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Harrkonen

HERO Member
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About Harrkonen

  • Birthday 01/19/1987

Profile Information

  • Biography
    Braiiiiiins.....
  • Occupation
    Part time Zombie

Harrkonen's Achievements

  1. Re: Tips for Space Ships Nifty that should be useful when it comes out... I judge by your quote you've done your share of house rules?
  2. Re: Starship combat? I ended up running a Star Wars old republic game where the I re vamped the vehicle combat rules almost completely. It was a while back so I'd have to dig up the details but I do remember it working half-way decently. I do recall the simplest change was movement which helped speed the game up quite a bit, it was a simpler take on the KM=X amount of hexes formula Effectively 1 Hex = 10 Hexes. Using simplified acceleration/deceleration rules things ended up running rather smoothly The PCs were engaged in star fighter to star fighter combat meaning they could almost be treated as individual characters. Now I'm working on a game where the group will be in a circumstance similar to your own. I plan on keeping the movement formula but I'm re-vamping space ship construction this is mainly because in this setting there are no Shields. Of course this was my first real run with heavy vehicle combat (I've run a few car chases but that's another story)
  3. I'm working on a long running campaign where it takes place effectively in the Star Hero setting. The differences and details are both not important for my questions nor for the system really. For a good while in the Campaign starships have been present and prevalent however we've avoided almost entirely engagements between ships and ship to ship combat. The main difference being we (Myself and the co-creator) can't properly decide on good combat systems for the ship combat. We've got most of the Star Hero books and related materials but they are only so helpful... Anyone got any tips? I'm mostly looking for any insights people have used for Ship to Ship combat and Ship building FYI note: We have agreed that star ships do not use the following: Force Fields and shields any projectile weapons more advanced than Lasers Nuclear Missiles we still use 5th Edition
  4. Got a western game brewing for my group. Got plenty of resources put together and have been a fan of westerns since I was a kid. Still I wouldn't mind some suggestions, examples, resources and tips if y'all don't mind. I also can't decide whether 5th edition or 6th would be better...I have access to both
  5. Re: GMing a Post Apocalypse campaign If you're still going for a Fallout Adaptation I could give you some of my Resources i've been using Failing that Here's what I did the streamline my campaign Excel sheets (Any similar program will suffice) These make weapon/armor/general equipment managing for purchase, bad guy gear, or simple shopping list for the players a breeze simply hand them the list and tell them what's available at the shop. It's best to make the list of things the players would either frequently buy or things that they SHOULD buy I.E. Gasmasks, stimpacks etc...This will also allow you to know the standard pricing of an item without having to constantly think about it. Simply look at it's average price and modify it to fit the shop owner (I.E. Jerk who over prices things or a indebted shop owner who sells at a discount) The above listed thing has helped the most for me but another item that's useful is Weapon Tabs these are simple print n cut tabs made specifically for interchangeable firearms, Fallout being a setting where the average player is going to go from POS homemade pistol to somthing better and then something better beyond that it helps to have these items on standby for when the player wants it...Say for instance after they blow away the raider who had a auto shotgun? wouldn't it be nice to go "Oh you want that gun? well here ya go" rather than listing off stats and dragging the game to a halt. These are just some things that made GMing much easier for me in most games. It takes a bit preparation but it's worth it in the end.
  6. Re: Greatest Western Movies of all Time Greatest westerns of all time eh? well while I have my own favorites I have to say that this is a VERY subjective list as westerns are surprisingly varied in how they are portrayed. Course me being a simple violence loving midwesterner have to say the following: 1: Unforgiven 2: Tombstone 3: 3:10 to Yuma (The 1957 one and the modern one are both excellent) 4: Butch Cassidy and the Sundance Kid 5: High Plains Drifter 6: Appaloosa 7: Young Guns (This was a tough one) 8: The Outlaw Josey Wales 9: Two Mules for Sister Sarah (yes I like Eastwood) 10: No Country for old men (While not a typical western it does fit the category) I know it's a crime to not have at least one John Wayne movie here it's just that I wasn't around for his movies I always liked Eastwood more I suppose
  7. Re: Fallout Hero (6E) I've actually been running a fallout hero campaign (Though mine is in 5th still) for some time now. And while the players have done pretty well about avoiding rads in the first place, I've been using the standard hero rules for radiation sickness. They work fairly well considering low end radiation doesn't do much and is what the players would typically encounter. For other situations however the regular formula has worked fine, and keep in mind that in fallout radiation is while a fairly common hazard is not nearly the most dangerous thing in the setting (We do have Radaway for such an occasion anyway.) Quick other note Google search "The Vault Wiki" and you should find a HUGE stash of Fallout information that covers pretty much every single game, even the short lived D20 game and the games that weren't ever released (Vanburen and Project V13)
  8. Hey there I haven't been around for a while but my social life isn't why you're here I'm making a western Campaign setting. It's set with a Cinimatic flair and thus the reason that I see it falling into the Pulp setting if any. Anyway I'm looking for any tips, advice or just plain simple builds for some things Most in particularly those of Weapons and Firearms. I realize the Dark champion and Pulp hero books both provide write ups for weapons but none for the weapons of the western era
  9. Re: True Jack Of All Trades Exactly i'm trying to work out a way to work around the 8- Familiarity roll. I know it may be in vain but dangit I'm going to try
  10. Re: True Jack Of All Trades We've been thinking along those options and so far the VPP thing at the moment. (Comes out to a 5 point total.) The main trick is I'm just trying to get away from the Trained/Untrained issues and bypass them. The build so far I have will make the lowest roll that is based along a characteristic a 11- and with a +2 Overall I can make non-characteristic based skills at least a 10- It's such a simple idea but so tricky to make correctly.
  11. In a campaign that is soon to be started we play as rather low level characters (Heroic level 75/75) I'm looking to make the most of my points and wanted to get a Jack of all trades type perk or talent that allows me to make skill rolls at the 8 or less base roll. The only problem is that both myself and the GM are unsure of the best way to go about this. Any suggestions?
  12. Re: Does anyone really roll 30D6? Yes that's about right with average effect and what not. Of course to achieve said velocity you do have to fall quite a ways, more so then a normal has any buisness surviving. A favored tactic of a super I play as with my group is the ability to Teleport someone a good couple hundred Kilometers straight up only to let them fall to their impending doom. Works wonders for getting rid of groups of pesky Viper agents.
  13. Re: How do you become a Jedi Actually Wyrm that's perfect. That sounds like the most probable idea as to what that test would be. A test to ensure that in said situation a Jedi would not call upon the Dark side as a ditch effort to gain the upper hand.
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