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Herolover

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Everything posted by Herolover

  1. Re: Help with Martial Arts characters..Please.
  2. Re: Flying through an asteroid belt. Sorry Shem, I missed you post. I am thinking, just thinking, of using some of these ideas and writing up an article so I wanted to keep some of the things very generic. If you will notice the engineer can get the ship to fly faster. I figure this is pushing the engines in HERO system terms. My thoughts are that the GM decides the "width" of the asteroid field based upon the ship speed and how long he wants the encounter to last. Example. The PC's ship flies 35" per phase x 4 speed or 140" per turn. I want the encounter to last 3 turns so the asteroid belt is 3 x 140" =420" wide. Now the engineer can decrease time in the belt by "pushing the engines." (I am assuming the Pilot is flying balls to the wall already). Also, the pilot can go Emergency Stop and get nice bonuses to DCV, but this doesn't last that long and will increase time in the belt. Should I re-post with more explanation? PS I am thinking of using the Velocity DCV modifier chart and just reversing it. Generally Velocity adds to your DCV. Here, in the belt, the faster you go the harder it is to miss objects so the DCV bonus turns into a penalty. You can fly fast, but get hit by more objects or fly slow, get more potential impacts, but have a better chance of missing them.
  3. One to the things I really liked about Monsters, Minions, And Marauders is the Appendix. The Appendix, if you don’t know, contains templates and pre-made NPC’s for such things as Knights, City Guards, Thieves, Mages, Priest, etc. They are very generic, just enough to give you an idea. I am wondering if we Star Hero fans could do something along the same lines for our genre. Just the kind of general NPC’s that all GM’s could pull from and modify for their own campaigns. Some examples would be: Doctor Policeman Soldier Thief Technician Starship Engineer Government Bureacrat I can't think of any more, but this gives you an idea
  4. Re: Flying through an asteroid belt. That might be fine for some adventures. However, not for this one. I will have 4-6 players (I hope 6). I want something very dramatic where all the players are on the edge of their seat. I want each player to have to make decisions that they feel will effect the outcome. Some of the methods listed are nice, but the end up being Pilot make a roll. That is fun for the pilot, but what about everyone else.
  5. Re: Flying through an asteroid belt. As I said above, I realize that "flying through an asteroid" in a realistic manner isn't exciting. There would have to be some kind of crazy other action acting on the asteroids and then they wouldn't be in a "belt." The crew is 7 members in a small little ship so here is what I am doing: Sensor Operator makes sensor scans affects Next Turn. Sensor Operator’s roll Pilot & Weapon Modifiers Make Roll by +6 more +3 Make roll by +4 to +5 +2 Make Roll by +1 to +3 +1 Even 0 Fail roll by -1 to -3 -1 Fail roll by -4 to -5 -2 Fail by -6 o more -3 Pilot chooses do to one of the following Maneuvers: Maneuver Pilot roll Modifier Maneuver Effects Close Fly-By -6 +3 OCV against one target. Offensive Maneuver -2 +1 OCV against single designated target Extreme Offense -6 +1 OCV against up to four designated targets Defensive Maneuver -2 +1 DCV against single designated target Extreme Defense -3 +1 DCV against up to four designated targets Emergency Stop -3 +5 DCV against all targets. Evade -6 Evade one target; -2 DCV against all other targets. Rapid Fire Engineer decides to do one of the following actions: Action Roll Required Action Effects Repair ship System Varies Returns damaged ship system to active status. Flying Faster SS: Starship Engineering +1†of Flight per amount roll made by. More Power SS: Starship Engineering +2 END per amount roll made by. Increase Thruster efficiency SS: Starship Engineering +1 bonus to Pilot’s Combat Piloting roll for every 2 roll is made by. Increase Power to Weapons SS: Starship Engineering +1 OCV or +1 DC to a single Weapon. I plan on using the speed chart and having a random number of asteroids "attack" the ship per turn.
  6. My two cents One thing I question in this whole discussion is HERO compared to what? What exactly are you comparing it to when you say it has to much fluff? I love the statement that Alien Wars (which I still feel is the weakest book HERO has published) and Terran Empires requires Star Hero. Yep, and what D&D book have they published that doesn’t require the PHB and the DM’s guide? I have been very pleased and surprised by how many non-HERO fans have had rave reviews for Star Hero and Fantasy Hero. These are becoming well known in RPG circles as good sourcebooks whether you play HERO or not. That is a testament to just how good they are. It seems to me part of the problem is not with the books themselves, but with the nature which HERO system books are currently written. HERO system books are currently written in a style which emphasizes system over setting. Thus you get the toolkit feel and when you do pick up a setting book, such as Terran Empire, you feel it is lacking. This has been done intentionally so that players can create their own universe and setting. I, in my moments where I really let myself dream, would like to see HERO get a really good setting. Then, using the complete HERO system, make one or two books creating a complete game that did not require 5th revised to run. That way the people could see how the system is used to create a setting and they could always pick up 5e if they wanted to make changes to the setting or if they wanted to do their own. I think this would be a great product that could introduce new players to the HERO system without requiring them to create the setting or get into the real “crunchy†parts of HERO. The problem is what setting do you use? Settings that grab people are few and far between. You are never going to overcome D&D in Fantasy. You are never going to overcome White Wolf in the “monster character†genre. Star Wars, Star Trek, Traveller, B5, and a few others have got the science fiction genre so wrapped up that as good as Star Hero is its sales aren’t enough to warrant HERO doing much in the science fiction genre. What’s left? If, HERO, could find that one good setting I think it could do them wonders. I understand Steve’s and HERO’s aversion to doing any kind of licensing where HERO would put out a book under someone else’s license. However, I also think this is the one thing that HERO could do really well that could bring in a lot of new fans. As an example I give you Battlestar Galactica. Battlestar Galactica is making a very serious comeback on the Sci-Fi channel. (It might seem to be quite because it isn’t mainstream.) So serious are its ratings that NBC, the owner of Sci-Fi channel, has even talked about taking BSG and bringing it to their broadcast network. Now, yes I realize it is never going to happen, but if HERO could get the BSG license, create a reasonably priced game in the form of a Player’s book and a DM’s book that did not need the 5e book, but used the HERO system, then I think it would be a great example of what the HERO system could do. Now, I admit that BSG might not be the perfect thing for this. I am using it as an example. As for the Art vs Content argument I for one will always fall on the content side. You I would rather have 50 more pages of content explaining, giving new rules, etc. than to have a single nice piece o artwork. (Sorry you art guys.) If you want artwork there is plenty around the internet for you to copy, paste, and use.
  7. Re: Star Wars "Science" Wow....I think I am getting choked up here. A thread I started spawned another thread.
  8. Re: Flying through an asteroid belt. I won't do any "space worms." This is real basic adventure. Basically the characters are the crewmembers of a very small Exploration-Survey ship and are ordered to go explore planet X. Instead of having them just land on planet X I am going to give them some drama. They have to "navigate" through a dangerous asteroid field to get to planet X.
  9. Re: Flying through an asteroid belt. Yeah, the whole idea of "flying through an asteroid belt is dangerous" is way of the mark. Of course this is Space Opera, like Star Wars that has been mentioned, and I am going for drama.
  10. Re: Flying through an asteroid belt. Okay. Here is the deal. I am going to be running a Star Hero adventure for a local convention. The setting is the Terran Empire setting and I am going to have the group fly through a very rough asteroid belt in the spaceship. The basic idea I want is for role playing drama and not to painstakingly map out some realistic combat (this is space opera after all). (Yes, I own the Ultimate Vehicle and using some things from it.) What I am wanting is feedback on how I plan to do it, suggestion, or maybe alternates. The basic idea is that the ship is going to have to fly through a very intense asteroid belt. As I see it there are three basic methods to do this: 1) Map out everything. I personally don't want to do this because I get the feeling it would devolove into the pilot making rolls and would just be a ship flying through an obstacle course. Realistically this is more accurate, but I want drama and roleplaying. 2) Here is how I am thinking of doing it. I am basing it, very loosely, off the Dogfighting rules. Each Turn there are a number of potential asteroid impacts. I haven't really thought of how many yet. "Combat" I am going to use the speed chart. Sensor Operator Will make sensor rolls to avoid asteroids from the next Turn. How well they roll will determine how many they asteroids they avoid. Pilot Will determine what manuever the ship does. (Of course will have to make a control roll.) This will effect how directly the ship flies through the field and give bonus-penalties to the ships OCV & DCV. Could possibly make an emergency piloting roll to avoide an asteroid. Engineer Can boost power of ship's engines making ship fly faster. Can boost power of ship's weapons making them do more damage Can boost power of ship's sensors giving a bonus to Sensor Operator. Can repair damage to ship. Example: The Sensor Operator will make an initial roll to avoid any asteroids the next turn. The pilot will perform his whatever manuever. The weapons people will try to take out the remaining targets.
  11. I am going to be running a space opera adventure and part of it is going to have the player's ship fly through a dangerous asteroid belt. I am wanting something very dramatic were all the players on the ship get into the action, not just the pilot. If you were going to do this how would you do it?
  12. Re: Astronomy/Physics question
  13. Re: Help with Martial Arts characters..Please. Okay thanks to all those who have replied to this thread. I appreciate the help. This is for the Egyptian Campaign Convention in Carbondale, IL in April so if you are going stop reading here..... Okay. I have settled on the following characters: Character #1 Strong, Bear Kung-Fu Character #2 Quick, High Dex, Leapord Kung-Fu Character #3 Decent Dex, High Speed, Shaolin Crane Character #4 Fights with polearm-spear--Style? Character #5 White Eyebrow Kung-Fu, master of Chi’ Character #6 Tiger Kung Fu--generalist Writeups to start following once I get to them. I am wanting this to be Wushu-with a hint of realism. I see the characters being based on between 100-200 points. I want them to have some "powrer," but rely on martial arts manuevers most of time. We will see how I do.
  14. Re: Help with Martial Arts characters..Please. Yea, I saw that. Honestly however, I was looking more toward Wushu. I have never been into the Video game stuff and don't know a lot about it.
  15. Re: Help with Martial Arts characters..Please. Of course. I am reading it. Had it for long time, it and UMA. Of course, I know you and your site. Even got Kazie 5, but never got a chance to use it. I am just needing basic ideas. Like Archetypes sorta. Making them I don't think will be to difficult and will post them when I get them ready.
  16. Re: Help with Martial Arts characters..Please. So far you guys have been a great help. I figure I am going to go for the Wushu style of game so my players can imagine the movies "HERO" and "Big Trouble in Little China.". The little blurb I gave the convention is: Title: Students of Wan Feng and the Green Monkey Description: Medieval Martial Arts As students of the great Chinese martial artist Wan Feng you live a secluded life. However, all that changes when your “Sifu†goes missing and the local warlord declares your school to be outlawed. Can you find master Wan and your school's save the secret documents?
  17. Re: Help with Martial Arts characters..Please. See this is the reason I asked this question on this board. What a great idea. Thanks Hyper-Man. I have been wondering what and how I am going to do things, but your suggestion is perfect.
  18. Re: Random Weather Table Thanks for the table. Pretty much exactly what I was looking for.
  19. Re: Help with Martial Arts characters..Please. By "school" I mean....well...what I am thinking is they all train at the same place. The "place" teaches many different arts according to what each student is best suited for. I don't want to go the temple route so I am calling it a school. Thanks for the ideas they are things I hadn't thought about.
  20. Hello all. I have agreed to GM a Martial Arts adventure at a Convention coming up and I am hoping to get some help with the characters. Basically I need to come up with an idea for 6 characters. The basic idea is that the characters are from the same “school.†The “school†teaches many different forms of Martial arts so I don’t see that as being a problem. So far I have: Quick Guy: High Dexterity, Strikes a lot. His Martial art is based on hitting a lot with small damage. Big Guy: Very Strong, but not so quick. Martial art is based on not hitting often, but wow when he does. Focused One: Master of Chi’ She/he will focus on chi’ abilities with only a little martial arts. Ninja: enough said ???? I need two more or maybe you have one that would do better than the four above.
  21. Re: [Newbie] Some help with combat maneuvers Yep you missed something, but don't worry a lot of people miss it. You need to read the part on "Multiple Power Attacks." Basically, "Multiple Power Attacks" allow a character to make several attacks all at the same time, all at the same target, with the proviso that the character only makes one attack roll and the attack roll for both attacks are based on the same characteristic. An example of this is the idea of the sweep/disarm. Since the character can do two attacks he can do a sweep & Disarm since both attacks use DEX as the basis of OCV. Note this means you could, with GM permission, Grab-Disarm, Sweep-Grab-Disarm, Sweep-Move By etc. Read the part on Multiple Power Attacks.
  22. Not sure where to put this and it really isn't a "rules" question. I am looking for a random weather table. Something along the lines of a couple simple tables that I could roll dice and see what the weather is for the day for any genre. Any ideas?
  23. Hello all. In a months time I am going to be GM'ing a Terran Empire adventure at the local Convention. I am wondering if anyone has any examples of good Terran Empire character sheets. I am looking for something with nice graphics, logos, Star Hero logos etc. Something to spruce up the character sheet so it looks nice. Anyone know of anything? Have any examples?
  24. Re: Anyone trying anything with Everquest II I am currently running a game "based on" EQII. Like joen00b my players would hate the idea of playing a PnP EQII, because they don't like the MMORPGs. So, I have used the basic idea and setup of EQII, am using many of the races right out of Fantasy Hero and the basic magic "system" presented in the Turakian Age and the Grimoirs. I will have to see how it goes, but I really don't fosee a lot of problems.
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