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Edsel

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Posts posted by Edsel

  1. I have been loving my copy of Fantasy Hero. There is absolutely a massive amount of information, definately worth the price.:)

     

    However, I am worried about the spine of this thing. Its a huge book for a paperback. Hardback would have been nice but I am sure economic realities precluded that happening. I kind of wished they'd broken this thing into two volumns though. Am I the only one who finds the size to be a little akward?

  2. My father was a gunner (Cannoneer) in the 755th Tank Bn during WWII. Sadly he passed away four years ago but he told me a lot about his experiences in the M4 Sherman and the earlier M3 Grant.

     

    He had two tanks knocked out that he was in during the war. Both were hit by German cannon fire, but neither one brewed up. One of these hits merely ripped the boggie wheels and tracks off but the other penetrated the turret.

    Eventually his tank third tank was also knocked out but he didn't wake up until about week later so he doesn't know whether it burned up or not. That time he got to come home (in a hospital ship).

     

    Dad was a life-long mechanic and was very happy with the reliability of the tank. His biggest gripes were that the armor was too thin and the gun too weak.

     

    One tactic he says they employed was to carry as many WP rounds as they could get ahold of. You could then smoke up a German tank and manuver around on it to get a side or rear shot at it.

  3. Originally posted by Trencher

    Are there a common word for both the Japanese anime and manga to indicate that way of drawing: big eyes and small mouths and so on?

    I have never heard of such a term. I got curious when you mentioned this and did some research but to no avail. So no, I do not believe that there is.
  4. Re: stupidest spell idea ever...

     

    Originally posted by zarglif69

    A friend of mine created a "heat-seeking fireball" spell for his mage character. Wouldn't it implode? As GM, maybe I should rule that it does... :D

    Well maybe it doesn't ignite until it finds a heat source.

     

    Of course if it seeks heat sources woe to the torch bearer and all who stand near him. :D

  5. Has anybody though about trying to make up Kirika and Mireille from the anime Noir? If you have I'd love to see it.

     

    If not then I may undertake this task as soon as I have had a chance to buy the rest of the DVDs in the series.

  6. Originally posted by Old Man

    Good work, but I really think the DP cause more havoc than could possibly be explained with a mere 5d6 of luck. There should be a cosmic VPP. A big cosmic VPP.

    Originally I had them with 9d6 of Luck each and then changed that to a sort of VPP. But my friends around here thought that was a little too cumbersome. In the end we decided that since they are NPCs it would be best if the carnage that they caused was a GM's fiat.

  7. Originally posted by Trencher

    Is anime and manga the same thing?

    I thought that anime is short for animated movies and that manga was, well... manga?

    Anime is basically an animated feature. It is a Japanese cartoon show, except that anime is often aimed at a more mature audience than western cartoons.

     

    Manga are comics. Comic books and graphic novels. Once again they are usually intended for a more mature audience than western comic books (although western graphic novels seem to be aimed an a more mature audience these days).

     

    Adam Warren did a manga of the Dirty Pair. Though he is a westerner he did the comic in Japanese manga style.

     

    The version of the Dirty Pair I posted in Other Genres is from the Original Anime that preceeded the manga done by Warren. If the only version of the Dirty Pair you are familiar with is Warren's be prepared -- the anime version is somewhat different.

  8. Originally posted by yamamura

    Nice work there. Can I ask one favor if it possible what is the isbn number on the books. Been trying to see if I can find a used copy.

     

    G

    Below is a link with the ISBN numbers for all the novels. AFAIK Only one novel has ever been translated to english. Near the bottom of the page linked below you can download the english translation for free. Its the original novella "The Great Adventures of Dirty Pair".

     

    Dirty Pair Novels

  9. OOPS! Somehow I got Kei's characteristics into Yuri's file. Below is a fixed version.

     

    Yuri

     

    Player: NPC 3WA Agent

     

    Val Char Cost
    10 STR 0
    20 DEX 30
    15 CON 10
    10 BODY 0
    18 INT 8
    17 EGO 14
    15 PRE 5
    23 COM 8
    11/17 PD 3
    12/18 ED 3
    4 SPD 10
    5 REC 0
    30 END 0
    26 STUN 3
    7" RUN22" SWIM02 1/2" LEAP0Characteristics Cost: 96

     

    Cost Power END
    20 Luck of the Dirty Pair: Luck 5d6 (25 Active Points); Limited Power Only for Combat or Investigative Uses (-1/4) [Notes: The Luck of the Dirty Pair only seems to kick-in whenever it is needed to save the Dirty Pair from harm (often due to their curse) or to allow them to crack their case.]
    11 Clairvoyance: Retrocognitive Clairsentience (Sight Group), x16 Range, Reduced Endurance 1/2 END (+1/4) (75 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Power Must Be In Skin To Skin Contact With Yuri (-1), Retrocognition Only (-1), Vague and Unclear (-1/2), Activation Roll 14- (-1/2), Blackout (-1/2), Normal Sight Only (-1/4), Limited Power Must Be Angry (-1/4) [Notes: Range = 4000", however visions are usually clearer the closer to the point of interest they are.] 3
    Powers Cost: 31

     

    Cost Martial Arts Maneuver
    3WA Advanced Combat Training
    4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
    3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +1d6 +v/5, Target Falls
    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +3d6 Strike
    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +5d6 Strike
    4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +20 STR vs. Grabs
    4 +1 HTH Damage Class(es)
    Martial Arts Cost: 28

     

    Cost Skill
    Autofire Skills
    5 1) Accurate Sprayfire
    5 2) Concentrated Sprayfire
    5 3) Rapid Autofire
    5 4) Skipover Sprayfire
    5 Acrobatics 14-
    3 Breakfall 13-
    1 Bugging 8-
    3 Climbing 13-
    3 Combat Driving 13-
    5 Combat Piloting 14-
    1 Computer Programming 8-
    3 Concealment 13-
    3 Conversation 12-
    3 Criminology 13-
    5 Defense Maneuver: I-II
    3 Demolitions 13-
    3 Disguise 13-
    3 Electronics 13-
    3 Fast Draw 13-
    1 Forensic Medicine 8-
    2 Forgery 13-
    2 Gambling 14-
    1 High Society 8-
    3 Interrogation 12-
    3 Language: Japanese (completely fluent)
    2 Language: French (fluent conversation)
    1 Mechanics 8-
    3 Paramedics 13-
    3 Persuasion 12-
    3 Security Systems 13-
    3 Seduction 12-
    3 Shadowing 13-
    3 Stealth 13-
    3 Streetwise 12-
    3 Systems Operation 13-
    1 Tactics 8-
    10 Teamwork (13 Active Points); Partially Limited: Only Base Level (13-) When Used With Those Other Than Kei (-1/4) 18-
    18 TF: Common Motorized Ground Vehicles, Combat Aircraft, Jetskis, Mecha, Parachuting, Basic, SCUBA, Science Fiction & Space Vehicles, Skiing (snow), Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Snowboarding, Snowmobiles, Surfing, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
    14 WF: Beam Weapons, Energy Blades, Energy Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Small Arms, The Bloody Card, Vehicle Weapons
    8 +1 with All Combat
    8 +1 Overall (10 Active Points); Limited Power Only When Working With Kei (-1/4)
    5 +1 with Ranged Combat
    Skills Cost: 170

     

    Cost Perk
    5 Fringe Benefits: 3WA Trouble Consultant [Notes: Grants access to all sorts of high-tech weaponry, vehicles and equipment, Govenment Security Clearance, a free pass through customs at any port of call, etc.]
    8 Perk (Interstellar Police Powers)
    4 Reputation: 3WA Trouble Consultant (A large group; 11-; Custom Adder) +2/+2d6
    Perks Cost: 17

     

    Cost Talent
    12 Combat Luck (6 PD/6 ED)
    6 Ambidexterity (Reduce Off Hand Penalty to -1)
    Talents Cost: 18

     

    Cost Equipment END
    20 Yuri's Laser Pistol: (Total: 55 Active Cost, 20 Real Cost) Killing Attack - Ranged 2d6 -1 (vs. ED), Required Hands One-Handed (+0), Armor Piercing x1 (+1/2), 60 Charges (+1/2) (50 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4) (Real Cost: 18) plus +1 with Ranged Combat (5 Active Points); OAF (-1) (Real Cost: 2) [Notes: This is a small, compact pistol in keeping with Yuri's more subtile personality. In the classic anime she never changes clips and shoots a lot, however ammon has occationally become a concern.]
    45 The Bloody Card: (Total: 190 Active Cost, 45 Real Cost) Killing Attack - Ranged 2d6 (vs. PD), Requires A Systems Operation Roll (No Active Point penalty to Skill Roll +0), Indirect Any origin, always fired away from attacker (+1/2), No Range Modifier (+1/2), Continuous (+1), Attack Versus Limited Defense: Force Fields (+1 1/2), Area Of Effect (27" Any Area; +1 1/4), Selective Target (+1/4) (180 Active Points); 1 Recoverable Charges (-1 1/4), OAF (-1), -1 STUN Multiplier (-1/4), Beam (-1/4), No Knockback (-1/4), Real Weapon (-1/4), Extra Time Delayed Phase (-1/4) (Real Cost: 40) plus +2 with Ranged Combat (10 Active Points); OAF (-1) (Real Cost: 5) [Notes: Probably the most deadly weapon used by the Dirty Pair. According to the novels the card is "a card no bigger than the ones you use to play cards. It's made of Tegnoid sheet metal, and all its edges are razor sharp. When you throw it, it can easily stay airborne for two hours on ion drive, and can be freely controlled by a handheld transmitter. Above all it is a great cutter. It can slice through 2 millimeters of KZ alloy like butter."

    I have thought about making this a vehicle instead of an attack power.]

    3 Swinging 6" (6 Active Points); IAF (-1/2), No Noncombat Movement (-1/4) [Notes: This appears as a simple armlet until revealed for use.] 1
    7 Earring Radio: Radio Perception/Transmission (Concealed (-3 to PER Roll)) (13 Active Points); IAF (-1/2), Sense Affected As More Than One Sense (Hearing & Radio) (-1/4) [Notes: Really a marvel of sci-fi tech, the earring has the range to communicate with an orbiting spacecraft. It is somewhat secure as well, never in the anime do we see their transmissions being intercepted.]
    3 Parafoil: Gliding 5", Usable Simultaneously (x1 Number of Targets +1/2) (7 Active Points); IAF Fragile (-3/4), Restrainable (-1/2), No Noncombat Movement (-1/4) [Notes: Used at least once in the classic anime, Yuri produced this parachute from a pouch in her belt. It has a handle for gripping and on the occation of its use Kei was clinging onto her legs.]
    12 Armor (6 PD/6 ED) (18 Active Points); Real Armor (-1/4), IIF (-1/4) [Notes: Taken from the Novels. The armor is a sheathing of reinforced polymer which covers the girls from their necks down. It is transparent and ultra-thin, Kei states that it is nearly impossible to cut and even provides "some protection against heat and bullets."]
    Equipment costs shown above are for reference only, and are not included in Total Cost.

     

    Total Character Cost: 360

     

    Val Disadvantages
    5 Distinctive Features: Beautiful & Memorable (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) [Notes: Wearing the "Combat Bikini" doesn't help much either.]
    10 Enraged: If Partner or Close Friends are Seriously Injured (Uncommon), go 8-, recover 11-
    15 Hunted: Lucifer, An Intragalatic Crime Syndicate 8- (Mo Pow; Harshly Punish)
    15 Physical Limitation: Curse of the Dirty Pair (Frequently; Slightly Impairing; Disaster Magnet) [Notes: Its usually only Slight Impairing, to Kei & Yuri, but not everybody else.]
    10 Psychological Limitation: Vain (Common; Moderate) [Notes: Yuri spends lots of time with her skin creams, doing her hair, etc.]
    10 Psychological Limitation: Hates Being Called Dirty Pair (Common; Moderate)
    15 Psychological Limitation: Loyality to Partner (Common; Strong)
    10 Watched: Worlds Welfare Work Association (3WA) 11- (Mo Pow; Watching)
    5 Reputation: The Dirty Pair, Harbingers of Death & Destruction 8-
    10 Rivalry: Professional and Romantic (Generally a Freindly Rivalry, Both She and Yuri Are Always Trying to Outdo Each Other), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    10 Social Limitation: Subject to Orders of the 3WA (Frequently; Minor)
    5 Social Limitation: Sometimes Not Taken Seriously Due to Her Age and Appearance (Occasionally; Minor)
    5 Not Quite As Violent As Kei Bonus
    0 Normal Characteristic Maxima

    Disadvantage Points: 125

     

    Base Points: 125

    Experience Required: 110

    Total Experience Available: 110

    Experience Unspent: 0

     

    And here is the revised Hero Designer File

  10. The Classic Dirty Pair

     

    Unlike the Darkhorse Comics / Adam Warren version of the Dirty Pair, this version is completely natural. Meaning there is no genetic engineering or cybernetic enhancements. The classic anime version of the Dirty Pair was, of course, more light hearted humor though as in most anime people actually died. The original novels, while still humorus, were much darker (the descriptions of "crimson fountains of blood" wrought by the bloody card come to mind).

     

    I own all of the Dirty Pair anime: All 26 episodes of the original japanese TV show (fansubed in english on DVD), the 10 OVA, the 3 movies. The only novel translated to english, and all the Adam Warren stuff. I also have DVDs of all the Dirty Pair Flash stuff.

     

    I have always liked the Original Anime version the best, but I like it all.

     

    I am now playing around with the idea of designing Mughi. If I do I'll probably be more tempted to do the Novel version which will gleefully rend people limb from limb when provoked.

  11. I have worked up a version of the Dirty Pair from the classic anime. Kei is presented below and Yuri will follow in another post shortly. I have also used some information from the original Novels by Haruka Takachiho. These chracters are intended to be NPCs in a Star Hero campaign I am working on. Any constructive criticism would be welcome.

     

    Kei

     

    Player: NPC 3WA Agent

     

    Val Char Cost
    13 STR 3
    20 DEX 30
    15 CON 10
    10 BODY 0
    15 INT 5
    18 EGO 16
    15 PRE 5
    21 COM 6
    12/18 PD 3
    12/18 ED 3
    4 SPD 10
    6 REC 0
    30 END 0
    28 STUN 3
    7" RUN22" SWIM03" LEAP0Characteristics Cost: 96

     

    Cost Power END
    20 Luck of the Dirty Pair: Luck 5d6 (25 Active Points); Limited Power Only for Combat or Investigative Uses (-1/4) [Notes: The Luck of the Dirty Pair only seems to kick-in whenever it is needed to save the Dirty Pair from harm (often due to their curse) or to allow them to crack their case.]
    11 Clairvoyance: Retrocognitive Clairsentience (Sight Group), x16 Range, Reduced Endurance 1/2 END (+1/4) (75 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Power Must Be In Skin To Skin Contact With Yuri (-1), Retrocognition Only (-1), Vague and Unclear (-1/2), Activation Roll 14- (-1/2), Blackout (-1/2), Normal Sight Only (-1/4), Limited Power Must Be Angry (-1/4) [Notes: Range = 4000", however visions are usually clearer the closer to the point of interest they are.] 3
    Powers Cost: 31

     

    Cost Martial Arts Maneuver
    3WA Advanced Combat Training
    4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
    3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +1d6 +v/5, Target Falls
    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +3d6 Strike
    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +5d6 Strike
    4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +20 STR vs. Grabs
    4 +1 HTH Damage Class(es)
    Martial Arts Cost: 28

     

    Cost Skill
    Autofire Skills
    5 1) Accurate Sprayfire
    5 2) Concentrated Sprayfire
    5 3) Rapid Autofire
    5 4) Skipover Sprayfire
    5 Acrobatics 14-
    3 Breakfall 13-
    1 Bugging 8-
    3 Climbing 13-
    3 Combat Driving 13-
    5 Combat Piloting 14-
    1 Computer Programming 8-
    3 Concealment 12-
    3 Conversation 12-
    3 Criminology 12-
    5 Defense Maneuver: I-II
    3 Demolitions 12-
    3 Disguise 12-
    1 Electronics 8-
    3 Fast Draw 13-
    1 Forensic Medicine 8-
    2 Forgery 12-
    2 Gambling 13-
    1 High Society 8-
    3 Interrogation 12-
    3 Language: Japanese (completely fluent)
    2 Language: German (fluent conversation)
    1 Mechanics 8-
    3 Paramedics 12-
    3 Persuasion 12-
    3 Security Systems 12-
    3 Shadowing 12-
    3 Stealth 13-
    3 Streetwise 12-
    3 Systems Operation 12-
    1 Tactics 8-
    10 Teamwork (13 Active Points); Partially Limited: Only Base Level [13-] When Used With Those Other Than Yuri (-1/4) 18-
    18 TF: Common Motorized Ground Vehicles, Combat Aircraft, Jetskis, Mecha, Parachuting, Basic, SCUBA, Science Fiction & Space Vehicles, Skiing (snow), Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Snowboarding, Snowmobiles, Surfing, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
    14 WF: Beam Weapons, Energy Blades, Energy Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Small Arms, The Bloody Card, Vehicle Weapons
    2 Weaponsmith (Energy Weapons) 12-
    8 +1 with All Combat
    8 +1 Overall (10 Active Points); Limited Power Only When Working With Yuri (-1/4)
    5 +1 with Ranged Combat
    3 +1 RMod with all attacks
    Skills Cost: 170

     

    Cost Perk
    5 Fringe Benefits: 3WA Trouble Consultant [Notes: This grants access to all sorts of high-tech weaponry, vehicles and equipment, Govenment Security Clearance, a free pass through customs at any port of call, etc.]
    8 Perk (Interstellar Police Powers)
    4 Reputation: 3WA Trocon (A large group; 11-; Custom Adder) +2/+2d6
    Perks Cost: 17

     

    Cost Talent
    12 Combat Luck (6 PD/6 ED)
    6 Ambidexterity (Reduce Off Hand Penalty to -1)
    Talents Cost: 18

     

    Cost Equipment END
    19 Kei's Blaster Pistol: (Total: 65 Active Cost, 19 Real Cost) Blaster Pistol: Killing Attack - Ranged 2 1/2d6 (vs. ED), Required Hands One-Handed (+0), 60 Charges (+1/2) (60 Active Points); STR Minimum 10 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 17) plus +1 with Ranged Combat (5 Active Points); OAF (-1) (Real Cost: 2) [Notes: This is a Big Pistol (Hand Cannon) as befits Kei's personality. In the classic Anime she never changes clips and shoots a lot, however occationally ammo has become a concern.]
    3 Armlet / Swingline: Swinging 6" (6 Active Points); IAF (-1/2), No Noncombat Movement (-1/4) [Notes: This appears as a simple armlet until revealed for use.] 1
    7 Earring Radio: Radio Perception/Transmission (Concealed (-3 to PER Roll)) (13 Active Points); IAF (-1/2), Sense Affected As More Than One Sense (Hearing & Radio) (-1/4) [Notes: Really a marvel of sci-fi tech, the earring has the range to communicate with an orbiting spacecraft. It is somewhat secure as well, never in the anime do we see their transmissions intercepted.]
    12 Armor (6 PD/6 ED) (18 Active Points); Real Armor (-1/4), IIF (-1/4) [Notes: Taken from the Novels. The armor is a sheathing of reinforced polymer which covers the girls from their necks down. It is transparent and ultra-thin Kei states that it is nearly inpossible to cut and even provides "some protection against heat and bullets."]
    Equipment costs shown above are for reference only, and are not included in Total Cost.

     

    Total Character Cost: 360

     

    Val Disadvantages
    5 Distinctive Features: Beautiful & Memorable (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) [Notes: Wearing the "Combat Bikini" doesn't help much either.]
    15 Enraged: If Partner or Close Friends are Seriously Injured (Uncommon), go 11-, recover 11-
    15 Hunted: Lucifer, An Intragalatic Crime Syndicate 8- (Mo Pow; Harshly Punish)
    15 Physical Limitation: Curse of the Dirty Pair (Frequently; Slightly Impairing; Disaster Magnet) [Notes: Its usually only Slight Impairing, to Kei & Yuri, but not everybody else.]
    10 Psychological Limitation: Gung Ho Attitude, Impatient (Common; Moderate)
    10 Psychological Limitation: Hates Being Called Dirty Pair (Common; Moderate)
    15 Psychological Limitation: Loyality to Partner (Common; Strong)
    10 Watched: Worlds Welfare Work Association (3WA) 11- (Mo Pow; Watching)
    5 Reputation: The Dirty Pair, Harbingers of Death & Destruction 8-
    10 Rivalry: Professional and Romantic (Generally a Freindly Rivalry, Both She and Yuri Are Always Trying to Outdo Each Other), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    10 Social Limitation: Subject to Orders of the 3WA (Frequently; Minor)
    5 Social Limitation: Sometimes Not Taken Seriously Due to Her Age and Appearance (Occasionally; Minor)
    0 Normal Characteristic Maxima

    Disadvantage Points: 125

     

    Base Points: 125

    Experience Required: 110

    Total Experience Available: 110

    Experience Unspent: 0

  12. Now that I am home and have access to my book, below is the break down of coinage in our old fantasy campaign. Starting with Corindian which was the standard used by most merchants. The coin vary in purity from mint to mint and thus the weight varies.

     

    Corindian

    Gold Penny = 1 gp = 10 sp, weight 1/4 oz.

    Silver Penny = 1 sp = 10 bp, weight 1/4 oz.

    Bronze Penny = 1 bp = 10 cp, weight 1/2 oz.

    Copper Penny = 1 cp = 10 tp, weight 1/4 oz.

    Tin Penny = 1 tp, weight 1/4 oz.

     

    Galean

    Gold Hundredpiece = 20 gp = 200 sp, weight 5 oz.

    Gold Crown = 2 gp = 20 sp, weight 1/2 oz.

    Silver Star = 4 sp = 40 bp, weight 1 oz.

    Silver Royal = 1 sp = 10 bp, weight 1/4 oz.

    Bronze Copper = 1/2 bp = 5 cp, weight 1/4 oz.

    Copper Half = 1/4 bp = 2 1/2 cp, weight 5/8 oz.

    Copper Bit = 1 cp = 10 tp, weight 1/4 oz.

     

    Ambrian

    Gold Piece = 1 gp = 10 sp, weight 1/4 oz.

    Silver Piece = 1 sp = 10 bp, weight 1/4 oz.

    Copper = 1 cp = 10 tp, weight 1/4 oz.

    Half-copper = 1/2 cp = 5 tp, weight 1/8 oz.

    Quater Copper = 1/4 cp = 2 1/2 tp, weight 1/16 oz.

     

    Dwarven

    Gold Royal = 12 gp = 120 sp, weight 2 oz.

    Gold Round = 1 gp = 10 sp, weight 1/7 oz.

    Silver Shield = 2 sp = 20 bp, weight 1/3 oz.

    Silver Round = 1 sp = 10 bp, weight 1/7 oz.

    Bronze Round = 1 bp = 10 cp, weight 1/4 oz.

    Copper Round = 1 cp = 10 tp, weight 1/4 oz.

     

    Kalanarian

    Sulus = 1 gp = 10 sp, weight 1/4 oz.

    Aire = 1 sp = 10 bp, weight 1/4 oz.

    Dink = 1 bp = 10 cp, weight 1/2 oz.

    Nok = 1 1/5 cp = 12 tp, weight 2/5 oz.

    Dot = 1 tp, weight 1/4 oz.

     

    Cammon

    Olm = 2 gp = 20 sp, weight 1/2 oz.

    Dralak = 1 sp = 10 bp, weight 1/4 oz.

    Darl = 1/2 sp = 5 bp, weight 1/8 oz.

    Drim = 1 bp = 10 cp, weight 1/2 oz.

    Dram = 1/2 cp = 5 tp, weight 1/8 oz.

  13. In our last fantasy campaign there were 4 different coinage standards that dominated to currency market. Each currency had its own names for the coins within them but we included a chart that gave the equivant values in the traditional manner. For instance a Gold Crown was worth 2 Gp standard.

     

    One of the varieties of currency was simply the Gp, Sp, Cp thing but each coin had its own name and that currency was generally considered the standard by most merchants.

     

    I know these details are a bit sketchy but I am typing this at work during my lunch break so I do not have our background material here with me.

     

    It is an interesting idea and can add a lot of flavor to a game, however in our experience everybody still kept track of their personal wealth in terms of the traditional Gp, Sp, Cp, etc. standard.

  14. I'd simply link it to your STR since that's what is being used to launch the attack. Either (-1/2) limit if the STR is more Active Points or a (-1/4) limit if the Drain is more Active Points.

  15. Originally posted by Barghest

    Well, I'm back in the saddle again for my Pulp Hero game. Here's what I own and what I know of for materials. I always appreciate additional info if any of you have it.

     

    I own:

     

    Justice Inc

    Lands of Mystery

    Pulp Adventures (I.C.E Rolemaster supplement for those that don't know)

    Places of Mystery (GURPS book)

    Almost every AC Quarterly. I really need to figure out which one or two I am missing)

     

    I am aware of:

     

    Adventure!

    Cliffhangers

    Daredevils

    Two-Fisted Tales

    Gear Krieg?

     

    So the question is, what else is out there? We've talked about Call of Cthulhu (and since we play at Hastur Hobbies that should be a big one). I'm more interested in period materials than in CoC's horror. If anyone knows chapter and verse on the books that would help here, I'd appreciate you posting it.

     

    Am I missing any past or present pulp game resources in my list?

     

    Thanks much

     

    Well, once upon a time there was Gangsters by FGU and Gang Busters by TSR. As the titles suggest they have gangland background information.

     

    TSR also put out a briefly lived Indiana Jones RPG. Flying Buffalo put out a solo adventure called Tales of the Jade Jaguar that was pulp-era though I do not remember which game system it was for.

  16. Did a quick search through the FAQ and was unable to find this.

     

    My character is currently desolid. Dr. Destroyer fires a multiple-power attack at me which consists of a Suppress vs. Desolid and a normal Energy Blast.

     

    Desolid is a standard power, not a defense power. However in this case desoild is being used as a defense. Will the Suppress automatically occur after the Energy Blast because of this? Or will the Suppress work vs. the Desolid normally, allowing the EB to affect me, since Desolidification is a Standard Power?

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