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Doomslayer2007

HERO Member
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About Doomslayer2007

  • Birthday 07/21/1977

Profile Information

  • Biography
    Astronomy Buff, Martial Arts Interest
  • Occupation
    Electronics-Medical

Doomslayer2007's Achievements

  1. Re: Black Collar Thanks, +2 SPD, Dex Bonus, but they need more... Maybe lightning reflexes and a running bonus. In the books(Black Collar and Backlash), they are really bad ass when it comes to moving around and taking actions. Doomslayer
  2. I'm trying to figure out/create the stats for a black collar soldier(Reference: Timothy Zahn - Black Collar). They are basically something like a Sci-Fi version of Delta Force that has been chemically augmented to be 3 times faster than they were. It seems excessive to give them something like a speed of 9. They wear very flexible armored suits that are like leather armor that is resistant to laser fire and stiffens from an impact such as from a bullet. Any suggestions?
  3. I've been trying to come up with some good statistics for a Supertanker Mercenary base but I think I need some help. What I am basically going after in a Super Tanker (double hulled TI Series) that was coverted into a mobile mercenary base. It basically includes a small airstrip, business office, Quarters and training facilities for troops(normal-firing range & gym and superhuman-danger room), radar,sonar, small drydock for light attack sea-vessels. Defenses include: Point Defense: 20mm Vulcan machine guns around the perimeter of the vessel, Anti submarine weapons(ASROC & ASW-601 Grenade Launchers). Anti-Aircraft defenses(Phalancx CIWS and RIM-162 ESSM missles), and of course harpoon anti-ship missiles. Any suggestions as to the Hero Systems statistic? Doomslayer:smoke:
  4. Re: Convention Help Fortress Tempora (Why it exists): Thoughout the various timelines, their are locations where events are essentially identical. At these points in time, different timelines can converge creating a transitory point. When enough of these points and their respective events connect, it creates a transitory timeline. Fortress Tempora was constructed on such a transitory timeline. This has the effect of essentially insulating it from changes to any one particular timeline. Thus, you have a place form which, the where and when of temporal incursions can be intercepted, investigated, and, if necessary, corrected.
  5. If you lob a gas grenade in a room and it fills up with gas how often does a character, in the room, take damage from the gas. It's basically a 6d6 NND attack with the constant(+1) advantage and a continuing charge of 3 turns. Now, given the character throwing the grenade can typically have either a 2, 3, or 4 speed. I don't think it makes sense that how often it damages a character should depend of the speed of the one throwing the grenade. What's the ruling on this?
  6. Re: Convention Help The Deslarites cannot escape their own timeline without help. Their Universe doesn't have the necessary concentration of vital energies anymore. But they can send Epiphany shards to our timelines where those energies still exist. The Epiphany Shards are psychic conduits through which their vast knowledge and a small portion of a Deslarites power can be transmitted. The bearer of an Epiphany Shard is called a Proxy, the willing minion of the Deslarite. Typically, the Proxy is ignorant as to the true nature of both the Epiphany Shard and the associated Deslarite. The Proxy is carefully manipulated by the Deslarite into building a Trans-time gate that will allow the Deslarite access to our Cosm and it's timelines.
  7. Re: Convention Help The BAD GUYs are called Deslarites. Entities of the same caliber as the Kings of Edom. Their timeline/Universe of orgin is ANCIENT. They are beings of Death and Decay. The are NOT mystical but rather cosmological, like Galactus in nature. But, where Galactus is basically a nice person the Deslarites are NOT.
  8. Re: Convention Help Thanks, for all the advice. Sorry, I've been away for a while. But I've had a few distractions - Work, Emergency Room, & and Paying medical bills. Now, here's what I've come up with so far without giving it all away. The adventure centers around time-travel.(This can be a headache in itself). The PCs were recruited by the Fortress Tempora Consortium. The main Characters(PCs): 1)Major Fate - A veteran explorer and leader of the group. He is familiar with all the unusual equipment issued by the Fortress and has the most high-tech stuff. He also seems to have uncanny luck at surviving. As his CO mentioned: "He seems to be touched by the force of destiny." 2) The Demilord(twice removed) - Basically, the grandson of a God. Parents were a demigod and mortal hero. He has a few special abilities and is supernaturally resilient and a supernaturally long lifespan. Though arrogant about his self-importance he has agreed to work with lessor mortals and allied himself with the time-soldiers of Fortress Tempora. He didn't have anywhere else to go when his world was destroyed by the BAD-GUYS.(Recent temporal Recruit). 3) The Mutant Refugee - This person comes from the ancient time-line where the Master villian BAD-GUYS reside. Until recently she live on an dyson sphere where the environment is basically arctic. She has a affinity for technology(Cyberkinesis). Looking for to escape the subsistence level of existence on the Dyson Sphere. (Recent Temporal Recruit) 4) The Cyborg Librarian - Resident/Construct of Fortress Tempora - Lots of Knowledge skills and concealed tools/weapons. 5) The Psychic - Senses temporal disruptions. Originally from the Terran Empire. Was sold into bondage and used by a minion of the BAD GUY to guide the Terran Battle Ship to Fortress Tempora. Is really sorry about the trouble he helped to caused and wants to help to make it right. Just entering puberty. (Recent Temporal Recruit) 6) The Eugenic Monk - Companion and protector of the Mutant Refugee, Disillusioned with the subsistence level of existence on the Dyson Sphere and is looking for a better life for her people. (Recent Temporal Recruit).
  9. Okay folks, I decided to take the plunge and run a hero system adventure at a convention. Given this is my first adventure in many years, I'm looking for a little feedback/help so I don't bomb at this when I run it. The slot is 4 hours and I need to make sure the adventure takes about 3 hours. It's time travel semi-superhero based. My primary concerns are keeping it in the 3-4 hour time limit:p. Having contingencies prepared for. I'm never quite sure what the players pull out of their collective hats. And above all keeping it fun for all even if a troll shows up. I won't be posting all my ideas publicly since if a player reads it here that could ruin the adventure. So I'd like to do any brainstorming somewhat privately. Doomslayer
  10. Re: Vehicle Point cost 6th addition For those who are angry at me for my posting this question. "Take a cold shower" Now, what I'm trying to get at is a good guideline for what a vehicle has and what a character needs to pay points for. If a character bought a limosine for his personal use I've got no problems giving him/her use of the headlights and horn for no additional cost but... where do you draw the line in what can be justified without additional character points. I cited the F-15 as the premier example. It has a bunch of items at no additional cost or so it would appear and these are combat effective items. Doomslayer
  11. I don't know if this was discussed earlier but the point cost don't seem to add up on vehicles. Let's take the F-15 Eagle as an example. Once I start putting in weapons and equipment like Sidewinder, Bombs, radar, etc. I end up exceeding 600 points. How do you accomodate those systems at that point level, as stated in the book?. Not to mention things like headlights on cars. If I'm batman and want to make the batmobile, all these little extras start costing alot of points. Any suggestions on what is fair? Doomslayer
  12. :(There is a store near to where I live but the owner is unable to get any Hero System products. Could someone help with this? The Store is Gamer's Guild. The Address is: 4550 Broadway Street Boulder, CO 80304 (303) 997-6496 I want to both help support this store and Hero system products but that is a little difficult when none of his suppliers carry nor can get hero system products. Hope someone in charge can help. Thx, Doomslayer
  13. :confused:An argument about mind probe(telepathy) came up that our group want to get a ruling on. If you mind probe a subject, does the subject know what you are mind probing for? (I.e. you are probing for the combination to a safe. Does the subject know that you are probing for the combination to the safe or is the subject just aware that you are mind probing (s)he/it ?) Thanks for any help/ruling Doomslayer
  14. I'm trying to create a SWAT team using 6th Edition rules whose purpose is to fight Supers/Mutants. I only want to use modern day conventional equipment such as what is shown in the "Future Weapons" series. I equip the basic trooper with either an MP7 or M16A2. After that I have difficulty. Such as with tear gas grenades, the hammer(a twin turreted automatic shotgun), flash bang grenades, & Dragon Skin Armor. I've made to beefed up Grizzly APC with the aforementioned Hammer but am uncertain about a fair assessment of that weapon in game terms. Can anyone help here? Is there a link with this information? Thanks Doomslayer:confused:
  15. Magic disappears and everyone dies Steve, I hope, I really hope you come up with something different than the Magic disappears in 10 years and most of the major nasty villian and might heroes just fade away or die. Hate to tell you but that type of storyline is a serious let down:thumbdown. Please, put your collective heads together and come up with something else:cool:. Regards, Doomslayer
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