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Banakles

HERO Member
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About Banakles

  • Rank
    Skilled Normal
  • Birthday 06/03/1965

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    Not Telling
  • Location
    Brisbane
  • Interests
    Everything
  • Biography
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  • Occupation
    Grandparent

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  1. So tempted just to play MERP or RM in Middle Earth and work on the Hero System version in my spare time.
  2. Had a character drop two arrows, break a bow string, then in frustration draw his sword and leap through the window to attack, only to get stuck in the window and have his right hand hacked off, while trying to extricate himself. Promptly surrendered after that. The bandit leader let him live, and walked away laughing his head off. The character spent the rest of his days as a left handed swordsman, who constantly hunted the wilds for that particular bandit. Never did find him. Generally played MERP over RM, we always loved the system, but as a standby or "let's have a break" system. The pl
  3. Well ... I was saying something like that. Given that they did not have immunity to all poisons, I was going to work with the theory that they were immune to some and arrive at a the number of those by dividing their MERP resistance bonus by 5 to determine that number, however I was going to allow the player to choose which poisons his charactzer was immune to. "Was" is the operative word because it was only a thought and I hadn't got much further with it than what you see typed here. Urlord's suggestion made far more sense to me, I just couldn't see it because of my unfamiliarity with Hero
  4. "Psions are the power of the individual formed into usable effects. This is in no way similar to Mentalism. Mentalism uses the Primal Essence within a person, while Psions uses the will of the person alone." --- Spell User's Companion p.8 Mental Defense would work against Psions and possibly some specific spell effects in the three realms of magic. From what I was reading, the racial bonuses for Essence, Channelling and Mentalism resistance apply to all magic effects from the particular realm of magic. Most races have some sort of resistance or vulnerability in this regard. While I c
  5. I got the Life Support Immunity to All Terrestrial Diseases wrong it is 5 points. Ok.. sorry I thought I mentioned that I am starting a Fantasy Hero game set in Middle Earth and I'm trying to figure out how to give the races the abilities they supposedly have in Middle Earth (according to MERP/RM). MERP lists two realms of magic: Essence and Channelling. Rolemaster introduced Mentalism as a third, and some MERP modules included it in creature and NPC descriptions afterwards. Quoted from the books: "THE REALM OF ESSENCE: The Essence is that which is common to all things, living and
  6. What do you guys think of Power Defense used as such: 4 Magic Resistance: Power Defense (8 points) (8 Active Points); Only Works Against Essence Magic Rare attack (-1) 4 Magic Resistance: Power Defense (8 points) (8 Active Points); Only Works Against Channelling Magic Rare attack (-1) 4 Magic Resistance: Power Defense (8 points) (8 Active Points); Only Works Against Mentalism Magic Rare attack (-1) I've gone with rare attack on the limitation because, overt use of magic is/was rare in Middle Earth except in cases of dire need, uncommon has the same cost, co
  7. Yeah that's what I ended up doing, the divide by 3 came from one of the RM books, can't remember which, the stat bonuses just seemed a bit high. Anyway I did up spreadsheet using the divide by 5 rule and others I found online or within the books themselves. And have generally got the racial stat mods worked out. I did a quick comparison with the converted stat modifiers and the stat mods given in RM4, and to convert RM4 to Hero (stat mods) simply divide by 2. For racial resistances to cold and heat, I chose to go with Life Support: Safe Environment, this way they are largely immune to the
  8. I like this setting. probably missed it, but have you given much thought to the Evil Overlords efforts to ensure control of his empire? Real world examples are readily available. Currency: Mint new coinage (the Overlord Gold Coin), pass laws banning the use of other forms of currency, including barter. Offer an amnesty period where old coins can be exchanged for new. Economy: Encourage the expansion of industries, particularly those producing war materials, at the expense of others, award Overlord contracts to particular businesses, encourage competition amongst bidders for these
  9. I am starting a Middle Earth Campaign for my group. We're all new to Hero System, and apparently they found the combination of a modern Dark Champions setting and a new rules system too complicated. So we've agreed to continue to learn HS but with a familiar setting, Middle Earth. I have gone through my Rolemaster and MERP books and worked up racial templates. There seems to be two rates of conversion for the stats and stat bonuses, divide by 3 and divide by 5, I opted for the latter. I took the Racial Quickness Bonus from RM and the average height for a race in MERP and applied them respect
  10. The game has been paused, for now. I noticed the players were not responding to messages in our DC FB group. So I asked if they were losing interest for some reason. Apparently they were having difficulties learning the Hero System Rules and with the setting. To them a modern setting is far too complicated to deal with when they have to learn a new set of rules. My suggestion was to switch to a familiar setting and keep using the Hero System, once the players are familiar with them we can revisit the DC campaign again. So the setting chosen was Middle Earth, so I'll be starting a new threa
  11. My son was a bouncer for several years in Brisbane and Ipswich, and according to him there were negotiations taking place with the Queensland Police Service and a particular security company (can't remember which), in regard to having security officers patrol the Brisbane CBD as first responders to nightclub incidents. Apparently the plan was for the security company to provide foot patrols equipped with pretty much the same gear a police officer was equipped with (excepting firearms and taser), they were to patrol the CBD and respond when a Nightclub called for assistance (a unified comm syst
  12. Maybe the TPP will change that. In the Kazei 5 timeline 2019 is the year Australia passes laws stating that "replicants are to be accorded all the same rights and privileges as natural born humans" p.310 Therefore they must have a work visa, be paid a fair wage and pay taxes. This was in an effort to stem the tide of replicants imported to work in the country. If the warnings about the TPP are true, then the corporation(s) importing replicants would be able sue the Australian Government for passing laws that interfere with corporate profit generation. Apparently one reason Australia
  13. Good advice Nolgroth, I'll ask them, I think they'll be happy for a bit of chaos. Cool, now all I have to do is a gazillion similar little packages for the other training programs out there (or maybe I'll wait on that).
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