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Grymlynn

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Everything posted by Grymlynn

  1. is there any way to get .pdfs of the maps in the Atlantean age, or Turakian, or ... I am not interested in destroying my books to get the maps out, so I was hoping there were some .pdfs or .jpgs floating around somewhere I could purchase/get a hold of somewhere...?
  2. Can I still get Kazei 5 for 5th Ed, or is it only in 6th now?
  3. Re: Alternate Star Wars Chronology.... You know, I'm with austenandrews on this. That's all you need for a great game set in the "Star Wars" universe: Doesn't matter what happens anywhere else, when Lando blows up the Death Star, everybody dies. Thus, there are no trained Jedi, no trained Sith, an Empire crumbling because the head has been removed, and Han & Leia are desperate to re-establish the Republic, and boat loads of Military Sector commanders with Star Destroyers itching to make a name for themselves... The Force has been balanced (because there's nobody left who knows how to use it), and now the players are the real driving force (heh heh), because you know every one of them will be Force positive...
  4. Dood, that sounds a little like flame bait. However, I will answer that I don't believe that D&D or whatever does fantasy better than Hero, because when I run a fantasy game, I want more control over the monsters and magic than you get from taking the standard delivered with the system. I make sure the magic matches my game world exactly, and you can't do that unless you can luck upon a specific genre book that matches what you're planning, or can create a magic system whole cloth out of rules you already know...
  5. Hey Guys! Do you think that you could get these links to these great programs put up in the "Free Stuff" section of this site? I would love to try all these things out, but my Star Hero game is some distance away, and I would hate to loose these resources because I didn't have the opportunity to start before this thread went away... I dunno how you would go about that, hopefully Ben will help...
  6. Under the description of clips in the charges entry, it says if you change the charges modifier from a limiter to an adder, you get to have 4 clips instead of 2. Does this happen when you move from 16 charges at +-0 going to 32 at +1/4, or 12 charges at -1/4 going to +0?
  7. I believe: Your VPP has to have at least 60 points in it to cover the active cost, but only 24 points of the pool will be held by the Summon power, until they don't need the car anymore. Then, the character can move those 24 points into something else. I guess the special efect would be the car owner showing up and yelling "Dood, where's my car!"
  8. In the interests of completeness, you may wanna move this thread/question to the questions forum, and get the real deal from the horse's mouth, as it were. For what it's worth, I agree with Fortunatus, and that's how I would do it.
  9. Hey thanx, Lisa! I downloaded the free teaser (which evidently is the entire fourth chapter...), and I'll check it out as opportunity presents. I love these kinds of things! World building is soooo much work...
  10. I hope we can port some of this over. I have a Palm Pilot, and I would love any of these apps I could get.
  11. Don't forget... There's that way cool sector/system generator software available for download FREE in the "Free Stuff" section. There are plans for two more Star Hero genre books this year (and next), I believe. The support is there, and the product is TOP shelf. Now is absolutely the time to start a Star Hero game in Hero...
  12. Hey Mike, be nice... The only two Judge's Guild products I bought were two D&D modules by Paul Jaquays - Dark Tower and Caverns of Thracia. Those were about the best D&D modules I ever got, and I got a lot of them...
  13. You Da Bomb, BC. Nice site, too.
  14. Re: Re: Apples and oranges, I think... Okay, now this is different. If you're doing a time travel game, this becomes germaine... I will agree with this on principle, but I don't think I will put it into practice by increasing damdge levels. I think I will put a K. Curtis, and give higher tech weapons better range, AP or Penetrating effects, and maybe slightly better damage, maybe 1 or 2 DCs. You can also consider range in the current question: If the star cruiser can hit the battleship from orbit, then the relative damage kinda becomes moot...
  15. Hey, let's keep this going. We need to work on this so we can get some house rules together. Granted, we may not always want to use them, but it wil be great to have the option.
  16. Re: Re: Hey, waitaminnit! Well, this is entirely too cool!
  17. Apples and oranges, I think... Hold on a sec, folx. All these ships (water & space) are mearly the author's opinions built using Hero rules. Now, I am enjoying the conversation, but I think a coupla things have been lost... eg. the fact that if you think the guns are too weak and/or the defenses are too high, it IS your game... please feel free to create your own, either whole cloth, or as I will, loosely based on the examples. TE is a GENRE book, and so contains stats concurrent with the genre it is modelling. They didn't plan to have Star Cruisers interacting with WWII era battleships. So, that comparison really doesn't apply. Also, I personally don't feel the need to roll 20+ dice to ensure a Star cruiser can destroy a third target quicker than a battleship. I don't want to have to carry that many dice around. I also don't intend to let any character have enough power to take a star cruiser alone and without even a spacesuit, either. That's not in the genre in question. You have to decide this stuff based on what genre you're trying to accomodate, and build from that. The TE book doesn't include either SuperHeroes or time travel (to my knowledge, I've only read it once...), so those things are not delt with in the decisions made about weapons and defenses. So far, the stats given seem reasonable to me, given the fact that I don't want to carry two fifth Royal crown bags full of d6s, and I don't plan to move outside genre. When I DO decide to play Interstellar Hero, I imagine that the ships will be different, as will the characters, to stay within that genre. I just wanted to interject a little reminder that TE is a specific genre, and if you're wanting to introduce something not accounted for, it's going to require modification. This leads back to all those "tech level" questions, and how to model star cruisers vs. water born cruisers. Wasn't there something about making the higher tech stuff AP vs. the lower? Once again, I think to save gamers' backs from dice fatigue...
  18. Hey Keith! No kiddin'...! Yeah, I just used Canada / Greenland, though. Well, I actually continent-ized my world with landmasses that started on Earth, but got squished and rotated enough to be unrecognizable. Plus, the mountains et al... are in diffenent places. I just needed the outline to get started, once I had the coastline, I was good to go.
  19. Hey, waitaminnit! CC: Space?! When did this happen? What will it do?!
  20. When I first started with HERO... We decided to really stretch ourselves, so we gathered three good B grade movies, and based the game on them... Scanners, Hellraiser, and Nightbreed. Hoo, we had some fun with that. It ended up flavored similar to Nightbane from Palladium, but better system...
  21. Is it up yet?! Is it up yet?! Huh, huh?! Izit???
  22. I would say it depends on how big a role you want to see Martial Arts or vehicles play in whatever game you plan to run. If you're going to be doing a Fantasy game, I would advise the Martial Arts book, as it has more that will be useful for that genre, magic carpet/self propelled boat aside. If you're going to do something where vehicles will factor heavier than personal combat, for instance a run&gun sci-fi game, then having advice on ship creation will come in real handy. The problem you have, essentially, is that both books are applicable to whatever genre you're doing (as they were meant to be, of course), so I actually think you'll end up wanting both. That makes the discussion which do you get FIRST, and for that, my previous advice is a bit more appropriate...
  23. Stats would depend on what you're actually trying to model. How about we use the usual stats, and the things Taber suggested would be modelled through skills/perks. Wealthy for a rich nation, Well Connected for a nation that is usually the "neutral" country (think Switzerland during WW2), some kind of perk for resources, things like that. Then, the stats would represent the nation's attributes in a bit more abstracted vien. For instance, INT could represent the overall education level of the inhabitants, STR would be military force available, EGO would be the wisdom of the rulers, and BODY would be a measure of the population level, and how much damage it could take before the nation ceased to exist as a coherent whole. This way, you're still using the stats you know, and the rules (sort of) as they're already built...
  24. When I started my world, the hardest part was the actual starting. What I ended up doing to get past the initial start-up hurdle was to get my map of the world, and trace northern Canada and Greenland into my map nearer the equator and rotated 90%. Since the world map was... whatever they call the Eurocentric and smashed flat so that Canada and Greenland look huge... version, I had some good coastlines that didn't really resemble anything currently known. Once I got past that hurdle, I was able to put in the rest of the geography, and then I also did as described previously: I put in some wandering tribes, and had them settle down, start farming, etc... up to the "current" day. Having the history to work with is a big help for campaign creation, as you know who was where, and when, for the ubiquitous deserted castle/town/city/dungeon adventure, and you know where the people are now. Also, you have a large timeline to use to insert players into any era in the timeline. Be careful with that, though, 'cause players can goof stuff up quick. I've had whole kingdoms disappear...
  25. I would think the Human form would be the secondary, so it wouldn't be that expensive at all. It is a Dragon that assumes a human shape, not the other way around, so the Dragon should have the power, I would suppose. Now, if you want the Dragon to retain it's STR, defenses, etc... It would be better done as Shapeshift (sight, smell, hearing, touch, and I suppose taste, but we probably shouldn't get into that too deep...) instead of Multiform. In this case, you're just changing the form, not the abilities. You would use Multiform if you plan the tranformation to deny the Dragon most of his innate physical attributes.
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