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Farmer42

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  1. Re: Hypothetically and unofficially, what would you like to see in a Mecha Hero book? Well, the thing is the Veritechs are just like that. They seem fluid and graceful and indestructible because we see them from the perspective of the aces. Rick has all sorts of problems, at first, and remember he ends up falling over and totaling his Veritech as well as Minmay's restaurant.
  2. So I'm debating using Simon R. Green's Nightside as a setting, and I'm trying to decide on how to do it. For those that don't know, the Nightside is transdimensional back alley in London that's populated by gods, myths, robots, superheroes, and pulp adventurers. And that's just what's considered normal. The book series is a lot of fun, and the setting gives me a lot of room to play. Anyway, I'm asking for some help deciding how I go about character creation. With the vast range, I'm not entirely sure how I should go about reflecting a world where favors and trinkets mean much more than money. I think what I'm going to do is have 75/75 (or maybe even 50/50) for character creation and give the players a floating 200 point "gadget" pool that covers things like favors, guns, magic items, cybernetics, etc. What do you guys and gals think? I'm also debating dropping Contacts in favor of having the players use summon with lims instead, but that's a different matter entirely.
  3. Re: What Are You Listening To Right Now? Famous Blue Raincoat - L. Cohen
  4. Re: Fun looking toy Looks like a light machine gun on top, and an underslung m203 grenade delivery system.
  5. Re: What Are You Listening To Right Now? Joe Strummer and the Mescaleros.
  6. Re: Source Material: Urban Fantasy books/writers Simon Green's Nightside novels blur the genres significantly, but at the core they have a strong Urban Fantasy theme. The Golden Torc, same author, is another great example. Dead to Me, by Anton Strout. Black Magic Woman by Justin Gustains. Unshapely Things by Mark Del Franco.
  7. Re: Urban Fantasy and HERO The trick is in playing around with foci, extra time, and ritual limitations. I understand why they went with a Fudge based system, since they built Fate around it, but Hero covers everything with their powers more or less out of the box. So, you want a blasty-type spell? It requires a staff as a focus? You need to say a special word, as well? How was the staff made? Hand crafted you say, with mystic runes carved in it? So, it wouldn't be easy to get a new one, huh? Badda bing, badda boom, you have your limitations outlined. I'm still working on the shield bracelet, trying to decide if using it as an armor power instead of a force wall power is too munchkin-y. Right now, I'm just trying to come up with some framework stuff, so that I can sit down with players and my laptop and copy/paste out a character using HERO Designer.
  8. Re: Urban Fantasy and HERO Holy slamoley! I've heard of info dumps, but that's impressive. Thanks, QM. I've been following DFRPG, but Fate has never really felt right for me. It's an interesting ruleset, but despite my liberal arts education I need some solid, hard crunch, and non of the Fudge games really bring that to the table.
  9. So, here's the story. A few months ago, a friend of mine told me his friend was going to be running a Champions game, and explained that Champions was a superhero game. We went to his friend's house, met with him and started hammering out character ideas. I learned what HERO system is. Until that time, I hadn't strayed too far from standard d20. But I really enjoyed my experience with HERo, and I've since been learning it how it works, how to build characters, and I've really fallen in love with the system. So, I posit this question. What do I need to run a urban fantasy game besides the basic HERO book? Will Fantasy HERO be necessary? As far as the feel goes, I'm looking at something along the lines of the Dresden Files.
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