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nanniemouse

HERO Member
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Everything posted by nanniemouse

  1. Re: Pulp Hero Everyman skills? Try amazon.com for Justice Inc. I just bought it for 19.99 and they have one for 59.99. They might get more in time.
  2. Re: Getting the “Pulp Feel” with Hero Okay, what is it you want? Maybe you could come up with an alternate system for those part of the Hero system that you find problematic. Nothing is written in stone and new ideas could help us all. Start with dog fighting. What do you need to make it feel right? Pulp is no more scientifically accurate than comics, so maybe you just need to build on the "Super" dogfight ideas. If not, a separate combat system could be designed for air combat. It's time consuming, but it might help you break your block. If you can't find the perfect system perfect one yourself!
  3. Re: Getting the “Pulp Feel” with Hero The biggest problem with the "feel" of my game is the fact that most of the players didn't really know Pulp. The players that do actively keep the feeling going. It's more an attitude than mechanics. If the Players and the GM are working together it works. . I like "Heroic Action Points". Yeah, it takes a moment to decide if they are going to use their precious points, but the players take more risks when they have a safety net (although their luck does run out). It creates situations where they go like gangbusters at the beginning of a session, but start having difficulties at the end if they were too liberal with their points. It spurs tension and creativity. I find charts with speed, con, and dex as well as body and stun are useful to keep combat moving. I just run my finger down the page and tell the player when it's his turn rather than make the players figure out who goes next. If I have their defences on the list, I can just say" You've taken 20 stun and are stunned" rather than giving them their damage and waiting for them to do the math. Plastic page protectors and transparency pens make it easy to note damage and changes as we go. It seems to be more a case of organization than actual mechanics for my group. I still have some problems with some of the mechanics I am not as familiar with, but I am going through the characters and making notes of any rules I need to keep in mind for their individual abilities. Charts of various combat maneuvers and modifiers help. I find the more prepared the GM is, the less problems there are with the "mechanics". Kathleen
  4. Re: An A-team for the 21st Century If the you want to run an A-Team world, the first thing ou have to do is remember that the series had severe continuity problems. So pick your reality and stick with it. I have always seen The A-Team as pulp characters, so "Pulp Hero" is probably the way to go. I would see it as a "period piece" and stay in the 80's. Just because it's recent history it doesn't mean it's not a "period". Besides the distance in time will make the basic unreality of the basic world less harsh. I figure, if you like the source material enough to use it why change it too drastically. The non-lethal gun play and explosions can be recreated with creative use of Heroic Talents and Heroic Action Points. If all of the players understand the tongue in cheek attitude and humor you are after, you should be able to recreate The Team. Ground rules on the Laws of A-Team Physics might be a good idea. Just explain carefully and let them know that rules lawyers are the first against the wall. Pulp is meant to be outlandish.
  5. Re: Pulp A-team Hi. I'm new around here, but I have been playing around with the A-Team as pulp for a while. None of the others in my group are A-Team fans, so I've never used any of these ideas. The truth is, guns do kill in the A-Team universe. All four of the major characters got seriously injured during the series and toward the end they had killed off General Fulbright, and a couple of the bad guys in “The Spy Who Mugged Me” (well, the bad guys got them). The Team just didn’t want to kill. I would handle it with A Heroic Talent all their own. Say a +20 presence only for convincing the villains to give up , with bonuses for explosions and cool looking contraptions. Maybe give a bonus when all four are working together., Most of the slime balls would be average anyway, so it wouldn’t take much Give the baddies some luck, only for escaping death Skill levels against inanimate objects could work for those tire blowing, flip three times and land on the hood moments.. Just make sure the players know not to shoot to kill and you should be fine. It’s not the mechanics that makes pulp, it’s the attitude.
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