Jump to content

DigitalGolem

HERO Member
  • Posts

    101
  • Joined

  • Last visited

About DigitalGolem

  • Birthday 08/19/1967

Contact Methods

  • Website URL
    http://

Profile Information

  • Biography
    jack of all trades
  • Occupation
    troubleshooter

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

DigitalGolem's Achievements

  1. Re: I need serious help!!! LQ, I hope I can help you. Here goes: 1. Do you have the Hero Designer software yet? That would take a lot of work out of this. 2. If you're starting off with only a single, basic type of attack, you can design it as a "stand-alone" power now, and change it to a Multi-power later. That might be easier. 3. Designing the extra damage with seperate charges may be done in several different ways. Some of these fit your idea better than others; take your pick. a. A different RKA linked to the base RKA, with its own charges limitation. b. An Aid to the base RKA with a constant effect, again with its own charges. c. Boosted charges. (Not sure if this fits.) d. Partially limited RKA; 16 charges on the first 3d6 (-0 lim) and 7-8 charges on the rest (-1/2 lim). 4. Hero Designer is your friend. (But I'm not sure if it'll do partial lims.) If necessary, I'll expand on these ideas a bit more tomorrow. Chances are someone on this board will beat me to it, or come up with an altogether better idea, which would of course be just fine. Good luck, good nite, thanx heaps; DGv3.0
  2. Re: 2 more questions Thanks for clarifying that, Dr. A!
  3. Re: Change Environment and Time Dilation This effect might be too powerful for "change environment". I'd write it up as extra-dimensional (time) travel, one hex, useable as attack, continuous. Expensive, but it gets the job done, I think.
  4. Re: 2 more questions Dr. A. was pretty freakin' thorough, so I'll just add a couple of comments. Deuterium may also be found in the solar wind, probably in greater quantities than He-3, so if you're setting up shop near Mercury, you can get both. Also, the Deuterium-Helium-3 reaction produces only charged particles, which greatly reduces the need for shielding, and therefore reduces the mass of the power plant. As I understand it, this is also one of the "easiest" reactions to initiate. (I've heard that nuclear physicists say this reaction has a very high "cross-section", whatever that means. Anyone grok that?) I'd recommend Transhuman Space for a good rpg-oriented discussion of all the ideas in this thread. And The Starflight Handbook by Mallove and Matloff offers a more rigorous look at this subject. thanx heaps, DGv3.0
  5. Re: 3 1/2d6 vs. 4d6-1 I hate half dice. Never can get the *&^%$#@! things to roll properly after they've been cut in half....
  6. Re: OK, Math And Science Experts: Cubic Hexes As an aside, the 7m3 volume also makes for very simple conversions to/from the 14m3 "displacement tons" used in certain other games as a unit of volume for spacecraft and other vehicles. Two Hero hexes = one dton works for me! Thanx heaps.
  7. Re: Building characters of different sizes Star Hero also has rules for characters of different sizes. I don't have the Hero Bestiary, but I think they're pretty much the same rules.
  8. I'd just buy extra Int as a power, with a limitation: "Only in combat". DGv3.0
  9. Binary is no problem. I'm just a bit contrary sometimes. (pun intended. shoot me) I've also considered changing my username to "Anti-Social Construct".
  10. Doing 60mph, in an RV with a smaller-than-normal potty, on a very bad Mexican highway, with a driver who's blind in one eye. Yes, this actually happened, but I managed to make the roll by using the Set and Brace combat modifiers. DGv3.0
  11. Re: traveller fuel Traveller's fusion technology (apparently) uses plain old hydrogen for fuel. (as opposed to its theoretically more easily fused isotopes) So a ship needs the right equipment to refuel in the wild; intake vents for hydrogen gas found in the atmospheres of gas giants, processing plants to purify it, and in cases where gaseous hydrogen can't be found, cracking units to seperate the hydrogen found in water, ammonia, methane, etc. The intake vents from Traveller are defined as capable of taking on 20% of the ship's volume per hour, in the form of unrefined hydrogen. Fuel purifying plants are usually designed to process the ship's entire tankage in a few hours. For warships (time is critical) and for merchants (time is money) this period is usually 6 to 8 hours, but for any ship that's not in a hurry, a smaller plant is sufficient, so long as the fuel all gets processed before use. DGv3.0
  12. [edit] I looked at your post again, and realize you're just talking about one character who's affected this way; my suggestion is a bit different. Perhaps a vulnerability disad, "takes extra damage from side-effects" would make this more useful to you. [/edit] I wrote up quite a few effects like this, for a campaign which (sadly) isn't finished yet. I designed it as a "side-effect" limitation on the ship's movement power. There were several types of drives, with different, sometimes unpredictable side effects; --minor side effects which always occurred. Some were continuous, lasting throughout the trip until the drive was turned off. Others occurred each time the drive was turned off, at the end of the trip. I used this for effects similar to hyperspace travel in the Chanur novels. --major or extreme side effects which occurred when the drive wasn't used properly. For instance, drives which only work in the "black zone", far from a system's primary, could be activated closer in, but the ship and crew would both suffer the consequences. This would be similar to the "misjump" effect in Traveller, which occurred if the drive was activated too close to a massive object. This is a very flexible concept; the side-effects and circumstances in which they occur can be defined any way you like. (And you save lots of points on the movement power!) Let me know if you'd like to see some better examples. At the moment it's late, and I've put away all my notes on this. L8r, DGv3.0
  13. So, is there going to be an "official" Hero System Abacus product in the works? DGv3.0
  14. How to move after your attack... ...in one easy lesson. Hold your action! If there's an urgent need to keep my options open, I hold my entire action until the end of the segment before my next phase. Then I make the half-move, attack, and only have to wait until my Dex comes up the following phase. For a high-Dex character, this provides a chance (not guaranteed, of course) to move, attack and withdraw before the target can retaliate, especially if they already used their action before your attack. They will usually get wise to this after one or two attacks, however, and respond in kind by holding their own action, saving their very favorite HKA just for you! THWACK!!! So remember, using the best tactic is smart, but using it over and over again, isn't. thanx heaps, DGv3.0
×
×
  • Create New...