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Adventus

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Everything posted by Adventus

  1. Re: Interstellar drive You are an evil bastich. Now I have to rent the movie and write the adventure thanks a lot
  2. What do you use for interstellar drive in your campaigns? I am not looking for stats. Those are easy. I am looking for descriptions and the effect they have on the campaign setting. In my campaign there are 4-5 different drives. 1. Imperial Warp Drive. 2. Federation Warp Drive. 3. Stutterwarp Drive. 4. Hyperspace Drive or Jump Drive. 5. True Hyperspace Drive. In my campaign, the lightspeed barrier still exists. The drives are based on the current idea that our entire universe is a bubble in 5th dimensional space/reality (hereafter refered to as S/R). The main thing about this is that our 4th dimensional bodies and minds cannot deal with 5th dimensional S/R. If your body isn't shielded from 5th dimensional S/R, it will turn to goo. If your mind isn't shielded, you will go insane. The first 2 drives ride the interface between our 4th dimensional space/time (hereafter refered to as S/T) and 5th dimensional S/R. The main difference between these 2 drives is the shielding. The Imperial Warp Drive uses electromagnetic shielding to protect the people on the ship. This shielding is only partially effective, requiring the crew to wear induction helmets which reinforces their brain patterns to prevent insanity. The Federation Warp drive uses Gravitic shielding which is very effective beacause gravity still works in 5th dimensional S/R. This shielding gets rid of the need for induction helmets for the crew. The speed of these drives depends directly on the skill of the pilot. He has to be directly plugged into the ship. Piloting these ships is called "Surfing the Interface". The time from Star to star can be measured in months, even years. You can engage in combat while using these 3 The StutterWarp drive works by popping into 5th dimensional S/R for an instant and back. The shielding at this point can only deal with 5d S/R for a few millionith of a second before it starts to degrade. this does have the side effect of decreasing the amount of time to travel from star to star to weeks, even months. You can engage in combat while using these 3 drives. Hyperspace Drive or Jump Drive. these drives work by entering 5d S/R on a specific trajectory. The ship cannot change its heading once the drive is engaged. And the drive can't be disengaged until you get to your destination. Total transit time is 7? days. The question mark deals with the fact 7 days pass onboard the ship. However, 4-10 days will pass for the 4d S/T. The scientists are working on this to figure out why this happens. Combat cannot be done while using this drive as each ship is in its own bubble of 4d S/T. True Hyperspace Drive. This Drive is about to be rediscovered. It works by going into 5D S/R. The program controlling the shielding has errors in it that allow the ship to navigate while in 5d S/R in relation to our 4d S/T. Until weapons are developed that work in 5d S/R, combat won't be happening. The scientist who developed this drive, escaped on the first ship that used it, The Excalibur. This ship is about to be rediscovered, 1500 years later, still operational but needing a few repairs. Eventually this drive will allow travel to alternate universes. A side effect of these drives is a reactionless interplanetary drive to allow quick travel to other planets.
  3. Re: Interstellar communications Yes, they can go to other galaxies. Usually what happens is they build Hyper-Probe which are the size of a large shuttle. They bounce there and do a quick fly-thru of the system whith scanners going. Then it bounces out to a new system. rinse and repeat.
  4. Re: Standard Adventurers Pack Then put it in FHG2.
  5. Re: Standard Adventurers Pack bump
  6. Re: Sleeper Ships I like this Idea. steal steal steal steal You rock Major Tom. I hope you find your way back to earth.
  7. Re: Super Skills I would suggest looking at the article in the 2nd hero almanac from 4th edition.
  8. Re: Interstellar communications It has a fixed travel duration no matter the distance. It is traveling the higher dimensions which are extremely short. Most of the 3 days are getting to the transit point. They can only enter hyperspace a sufficient distance from a gravity source.
  9. In my campaign, before warp drive was discovered people traveled by sleeper ships. Thousands of people sleeping away the centuries while traveling to their worlds. Most of these ships were lost. It is now 1400 years later. These ships are now starting to be rediscovered. The governments are waking the people in small groups to acclimate them to the universe they have woken up into. I would like the name of a group who believes that all of the sleepers should be woken up as quickly as possible. I am picturing something on the order of college students with a purpose and little real world experience, more money than brains. They have organized and are making themselves heard. Like some of the people who break into labs to free the animals, ignoring the result of unleashing an animal, used in viral testing, loose upon the world. They think they are helping them. When, in reality, they are making a bad situation worse. A group that really won't be a threat unless they get a very GOOD leader. I plan on having them break into the ship and steal a bunch of sleepers in suspended animation and wake them up. This is where they will make their big mistake. They will wake up that leader they didn't know that they needed. Unfortunately, he is evil thru and thru. He will turn them into his private army of fanatics. He will be the enemy for the players when they are awakened.
  10. What do you use for interstellar communications in your campaigns? I am not looking for stats. Those are easy. I am looking for descriptions and the effect they have on the campaign setting. In my campaign, there is no hyperspace radio. You can't talk to somebody in another star system in real time. Interstellar communications is done via the Hyper-torp. It is basically a missile with memory chips installed instead of explosives. It takes 3 days to travel either way. Nothing organic can survive the trip. It would come out as pre-protoplasmic goo, only usable by genetic researchers as a growth medium. They generally have a small cavity you can put items to send to another person. They also have a transmitter that goes off when they arrive to let people know that it is out there. This means you have to operate mainly on your own, without guidance from HQ. This means that Military units operate with a high level of autonomy. This can make for some very interesting adventures. It also makes needing a decision from HQ take a very long time.
  11. Re: Superhero Images RP, You need to work on the empty hand. The edge of it disappears into the background. Other than that,COOL
  12. Re: Modern Weapons? To go with this book, I would also recommend More Guns. It is a companion book with about 200 weapons statted out for you, from caveman to the future.
  13. Re: Silliest Disadvantage Ever I actually had a character with a disad similar to this. His was: Accidental Change: to hero when in situation needing a hero. His powers were mostly OIHID. The problem was his defenses were a suit of Armor that was designed to look like a suit of power armor. All it did was enhance his powers and give him defenses. It had to be put on manually as it wasn't part of the powers he got from the "aliens". This really makes going to the bank interestiing. If he is in the bank when a supervillian tries to rob it. he has to roll his dice to see if he changes, right there in front of everybody.
  14. While looking at a sight for rolemaster, I ran across this article. I thought Herodom might find it useful. Standard Adventurer's Pack
  15. Re: OIHID & Focus : Mutually Exclusive? I actually had a character who had both on some powers. He had to change into his super id to use his powers. He also had a suit of armor he wore to protect himself and enhance his powers. I bought part of his EB, Flight and Flash with both limitations. I explained it as his armor enhances his powers. He doesn't get the enhancement if he doesn't have the armor. He can't use the enhancement unless he is in super form.
  16. I know this gm who has been running a d&d campaign for 20 years. The highest level character is 8th. This character has been in the campaign since the beginning. He has killed dragons, fought Gods, and most of the powerful monsters in Ad&D. He also liked to have as many players as possible. I am not talking 8-10 players, but more like 16. H e also liked to have powerful NPCs save the party. The weird thing is that with a small group he is a phenomonal GM.
  17. I actually had a Hero Unlimited campaign built around Null N Void. Null had Negate super powers and alter facial features. Void had chamelon, nightstalking and extraodinary vision, and was trained as a sniper. N or Negate was their little sister with Kinetic control powers and negative matter. Their schtick was that Nul would shake the Superbeings hand and Negate their powers. when the Super realized his ppowers didn't work Void would shoot him or her. Null would dissappear into the crowd. They had worked together for several years before they realized it. Their little sister found out and insisted on joining their team. As she could kick both their butts, they let her. They were a vicious team together. They were a Superbing assassin Team.
  18. Are you the GM? And your players are on their way over? And you have no campaign ready? Here is your answer Worlds In The Net A collection of campaign settings for your use. Many of these are extremely well done.
  19. He would also have Summon Superheo. He would have the ability to summon The superheroes form commercials to fight on his side. Like Trojan Man. He would need The item to summon them, of course.
  20. This is a person who gets his powers from items. For example if he drinks Redbull he gets wings and can fly. If he puts on air jordans he can play like Mike. Basically, He can do the things they show in the commercials. He goes to the the Bahamas, he can jump from island to island. How would you write up this character? And what would his costume look like? This will be an exercise in fun!?!?!
  21. I have come up with some Questions that I am drawing a blank on answering. 1. When and how was the Artifact found? 2. What happened to the person who found it? 3. Why hasn't the government kept this Artifact under a cloak of secrecy? 4. Why does everybody know about it? 5. Why does the Government run the Lottery instead of just sending its own people thru the Artifact? 6. Is everybody allowed to play the Lottery? 7. What form does the Lottery take? I would appreciate some help here. :confused: :confused:
  22. I have an entire campaign planned to run. In the early 80's, a rift was torn in space/time by a well intentioned hero. He saved about 50 people by doing this. They were scattered across the multiverse. He has been unable to close the rift since then. He has discovered that to close the rift permanently, Those people would have to be retrieved. This is were the players come in. They will be doing the retrieval.
  23. I am still looking for suggestions on the type of government the world would have. Would it be an evil one or more beneficial? What effect would the lottery have on the world? Would our freedoms be limited by the lottery?
  24. I really like this idea. This is kind of what I was thinking of for the world. There is a world government. The superbeings are created and handled by the Superpowered department, a division of the DOD. They have a complete list of superpowered beings. They tried to create their own army of superbeings but something in the process backfired creating a group of anti-heroes to stop the Government. Something in the process keeps a balance of power in the superpowered world between the heroes and villians. This is not public knowledge. They covered it up and appointed a very serious and upstanding person to head the organization. This would be a great beginning of the campaign. The villians have upset the balance of power. The players are created to restore the balance of power in the world. They have to keep the secret afterwards to conceal the fact that villians have to be created or the artifact will create them and they will be more powerful.
  25. Yes, you have won the lottery!! You get to be a superbeing. It is up to you to decide if you will be a hero or villian. The price? You must give up your old life forever and embrace being a superbeing. You will be entering a new world of danger and excitement. This is your responsibility as a Citizen. What kind of world would exist that would allow this to happen? How would you get these superpowers? How many superbeings are ther in the world? Do all superbeings have superpowers? What would cause this to happen? I would like herodom's help to flesh out this campaign idea. It sound like a neat origin for a group of heroes. The idea is that most people will embrace the idea of being a superbeing. A few won't, but they won so they willhave to get the powers.
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