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Shaft

HERO Member
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  • Birthday 09/24/1972

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  1. Re: Secret Agents/Danger International One-Shot Help Leverage uses good classes: The Grifter, the Hitter, the Hacker, the Thief and the Mastermind. In the Leverage game, you pick a primary class and then a secondary class. Hacker isn't limited to computer expertise: it's really a techie in general. Similarly, Mastermind isn't just a planner. It covers someone who is heavy on the knowledge skills, like an analyst, or someone with a good sense of tactics. What's interesting is the definitions you get when you start combining the roles: A Hitter Hacker would be a good wheelman, for example. A Mastermind hitter is a field commander. A Thief is a Ninja. A Grifter Mastermind is a Director, etc...
  2. Re: Cool Guns for your Games Is there a writeup for Holographic sights in any of the more recent source books? What kind of OCV bonus would they give? http://en.wikipedia.org/wiki/EOTech
  3. Re: Order of the Stick New one is up; with no fanfare for being number 700... http://www.giantitp.com/comics/oots0700.html
  4. Re: WWII Dark Reich Hero If you'rte looking for good ideas, GURPS has written an Alternate Earths supplement that includes a detailed timeline in which the Axis won WWII.
  5. Re: Order of the Stick Yeah, going over a week without an update... I guess Berlew's having some health issues. I hope he's okay.
  6. Re: Star-Trek-Gate-Wars 5 http://www.herogames.com/forums/showpost.php?p=1883213&postcount=9
  7. Re: Star-Trek-Gate-Wars 5 The set up for this is doable thanks to time travel, star gates, wormholes and parrallel universes. The Earths of Star Trek, Star Gate, Babylon 5 could all co-exist as mirror versions of one another, while the galaxy far, far away could be only be one galaxy away, in a different direction than the Andromedans, and still be far, far away. As for a long time ago, the worm hole that provides a shortcut between galaxies could traverse time as well as space. FarScape could be added too, with John Crichton having a twin brother in Star Gate Command. I think it would be interesting to run this as a "Crisis of Infinite Earths" in which parrallel Earths find their realities merging. Star Gate Command and Star Fleet could mix with minimal fuss while, the Interstellar Alliance would make an interesting addition to the United Federation of Planets. Vulcans would take very quickly to Jedi training (there is no emotion, there is only peace) and help to replenish their numbers and restore the fire that was extinguished from the galaxy. The Rangers would also be effective in that capacity. The UFP would probably throw its support behind the Rebel Alliance. Meanwhile, the Empire could help the Klingons restore their lost glory, and the Sebaceans would get along with Imperial humans- the two races are close enough that they might treat each other equally. Here are some more visuals: having a Mon Cal on the bridge of a Constitution class ship, with a Narn in charge of the security team; Scorpius getting command of the Death Star ("you may fire when ready"); Khan Noonian Singh battling Jabba the Hutt for control of the Out Rim's spice trade...
  8. Re: Alterate Timeline: 9-11 Averted In my Supers games, I usually make it that 9/11 was part of a bigger plot (simultaneous attacks in Washington DC, NY, LA, Chicago, London and other) involving two dozen or so planes, and that Superheroes and Superagencies stopped all of them except the ones that took out the towers, and possibly the one that crashed into the Pentagon. Viper or a similar super villain agency like SPECTRE or COBRA stands in for or is the backer behind Al Qu'aeda. I think it would be keeping with the genre to have at least one of the passengers on one of the planes be a superhero in his/her secret ID.
  9. Re: 5E To 6E Character Conversion Summary approved!
  10. Re: Rocksalt... ooh! ooh! All of the above!
  11. Re: Help naming a campaign Precedents
  12. Re: Villainess Romance Appeal? If Multi-girl has mixed feelings about her rejection, it might be interesting for her to split, good-Kirk and evil-Kirk style, with one version remaining cool about Harry's choice and leaning towards reforming outright (and possibly getting involved with another PC or NPC ally) while the other one, scorned and enraged, becomes a more malevolent villain. The additional twist is that each duplicate can still make 8 duplicates that share their respective motivations (an unexpected variation on stepping her up to 16 duplicates).
  13. Shaft

    Star Trek HERO

    Re: Star Trek HERO I've done some tweaking with the point levels: Crewman-Recruit: 50 base, 75 disads (125 total) Crewmen Apprentice: 65 base, 75 disads (140 total) Midshipmen/Crewmen: 80 base, 75 disads (155 total) Ensigns/Petty Officers, 3rd Class: 95 base, 75 disads (170 total) Lt jgs/Petty Officers, 2nd Class: 110 base,75 disads (185 total) Lts/Petty Officers, 1st Class: 125 base, 75 disads (200 total) Lt Cmdrs/Chief Petty Officers: 140 base,75 disads (215 total) Cmdrs/Senior Petty Officers: 155 base, 75 disads (230 total) Captains/Master Chief Petty Officers: 170 base, 75 disads (245 pts) Non-comm ranks are from Star Fleet Battles. Those are for NPCs(who in many cases may only have 50 points in disads if they are generic with onyl the Starfleet disads). PCs will be 230 pts, with the Captain being 260 pts since PCs tend to be the elite of the elite.
  14. Shaft

    Star Trek HERO

    Re: Star Trek HERO Equipment Phaser I: Multipower, 135-point reserve, all slots 32 Boostable Charges (+1/2) (202 Active Points); all slots OAF (Phaser Pistol; -1), Real Weapon (-1/4) Notes: Phaser II increaes charges to 125 and active cost to 270 1) Stun Setting: Energy Blast 8d6, Variable Special Effects (Limited Group of SFX; +1/4), No Normal Defense (Forcefield; +1), Variable Advantage (+1/2 Advantages; +1) (130 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4) 2) Wide Stun Setting: Energy Blast 7d6, Area Of Effect (22" Cone; +1), No range -1/2, Two-Dimensional (-1/4), No Normal Defense (Forcefield; +1), Variable Advantage (+1/2 Advantages; +1) (131 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4) 3) Heavy Stun Setting: Energy Blast 13d6, No Normal Defense (Forcefield; +1) (130 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4) 4) Kill: Killing Attack - Ranged 3d6, No Normal Defense (Forcefield; +1), Does BODY (+1) (135 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4) 5) Disintegrate: Killing Attack - Ranged 4d6+1, Continuous (+1) (130 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4) 6) Overload: Killing Attack - Ranged 7d6, Explosion (+1/2), Nonselective Target (-1/4) (131 Active Points); 1 Charge which Never Recovers (-4), OAF (Phaser Pistol; -1), Extra Time (1 Minute, Only to Activate, -3/4), No Range (-1/2), Lockout (-1/2), Real Weapon (-1/4) Tricorder 1) EM sensors: Radio Perception/Transmission (Radio Group), Telescopic: +10 (15 Active Points); OAF (Tricorder; -1) 2) Detect Lifeforms 16- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Telescopic: +6 (27 Active Points); OAF (Tricorder; -1) 3) Detect Physical Properties 16- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic: +6 (32 Active Points); OAF (Tricorder; -1) Communicator: Radio Perception/Transmission (Radio Group), Telescopic: +10 (15 Active Points); OAF (Communicator; -1) 0
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