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Banakles

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Everything posted by Banakles

  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).
  14. Not actually contributing to the thread topic, but here's an online app to create images of your favourite piece of hardware pimp my gun
  15. Thanks for the input guys... I am currently reworking military package deals, the frequent references to CQB training got me interested in how to define CQB itself and the training in game. So Teamwork, PS: CQB? and/or Tactics Perhaps some of the ranged manoeuvres from Gun-fu. I'd use the DC CQB penalties for weapon size (p.193), so maybe PSL's would be appropriate. Manoeuvres, CSLs and PSLs PER Checks "Use it or Lose it for the first phase", I like So from both your input I'm getting, (correct me if I'm wrong): CQB should be Use it or lose it for the first phase, requi
  16. Last session: We spent this session (only a few hours long as everyone was rather tired) transferring characters to hand written character sheets, as the players voiced their preference for hand written over computer printed character sheets, (they like to be able to write/erase on their character sheet) I have to agree here. So, no adventuring, but we sat down and went through their character sheets. I'd also added in the sectional armour option so we reworked their armour and figured out the coverage provided and protection provided. The players had not fully utilised their resource po
  17. I find repeated references to Close Quarters Battle in my reading, in some it is referred to in the same breath as unarmed self defence, bayonet drill or other techniques. DC has the option of applying a penalty to DEX for purposes of determining who shoots first, based on weapon length. The background reading on Commando Training (Fairbairn, Sykes etc.) describes methods of shooting on the move, unarmed combat, etc. Options I can think of for defining CQB: The DC optional Rule a KS and/or PS a variant of a particular martial art (Commando Training, Marine Corps Martial Arts Program, or
  18. Yes, sorry. SASR selection is open to all Army personnel, so add to whatever military package deals your character already has. I've opted to use the Hero Traveller templates as a basis for military packages, they need a little tweaking to make them contemporary and to provide some differentiation between each nations forces. Have also uploaded the HD package deal
  19. Version 1.1

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    This is an add on package deal like the other special forces package deals in DC. The SASR selection is open to all army personnel so add this to the basic military package deal or the equivalent. It is quite heavy in points, despite never having experienced the cadre course, I think it is a good representation of the SASR skill set. On the choice of martial arts, I've left it at Commando, despite the fact that the Australian Army teaches recruits Military Self Defence (MSD) (developed from the Marine Corps Martial Arts Program), A new development is an attempt to develop an "Integrated
  20. Ok have finally sorted out the SASR package deal, add it to the basic military package deal. SPECIAL AIR SERVICE REGIMENT (SASR) The Special Air Service Regiment is a special missions unit with unique capabilities within the Australian Defence Force. Operating under the motto 'Who Dares Wins' the Special Air Service Regiment (SASR) is a direct command unit of the Special Operations Command with a demanding role. SASR personnel are specially selected and highly trained to act with discretion and discipline in situations that may have national and strategic consequences. Personnel are req
  21. Here is my version of the Special Air Service Regiment Package Deal/Template add it to the basic military package deal. SPECIAL AIR SERVICE REGIMENT (SASR) The Special Air Service Regiment is a special missions unit with unique capabilities within the Australian Defence Force. Operating under the motto 'Who Dares Wins' the Special Air Service Regiment (SASR) is a direct command unit of the Special Operations Command with a demanding role. SASR personnel are specially selected and highly trained to act with discretion and discipline in situations that may have national and strategic c
  22. Security Guards in Australia are required to undertake a nationally standardised and accredited training course. Security Guards in Australia have no more powers than the average citizen, although the police are generally quite accommodating during situations where a security guard has detained an offender. Crowd Controllers (Bouncers) are required to undertake a crowd controllers course. Numerous other courses are available at various institutions, NSTA is one of these, and incidentally is directly responsible for getting training standardised across Australia. I just had a look at some o
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