed and armored bipedal denzines of war becoming a reality.
  10. So what about PBEM? Farscape is one of the few shows I go out of my way to watch/tape. If anyone wanted to run a PBEM let me know, if they insisted on using the show characters I think I would like to play Rigel.
  11. My 2 Cents on blackpowder Here's another case where a lot more lead is being sent the way of the target and its the mass of the ball that is doing the damage not the speed at which its traveling. Round ball firearms do have a huge drop in accuracy as range increases, however there were civil war era weapons that did enjoy accuracy nearly par with early smokeless powder cartridge guns, a ball is easier to load and less likely to jam in the barrel. Hence making a .223, 50 or so grains going really fast, and the damage of a "slow" (try to outrun it) musket ball going at 400 or so grains, comparable.
  12. What about a body double test? I hear Saddam has all of these body doubles running around...
  13. Campaign Use of "Big" guns One of the best in game uses I have for the .50 BMG, in a custom load with a FMJ (3d6+1 APRKA) round is in what is affectionately referred to as a "Wizard Killer" used to take our renegade mages. (I have a campaign rule that limits the rPD/rED in any cast magic) Heck, you have to make "Watched by Guild" mean something as a disadvantage. I had a GM that used a similar weapon as a device in a low power superhero game that tested a few 20 point "Code Against Killings."
  14. Bigger may not be better The Danger International rules list pistols firing rounds of similar caliber as 2d6 with a 14 STR Min and I would assume that this round would probably be in the same leauge. I've found "pepping" up some of the numbers listed in the books to be helpful for reducing the number of low powered NPC's that manage to shoot back in segment 6 and to make PC's respect a thug who has the jump on them, although I try and keep the range limits of handguns in mind too. Handgun loads have a big heavy bullet being pushed by not as much powder for a shorter period of time (down a shorter barrel). Its the weight of the slug that gives a large caliber handgun its knockdown ability not the diameter, but this also give a slug a lot of drag. A .50 cal machine gun bullet has a lot more powder in the cartridge and a considerably longer barrel (heavier slug too if memory serves correctly but this increase in weight is more than offset by the powder load) hence why a .50 machine gun bullet is listed as 3d6 (+1) and can carry for a mile or so (add a few skill levels to hit anything though). That 5 round cylinder comes from the fat rounds too. I'd be curious to see how much of the muzzle velocity is left after 50 hexes.
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