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jguerin

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  1. Re: STAR HERO: STAR FRONTIERS At Dun Dra Con in 2002 there was a lot of anticipation about the new book. An offhand remark by Steve Long in response to an online query has made its way into popular Hero culture. The question was, "What will we call the new book?" Steve's response was, "Well, I figured they could still call it BBB, for "Big Black Book." Or maybe GL, for "Green Lantern," our code name for that color scheme around the office. But heck, you can call it "Fred" for all I care, provided you buy one! " Some wit on the Hero Games discussion boards turned this into "Fifth Rules Edition" or FREd, and the name has stuck. Fans walked around the convention with T Shirts saying, "I want my FREd", or buttons with the Hero Hexman and "Got FRED?" And now you know...
  2. Has anyone converted the Star Fronters Basic Equipement list to FReD format yet? I'm about to tackle this project but I though it would be best to see if anyone else has started this before I duplicate anyones efforts?
  3. oh one more thing..very important..if you want to keep the Miniature Star Ship battle feel of Star Frontiers..go back to the Original Star Hero combat system..with a few modifications it can quickly resemble the old Night Hawks system for Star Frontiers.
  4. Not that difficult...basically I've plagiarized and ripped off most of TSR Star Frontier campaign information and converted it to Hero format. I've taken the Race Kits in the Star Frontiers discussion channel and applied them, than I converted the star ship construction rules to conform more to HERO system, so far I've converted the assault scout, frigates, frighters, and corvettes. I'm working on Sathar ships and UPF ships next. Eventually I'd like to do the space stations as well. I will be converting all the ship weapons and ship defense's to a HERO format as well. Next create basic occupation kits to reprsenet the PSA and SSA from Star Frontiers Once all of this is done you've got the basics, you can take the Star Frontiers Modules and run them in Star Hero.
  5. Race Kit: Sathar Sathar (plural: Sathar, singular: It) -3 pts___-1 DEX -1 pt____-1 INT +2 pts___+2 PRE +4 pts___+2 EGO 6 pts____Enhanced Perception: 240 degree perception, all sight: Inherent (+1/4) 5 pts____Extra Limbs: Lifting appendages: Inherent (+1/4), Only for lifting or striking, no fine manipulation (-1/4) 6 pts____Life Support: Immunity to anything attacking central nervous system: Inherent (+1/4) 8 pts____Life Support: Self Contained Breathing: Inherent (+1/4), Still needs air to breathe (-1/2) 9 pts____Mind Control: 2d6 Mind Control: Cumulative (+1/2), 8x Maximum: up to 96 (+3/4), Can use through real-time video/audio communications devices (+1), Hypnosis effects only (-1/2), Concentrate: 1/2 DCV while speaking (-1/2), Extra Time: 1 Minute (-1 1/2) -20 pts__Physical Limitation: Destroy all non-Sathar and non-slave sentients (frequent, fully) -20 pts__Reputation: Xenophobic killers on 14- (almost always, extreme) -10 pts__Physical Limitation: Sathar (infrequent, slight) Total Cost: -14 points Explanation: Because Sathar have two pupils in each eye and because their eyes are set on each side of their head, Sathar have a much wider angle of vision than most other races. This must be taken into account when trying to sneak around Sathar. One of the things that always drove me crazy in the Star Frontiers books and adventures is the way artists draw Sathar. The written description very clearly states that they only move by slithering and that they rise up by coiling the rear 2 meters of their body, and then every picture shows Sathar using their heavier limbs as legs. Although it is possible for Sathar to use their lifting arms to support their bodies, it would be much like us walking on our hands, dragging our legs behind us. The heavier limbs are for lifting or striking with, not for supporting their bodies with. The two Life Support powers were the best I could do to represent the Sathar immunity to Doze Grenades and Electro-Stunners. It also made a lot of sense for an annelid-like race (worm-like) to not breathe the normal way and not to have a central nervous system. Sathar do have lungs, and do need to breathe, but their lungs are able to extract needed gasses from any air without being effected by any poison in the air. All substances and attacks that work by effecting the central nervous system (including Electro-Stunners, which attack the nerves, but not electrical attacks, which burn the target) will not affect a Sathar. (Note that Martial Art Nerve Strikes will not work against Sathar.) Note that these abilities are not known as fact by most individuals in the Frontier. Autopsies hint at the Sathar lung capacity, and the lack of a central nervous system is well-known among Frontier scientists and Star Law, but not among the general public. The Sathar ability to hypnotize a subject by speaking to them is well-known. A Sathar will take about 5 minutes of speaking to be able to affect the average target. (An average roll of 7 points, once per minute for 5 minutes brings the total to 35, which is EGO+20 for almost all individuals, which is very close to the time and amounts given in the Star Frontiers description.) Note that according to Cumulative rules and Mental Powers, the Mind Control does not take affect until the needed level has been reached, so it must be determined before the Sathar even starts speaking to the target. Using standard Mind Control rules, a Sathar must speak in a shared language with the target. A polyvox is not usable, the commands and conversation must be given in the Sathar’s voice, inflection and words. The words of the Sathar will be calming to all listeners, and the instructions will be obvious to anyone else listening to the Hypnosis attempt. Note that the Hypnotism still requires the Sathar to expend additional END. If the GM is using Long Term Endurance rules, this END cost should be considered Long Term Endurance. (Yes, this means that Hypnotism takes a lot out of the Sathar - not all energy expenditure is obvious.) Sathar are specifically allowed to ignore the standard LOS rules (BBB on pages 78 and 79). Sathar are able to hypnotize others through vidscreens and other communication devices that allow both sight and sound to be exchanged in addition to face-to-face circumstances. A Sathar cannot record a speech and hypnotize anyone because part of the ability relies on the Sathar’s ability to read the body language of the target. Sathar are given a +1 Advantage specifically for this ability, but I would not recommend that GMs allow this Advantage to be allowed in any other campaign. Because the Characteristics are defined as Powers, a Sathar effectively has a maximum DEX of 19, INT of 19, PRE of 22, and EGO of 22. Sathar are able to slither and swim as quickly as Humans. The Sathar Xenophobia is bought as a Physical Limitation because a Sathar cannot overcome this through will-power, nor can a Sathar be Mind Controlled or Hypnotized to act differently. It is listed as only frequent because Sathar do not instantly kill all sentients – after all, slaves have to be convinced of the wisdom of the Sathar way, not killed before they become slaves. The Sathar lack of legs is part of the Sathar Physical Limitation. Sathar cannot perform a running leap because of the way they move – on their bellies. By coiling up, a Sathar can perform a standing leap, but when moving there is not enough spring in their body to leap at all. To make up for this, Sathar have two lifting appendages and two manipulatory appendages. The lifting appendages have no digits, only large pads that can fold around objects to grip and lift. The manipulatory arms have four digits, but because these arms are slimmer and weaker they are not suited for lifting heavy objects. Sathar can only use STR-5 with their manipulatory arms, but full STR with their lifting appendages. I almost did not give Sathar a Reputation Disadvantage, as races that have not come into contact with Sathar or the Frontier would not recognize Sathar as being genocidal xenophobes. Since all Sathar so far encountered are genocidal xenophobes, however, I figured that some kind of Disadvantage is appropriate.
  6. Race Kit: Yazarian Here is his Yazarian: Yazarian (plural: Yazarians, singular: He or She) -2 pts___-2 STR -4 pts___-2 CON +1 pt____+1 INT +3 pts___+1 DEX 3 pts____+1 Skill Level w/Climbing, Acrobatics, Breakfall 5 pts____Extra Limbs: Prehensile feet: Inherent (+1/4), No Actual Additional Limbs (-1/4) 1 pt_____Familiarity with Battle Rage (Based on EGO, 3/2) 5 pts____+2 OCV Levels (5 pt levels): Costs Endurance (-1/2), Requires Battle Rage Skill Roll to activate (-1/2) 2 pts____+5 STR: Costs 2x Endurance (-1/2), Linked to +2 OCV Levels (-1/2) 3 pts____5†Gliding: Inherent (+1/4), Effected by Gravity (-1/2), Must lose at least 1†per phase regardless of gravity/updrafts, etc (-1/4) 5 pts____Enhanced Perception: +4 Sight Group: Only to counter darkness modifiers (-1/2) -10 pts__Physical Limitation: Light Sensitive (frequent/great) 0 pts____Physical Limitation: Yazarian 0 pts____Social Limitation: Battle Rage (occasional, minor, not limiting in some cultures) 0 pts____Social Limitation: Life Enemy (occasional, minor, not limiting in some cultures) 0 pts____Lifespan: 140 years, Fully active until 105. First Age Disadvantage at 70 years (40+ Disadvantage from rules), Second at 105 years (60+ Disadvantage from rules). Total: 12 points Explanation: Having developed from an arboreal race, Yazarians are naturally able climbers and tumblers. They are able to use their feet, which also have opposable toes, allowing them to be used as ably as hands by Yazarians. The Extra Limbs power represents the fact that their legs and feet can be used like arms and hands, but because they do not actually have additional limbs (only 4 limbs total), a small Limitation is applied. Yazarians are able to enter a Battle Rage. This focuses their attention and greatly increases their STR. The focused attention is represented by OCV Levels. These levels can only be used for OCV, but can be used for all attacks, ranged or melee. (A DCV level vs. All attacks is only 5 points, so an OCV level with all attacks should also be 5 points.) The actual ability to enter Battle Rage comes from an EGO-based skill. It starts as a Familiarity, but can be bought up to full and increased normally. (1 point for Familiarity, +2 points for full EGO roll, +2 points for each additional +1 to EGO roll.) Remember that Yazarians must take a mandatory –1 to the roll (for the OCV Levels) to activate it. Because the additional STR is Linked to the OCV Levels, it is not necessary to make a Battle Rage skill roll to activate it once the OCV Levels have been activated. Battle Rage lasts until the Yazarian has been out of combat for a full 5 minutes, or until the Yazarian passes out from loss of END. Note that 1 END per phase must be spent on the Battle Rage. In combat, this can add up rather quickly and result in the Yazarian passing out before the combat is actually over. Yazarians have flaps of skin that go from their wrists to the side of their chest, hips, knees, and then ankles. Under certain circumstances, they are able to use these flaps to Glide. The Yazarian can not be suffering any DCV penalty because of Encumbrance (see p 250 in the BBB) in order to Glide. If they are Encumbered in any way, the Gliding does not work and they just Fall. (Generally a bad thing.) The Yazarian must also start at least 5†above ground in order to Glide. Gliding is also affected by gravity as follows: ____________Max Glide Distance______Drop per phase 0.6G______________75â€___________________1†0.7G______________50â€___________________2†0.8G______________25â€___________________3†0.9G______________10â€___________________4†1.0G______________5â€____________________5†Yazarians cannot Glide at all in gravities above 1.0 or below 0.6. (Note that Yazarians’ native gravity is about 0.8.) Because the extra Characteristics are defined as Powers, a Yazarian effectively has a maximum STR of 18, CON of 18, INT of 21, DEX of 21, END of 46, and STUN of 48. Yazarians are able to see in almost anything short of total darkness, as they were originally nocturnal hunters. This also results in Yazarians being very sensitive to light. They must wear dark goggles in any but the dimmest light. If the ambient light modifiers are –3 or worse, Yazarians suffer no difficulties without their goggles. If the light modifiers are –2 or –1, Yazarians suffer a –2 to all combat values (OCV and DCV) and any skills that require the Yazarian to look at something in order to succeed at the skill. If the light values are +0 or +1, Yazarians suffer a –4 to all combat values and skills as above. If it is so bright that there is any light modifier at +2 or better, Yazarians are blind and must keep their eyes tightly closed. They are blind and can only use non-targeting senses (Hearing) in combat. This is represented by the Physical Limitation. Because Yazarian Sun Goggles are available at every civilized planet, and because these Goggles are strapped fairly securely on around the Yazarian’s head, this Limitation is only worth 10 points. Yazarians have more 0 point Disadvantages than any other race. The Physical Disadvantage for their body shape is because of their Gliding Flaps. These interfere with clothing and many Human-built items. However, the longer fingers with their extra knuckle allow Yazarians to reach in and manipulate switches and objects in smaller openings than other races. The two Social Limitations are similar to Reputations, but are better described as Limitations that are not limiting in some cultures. In this case, the Social Limitation for Battle Rage is not a limitation among Yazarian worlds. The Social Limitation for Life Enemy is not appropriate on Yazarian and Vrusk worlds (because the Vrusk actually respect the Yazarian custom of choosing a Life Enemy). The Battle Rage Limitation affects how other races react to Yazarians. Generally, Yazarians are thought of as being short-tempered, dangerous, berzerking combatants. This is not the actual trust, Yazarians are no more likely to get enraged and use Battle Rage randomly than anyone else is inclined to randomly attack people that are rude to them on the slideway. The Life Enemy Limitation comes from the Yazarian custom of choosing a specific enemy to conquer. This can be a person, organization, disease, or whatever. The Yazarian will then use all of his resources to overcome that enemy. Some Yazarians never choose a Life Enemy, but most do. The more difficult it is to overcome a particular Life Enemy, the more respect that Yazarian will receive from other Yazarians. This custom causes some to be wary around Yazarians just in case they are chosen as the Life Enemy.
  7. Race Kit: Vrusk Now for the real Vrusk: Vrusk (plural: Vrusk, singular: He or She) -1 pt____-1 STR -2 pts___-1 BODY +3 pts___+1 DEX 1 pt_____+1 Smell Perception 5 pts____Extra Limbs – 8 legs: Inherent (+1/4), Limited Manipulation (-1/4) 9 pts____Full Ambidexterity 1 pt_____Familiarity with Analyze:Social Interactions 8 pts____Clinging at STR+9: Inherent (+1/4), Only to stabilize or help climbing (-1) 4 pts____1 rPD, 1 rED Armor – Carapace (hard shelled exoskeleton): Inherent (+1/4) 4 pts____+2†Running (12†Racial Maximum) -2 pts___-2†Swimming (3†Racial Maximum) -15 pts__Physical Limitation: Vrusk (frequent/great) 0 pts____Lifespan: 175 years, Fully active until 125. First Age Disadvantage at 90 years (40+ Disadvantage from rules), Second at 125 years (60+ Disadvantage from rules). Total: 15 points Explanation: Vrusk can use their extra legs to stabilize themselves when walking on slippery surfaces or even when being pushed over. They can use their full Clinging STR to resist being pushed over or Shoved as a zero-phase action, or the GM may decide that a Vrusk can only be taken off his or her feet by physically lifting the Vrusk and throwing him or her down. Vrusk can also use their Clinging STR in a complimentary skill roll to assist Climbing skill rolls (instead of a basic STR roll as complimentary). Example: A Vrusk with STR 10 is figured to have STR 19 for purposes of a complimentary roll for Climbing any surface or ladder where their legs would be helpful. (19/5+9 = 13- instead of 10/5+9 = 11-.) This may or may not apply for flexible climbing tools, depending on the environment. A rope that is waving in the breeze may be hard for a Vrusk to grab with all eight legs and the extra STR would not apply in that situation. In fact, that may be a situation where the Vrusk suffers a Climbing penalty, which is covered by the Physical Limitation. I feel that this is best represented by Clinging with a fairly substantial Limitation. I have made use of the new Analyze skill to represent the Vrusk Comprehension ability. This skill allows a Vrusk to figure out what is going on between two or more people from their body language and other non-verbal clues. Note that this should not be used by the player as the ability to read thoughts, just the ability to get a general idea about what is happening. The example given in Star Frontiers had a Vrusk following someone into a bar. When the Human being followed gets together with another Human and they both look quickly at the Vrusk following, the GM allows the Vrusk roll to realize (or not) that the Human being followed has just arranged for the Vrusk to meet up with the second human and a few of his friends in a dark alley later that evening. (Well, the Vrusk realized that the Human he was following realized it, and was probably arranging something to do with him.) Because the extra Running and Characteristics are defined as Powers, a Vrusk effectively has a maximum STR of 19, BODY of 19, DEX of 21, STUN of 49, and 12†of Running. Note that Vrusk start with no swimming. Because Vrusk do not naturally float, it is the very rare Vrusk that ever tries to learn how to swim in the first place. The armour comes from the hard shell that covers all parts of a Vrusk’s body. It is not hard enough to stop most damage, although small darts and insects cannot get through the surface. (Neither can the thorns on most plants, which makes walking through the bushes fairly painless.) Their shell is not actually full coverage. GMs can allow attacks to bypass the armour completely if the attack roll succeeds by 10 or more. (-10 OCV to deliberately strike the few joints and spots not covered by the hard carapace.) The Physical Limitation comes from the way a Vrusk’s body is designed. Because they are covered by a hard carapace, a Vrusk is not able to bend his or her body at any point except at a specific joint. This may make squeezing through narrow areas or maneuvering into a tight spot impossible. In addition, Vrusk breath through small nostrils directly under their eight legs. This makes unobtrusively protecting against gases difficult (a gas mask would be more like a body suit covering their torso below the waist). It also makes swimming in any manner except on their back difficult. (Note that Swimming has also been reduced to represent this.) Because of the odd make-up of Vrusk hands, they are not able to use normal human and Yazarian equipment (which generally requires an opposable thumb, and which a Dralasite can fake). Some equipment is usable by all races (keyboards, simple large handled gripping tools like hammers, etc.), but ranged weapons and some other equipment pretty much has to be specifically made for Vrusk. (As an example, use only your thumb, pinkie finger, and index finger to hold or manipulate things. This gives you an idea of how things would have to be shaped for a hand that has fingers set equally around a circular palm.) This is also included in the Physical Limitation. In addition, because a Vrusk is covered by a hard-shelled exoskeleton, they make slight clicking and rattling sounds when they move. Unless a Vrusk is holding completely still (using the Concealment skill), they suffer a +1 to other’s Hearing Perception roll to sense. Even when a Vrusk uses Stealth, anyone trying to sense them receives a +1 only for Hearing Perception rolls. This is also included in the Physical Limitation. On the other hand, because a Vrusk breathes through many nostrils spread throughout their abdomen, they make no sound when breathing unless the Vrusk has just been doing some strenuous exercise and is panting/gasping. Vrusk’s shoulders (and only their shoulders) are double-jointed. This is a very minor ability (yes, they can reach any area on their back, but they still can’t shoot directly backwards because their head does not turn completely around), and I did not feel that it is worth any points, but instead allowed it to be a part of the Physical Limitation.
  8. Race Kit: Dralasites Take Two: Dralasite (plural: Dralasites, singular: It) 1 pt_____+1 STR 2 pts____+1 CON -3 pts___-1 DEX 2 pts____Extra limbs: Limited to Dex/2 (-1/2), Extra Time: 5 minutes to activate, use freely afterwards (-1) 5 pts____Contortionist at DEX + 1 5 pts____Discriminatory Smell 10 pts___Tracking Scent 5 pts____Detect Lie -2 pts___-1" Running (9" Racial maximum) -1 pt____-1†Swimming (4†Racial maximum) -10 pts__Physical Limitation - Only see in black and white (infrequent/great) 5 pts____Physical Limitation - Dralasite 0 pts____Lifespan: 250 years, Fully active until 200. First Age Disadvantage at 150 years (40+ Disadvantage from rules), Second at 200 years (60+ Disadvantage from rules). Total Cost: 14 points Explanation: The Dralasite Contortionist skill is used to imitate their elasticity instead of playing around with powers because I feel that this best represents their ability to adjust and mold their shape around. They cannot seep through minuscule cracks (no hole smaller than their largest internal organ, which I seem to remember being stated as 10 centimeters) so a limited form of Desolidification seems to be out. YMMV In addition, although a Dralasite has the ability to flex and mold it’s shape, it should be noted that they are not likely to burst (like a molded Jell-O shape, or like large tarantula spiders) when they are dropped or strike something. Their skin is actually considerably stronger than Human skin. A Dralasite is able to extrude limbs at will, but it can only control a number of limbs equal to its DEX/2. This does mean that the average Dralasite-on-the-street can only have ( (8-1)/2=3.5 ) 4 active limbs at any one time. It takes a full five minutes to grow or absorb a limb. Limbs must be at least 10 centimeters thick, and may be up to 1 meter long. Digits, or fingers, can be up to 10 centimeters long and at least 1 centimeter thick. Digits must also be attached to a Limb (no growing fingers out of the middle of your back unless you have a Limb there too). A Dralasite is able to smell much better than a Human, to the point where they can positively identify other and even track others by scent alone. Conversely, Dralasites are able to produce scents by releasing pheromones. This is extremely faint and cannot be used to confuse anyone (or anything) with Tracking Scent or Discriminatory Smell. Because the Characteristics and Movement abilities are defined as Powers, a Dralasite effectively has a maximum STR of 21, CON of 21, DEX of 19, END of 52, STUN of 52, 9†of Running, and 4†of Swimming. A Dralasite’s ability to only see in black and white is worth 10 points. Just think of how many warning signals are based on colored lights. Without something to compare it to, how would a Dralasite see a single flashing red light at an intersection? (Stop light where other direction has right of way.) A flashing yellow light? (Warning drivers of intersection.) Or a flashing green light? (An intersection that is controlled by pedestrians.) That is just one simple example of possible problems that a Dralasite may have. (Warning lights down in Engineering?? What warning lights? They all flash!) The 5 point Physical Limitation is to represent the fact that a Dralasite breathes through its entire skin surface. Gasses, etc are very difficult for a Dralasite to be protected from. On the other hand, it is almost impossible to put a choke hold on a Dralasite. In addition, Dralasites are inclined to float very well in fluids. This hampers their ability to swim quickly, but also makes it difficult for others to drown them or force them under water. If a Dralasite deliberately wishes to swim under water, 2†of Swimming is needed to keep it under the surface, with any remaining Swimming inches being used to move the Dralasite forward. If the Dralasite is wearing weights or the Dralasite equivalent of a diving suit, this penalty does not apply. Included in the 5 point Physical Limitation is the fact that a Dralasite is able to smell in all directions. This is not generally useful in combat situations, and at best it should give the Dralasite an approximate direction of the scent. It is never usable as a Targeting Sense. It should be remembered that among themselves, Dralasites communicate with sounds, body shape, touch, and scents. Other races that do not have Discriminatory Smell can never learn more than 1 pt of any Dralasite language (and even then it will be to understand the language, not necessarily to speak it).
  9. Race Kits: Vrusk I found a few of his old post..here's the abridged version: Dralasite (plural: Dralasites, singular: It) 1 pt_____+1 STR 2 pts____+1 CON -3 pts___-1 DEX 2 pts____Extra limbs: Limited to Dex/2 (-1/2), Extra Time: 5 minutes to activate, use freely afterwards (-1) 5 pts____Contortionist at DEX + 1 5 pts____Discriminatory Smell 10 pts___Tracking Scent 5 pts____Detect Lie -2 pts___-1" Running (9" Racial maximum) -1 pt____-1†Swimming (4†Racial maximum) -10 pts__Physical Limitation - Only see in black and white (infrequent/great) 5 pts____Physical Limitation - Dralasite 0 pts____Lifespan: 250 years, Fully active until 200. First Age Disadvantage at 150 years (40+ Disadvantage from rules), Second at 200 years (60+ Disadvantage from rules). Total Cost: 14 points Explanation: The Dralasite Contortionist skill is used to imitate their elasticity instead of playing around with powers because I feel that this best represents their ability to adjust and mold their shape around. They cannot seep through minuscule cracks (no hole smaller than their largest internal organ, which I seem to remember being stated as 10 centimeters) so a limited form of Desolidification seems to be out. YMMV In addition, although a Dralasite has the ability to flex and mold it’s shape, it should be noted that they are not likely to burst (like a molded Jell-O shape, or like large tarantula spiders) when they are dropped or strike something. Their skin is actually considerably stronger than Human skin. A Dralasite is able to extrude limbs at will, but it can only control a number of limbs equal to its DEX/2. This does mean that the average Dralasite-on-the-street can only have ( (8-1)/2=3.5 ) 4 active limbs at any one time. It takes a full five minutes to grow or absorb a limb. Limbs must be at least 10 centimeters thick, and may be up to 1 meter long. Digits, or fingers, can be up to 10 centimeters long and at least 1 centimeter thick. Digits must also be attached to a Limb (no growing fingers out of the middle of your back unless you have a Limb there too). A Dralasite is able to smell much better than a Human, to the point where they can positively identify other and even track others by scent alone. Conversely, Dralasites are able to produce scents by releasing pheromones. This is extremely faint and cannot be used to confuse anyone (or anything) with Tracking Scent or Discriminatory Smell. Because the Characteristics and Movement abilities are defined as Powers, a Dralasite effectively has a maximum STR of 21, CON of 21, DEX of 19, END of 52, STUN of 52, 9†of Running, and 4†of Swimming. A Dralasite’s ability to only see in black and white is worth 10 points. Just think of how many warning signals are based on colored lights. Without something to compare it to, how would a Dralasite see a single flashing red light at an intersection? (Stop light where other direction has right of way.) A flashing yellow light? (Warning drivers of intersection.) Or a flashing green light? (An intersection that is controlled by pedestrians.) That is just one simple example of possible problems that a Dralasite may have. (Warning lights down in Engineering?? What warning lights? They all flash!) The 5 point Physical Limitation is to represent the fact that a Dralasite breathes through its entire skin surface. Gasses, etc are very difficult for a Dralasite to be protected from. On the other hand, it is almost impossible to put a choke hold on a Dralasite. In addition, Dralasites are inclined to float very well in fluids. This hampers their ability to swim quickly, but also makes it difficult for others to drown them or force them under water. If a Dralasite deliberately wishes to swim under water, 2†of Swimming is needed to keep it under the surface, with any remaining Swimming inches being used to move the Dralasite forward. If the Dralasite is wearing weights or the Dralasite equivalent of a diving suit, this penalty does not apply. Included in the 5 point Physical Limitation is the fact that a Dralasite is able to smell in all directions. This is not generally useful in combat situations, and at best it should give the Dralasite an approximate direction of the scent. It is never usable as a Targeting Sense. It should be remembered that among themselves, Dralasites communicate with sounds, body shape, touch, and scents. Other races that do not have Discriminatory Smell can never learn more than 1 pt of any Dralasite language (and even then it will be to understand the language, not necessarily to speak it).
  10. Why bother? All elves are evil..they just dont know it yet. Kill them all and everyone will be happy.
  11. Steve Long--Armor Penalities What say you Steve? Is there going to be any armor specific details in FH? I know you don't want to go all historical-anthro research mode (can't blame you) but will there be some kind of penality for wearing armor other than the FRED ENC rules?
  12. Exactly my thoughts shadowpup. I'm tired of seeing the swashbuckling acrobatic tank wearing full plate, helm and shield doing midair summersaults and cartwheels without a DEX or DCV penality becuase they happen to have a mediocre STR score.
  13. Are any of the old posters still around that repost some of their conversion work? I remember most of the races has package deals, some of the weapons, and one guy was working on converting the spaceships to the hero format.
  14. Armor Penalities. Dont forget the negative side to wearing armor. The FRED just doesnt cut it when it comes to having to make the decidion to wear armor or not. There's no real penality.
  15. What ever happened to the Star Frontiers/Star Hero thread?
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