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Banakles

First Hero System Game/Campaign

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Yep, sorry my typing skills are poor.lol

 

In this modern era, most folks with good insurance can get a motorized chair, so that would leave one hand free, and no End cost.

Np, I just thought it was another acronym that I hadn't discovered yet :)

 

True, but when we were creating his character we had trouble finding a decent portrait to use and ended up settling on one from Grand Theft Auto, the portrait has an unpowered wheelchair, so we went with that. However their is nothing stopping the character upgrading his chair or even building himself a powered exoskeleton at some time in the future.

 

 

tlad_wheelchair-dude.png

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I also plan to remove the apparent enchantment on Gunsmokes Colt Navy Revolver, something along the lines of the enchantment gradually wears off outside of the dreamtime, this will probably cause the player and character some anguish, wondering whether or not his regeneration and resistance powers will fade as well. I'm thinking along the lines of technological objects not being able to permanently hold a dreamtime enchantment, but biological objects/creatures can.

I don't intend just to take it off him without replacing it with something, If the player doesn't think of it, I have talked to Knifepoint's player, to have Knifepoint suggest that Gunsmoke might be able to sell the gun as a valuable antique. If he sold it to Eddie Collins, Collins would probably give him a fair amount in trade. (I intend to give the player a number of resource points as a replacement, and a few hours in Collins' Guns and Surplus, any suggestions on a reasonable amount of resource points for an antique in fairly new condition?)

 

I like this idea and its the sort of thing I play around with from time to time. It all comes down to how much your players actually trust you as the GM.

 

Your reasoning is sound about the Dreamtime enchantment and it could indeed cause the *character* to worry that his entire powers could be fading, but hopefully not the player too, as like I said, he hopefully trusts you. If the gun did just become a normal antique with regular charges, you could just boost his other powers with the points he spent on it, or if it really is a big deal to him about his 'magic re-loading gun' just tell him to one side that this is a 'plot twist' and to bear with you for a session or two. Then, in a couple of scenarios, you might have him realise that he is able to manifest the gun just by thinking about it (buy it without a focus) so that the gun is actually an extension of his will.

 

Your campaign sounds like fun. :)

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The Dreamtime bound Gunslinger's gun sounds like The Sixth Gun comic book, which kicks ass.

 

The picture of the wheelchair bound guy reminds me of an awful b-movie called ENEMY TERRITORY. It had Jan Michael Vincent as a nutball wheelchair bound Vietnam vet who could fire missiles from his chair.

 

Always remember, the purpose of Hero System is to have fun -- the system will eventually come to you. What is the coolest thing to happen RIGHT NOW which is more important then remembering " does he have to make an EGO check to not pass out?"

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The Dreamtime bound Gunslinger's gun sounds like The Sixth Gun comic book, which kicks ass.

 

The picture of the wheelchair bound guy reminds me of an awful b-movie called ENEMY TERRITORY. It had Jan Michael Vincent as a nutball wheelchair bound Vietnam vet who could fire missiles from his chair.

 

Always remember, the purpose of Hero System is to have fun -- the system will eventually come to you. What is the coolest thing to happen RIGHT NOW which is more important then remembering " does he have to make an EGO check to not pass out?"

I remember the movie, there was a street gang called "The Vampires", most of the action was inside a rather large block of units (what is the correct term for those?).

Haven't read the Sixth Gun comics yet, but will try to.

I am a big believer in Murphy's Rules, and the players know to expect things to go wrong, usually in rather entertaining ways.

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I like this idea and its the sort of thing I play around with from time to time. It all comes down to how much your players actually trust you as the GM.

 

Your reasoning is sound about the Dreamtime enchantment and it could indeed cause the *character* to worry that his entire powers could be fading, but hopefully not the player too, as like I said, he hopefully trusts you. If the gun did just become a normal antique with regular charges, you could just boost his other powers with the points he spent on it, or if it really is a big deal to him about his 'magic re-loading gun' just tell him to one side that this is a 'plot twist' and to bear with you for a session or two. Then, in a couple of scenarios, you might have him realise that he is able to manifest the gun just by thinking about it (buy it without a focus) so that the gun is actually an extension of his will.

 

Your campaign sounds like fun. :)

I haven't taken his gun from him, yet. It may still occur later, with the player's agreement of course.

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Friday Night Firefight
The game started with Giles having gone out to see a movie, Lance (Gunsmoke) was out exploring the 21st century, Chet (Knifepoint) was working a shift as a paramedic, Alvie (Maverick) was playing in an illegal poker game in a warehouse by the river, and Natsu (SHinigami) was busy with a private lesson in Kenjutsu. Chet's sister (DNPC) Katterina was out on a date with her new boyfriend Michael (Michael Forsythe aka Stonehenge). And Natsu's grandfather was in Little Tokyo visiting friends.
Early in the night at the end of the lesson Natsu and his student Takayama Shinsaku were finishing up when Natsu's grandfather returned, grandfather quietly made himself a cup of tea and observed the last sparring session of the lesson. When Takayama asked "Same time next week", grandfather said "no", and taking Natus aside explained that his student was in fact The Shogun of Little Tokyo, a well known crimelord at odds with the Yakuza and the Tongs. Grandfather told Natsu not to teach him anymore, Natsu agreed and then privately told Takayama that the lessons would continue as usual. After Takayama left Natsu went and joined his grandfather in the living room and the two watched TV for a while.
Around midnight Chet arrived home , with Michael bringing Katterina home at about the same time and Maverick was walking home from the card game, in which he lost a fair amount of money.
As Chet was closing the roller door he noticed a a group of men get out of a van across the street, maverick was only 20m from the van and ducked back around the corner. Chet ran to the smaller door and made to go and bring his sister inside, but as he exited the door he noticed a hunched figure on the roof across the street silhouetted by the rising moon. He reached for a throwing knife and shouted to his sister to get down, but before he could do more he was slammed backwards by a high powered rifle round fired by the sniper on the roof. Michael threw himself over Katterina, he then picked her up and ran for the doorway as the 6 men from the van began sprinting towards the warehouse, they didn't get very far before Maverick dropped one of them with a charged playing card. As Maverick ducked back into an alley he saw a maxicab go roaring past with an Indian driver shouting and gesticulating wildly, while Giles who was strapped into the back was shouting at him to stop the damn cab. The 5 conscious assailants made for the door, as Michael put Katterina down, dragged Chet's unconscious form through the door and then slammed it shut and locked it. He then yelled up at Natsu "have you got any weapons in here?" Natsu was frantically trying to don his armour and ignored him. Katterina race to the infirmary and grabbed a first aid kit and began trying the stop Chets bleeding, while Michael with a grunt of disgust turned and kicked a section of the banister from the stairs to use as a weapon, (he'd left his gun in the glove box).
Maverick in the meantime had noticed the sniper on the roof and found a ladder up to the roof in the alley. He climbed up, planning to sneak up on the sniper and take him out, unfortunately the sniper was rather alert and brief firefight broke out on the roof with both Maverick and the Sniper ducking and weaving in and out of the odd structures on the roof, charged cards vs rifle bullets.
When the assault group forced the door they were met by Michael swinging a heavy metal banister, the first guy through was hit full in the chest and catapulted back through the doorway. They answered with a hail of gunfire as Michael ducked back out of sight. Natsu was still trying to get into his armour and keep his grandfather from getting his overly inquisitive head shot off. Giles was still frantically trying to get the cabbie to stop and let him out, but the cabbie ignored him and continued to rave on in Punjabi, accelerating away from the gunfire.
While Maverick and the sniper continued to exchange fire on the roof across the street, one of the assault group threw a grenade through the door, he either misjudged his own strength or simply panicked and it ended up landing near the back of the warehouse and rolled through the open door of the armoury, which rather fortunately had not been stocked yet and blew away some of the floor and wall panels.
Natsu had finally gotten into his armour and turning off the light stepped through the darkness out into the night behind the assault group. Getting desperate, Michael charged through the door, grabbed one assailant and picking him up bodily slammed him down into another member of the assault group. While Natsu tried to cut down the other two with his new Katana. The first went down screaming, with a nasty cut to the shoulder, but the last one sprayed both Miichael and Natsu with a burst of fire, both men were hit twice, Michael grunted as he fell backwards with gunshots to the shoulder and leg, Natsu was thrown backwards by the impact of the shots but was saved from any serious injury by his armour. He recovered in time to dispatch the last assailant with a sword stroke to the head.
Giles finally got the cabbie to pull over by removing his urine bag and splashing it's contents all over the interior of the cab, much to the drivers disgust, who immediately began cursing even louder in a mixture of punjabi and broken english as he worked to get this crazy, stinky white man out of his taxi.
Maverick, still under fire on the rooftop across the street, broke cover and launched himself at the sniper grabbing the man's rifle and charging it with power, the two of them then threw themselves backwards to get away from the explosion as the rifle blew up, the sniper reached for his pistol and Maverick drew a card, this time the card was quicker than the gun and the sniper was blasted into unconsciousness.
Natsu began to drag the unconscious and stunned assailants inside and tie them up while Katterina who had stopped Chet's bleeding began to work on Michaels wounds. Giles wheeled himself through the door as Maverick arrived with the unconscious sniper over his shoulder. Introductions were made all round while Grandfather calmly observed from the balcony nursing a nice cup of tea, which he had apparently made while the firefight was going on around him.
Giles called his contact Faith Padruski, requesting police assistance. It was at this time that the group noticed smoke coming from the armoury. The smoke smelled odd and left a strange after taste on the tongue, Chet, Giles and Katterina seemed to be the only ones affected by it with Chet and Giles suffering from coughing fits, but Katterina was overcome by the fumes and passed out.
The police arrived and took everyone who wasn't injured into custody, Chet, Michael and Katterina were taken to Stewart County General, while the fire department cleared the building of smoke and put out a small fire in the armoury. Hours later the group were still being questioned when ID's came back on the assailants, some of them were known eco-terrorists working for the group called While the Earth Burns. The others appear to have been local members of the organisation with no known criminal records. The BCPD at the urging of Faith Padruski released the group, after getting their statements and warning them to leave the city, there may be further questioning required.
At the hospital Michael who seemed to be only slightly wounded came to see Chet, to inform him that Katterina was in a coma and the doctors were not sure why. He also explained a little of his past, as it would come out soon anyway when the police figured out who he was. Michael Forsythe aka Stonehenge is a friend of Caber and former employee of Charlemagne. He told Chet that he would stay with Katterina's while she was in hospital.
After almost 24 hours the group returned to the warehouse. The place was a mess, fire-fighters and police investigators had trashed the place. Although no one had been curious about the hole in the armoury floor to investigate it, assuming that it was part of the old city that had been built over.
The group however were extremely curious to know what was down there. To there amazement it proved to be some sort of secret research facility, medical by the looks of it, apparently with it's own power supply.
Furthermore the group discover a miniature camera in the wreckage of the warehouse and after a detailed search turned up a handful of minicams and tiny microphones, at first they believed that the builders who had refurbished the place had bugged the place, then it was thought that it might have been one of Natsu's students. Given the placement and methods of affixing the bugs it was reasoned that they were placed where and when opportunity allowed rather than carefully positioned.

Over the past couple of months these guys have been at the centre of several incidents requiring BCPD attention, (so they have earned themselves a new Hunted: BCPD (Frequently, Mo Pow, Watching)).

The Shogun of Little Tokyo didn't take Natsu's grandfather's comments very well and my seek revenge of some sort, especially if it leads to the end of his Kenjutsu lessons, something he very much wants to continue.

Stonehenge is dating Knifepoints DNPC Katterina, whether he is sincere as he seems or if it is a ploy to get close to the group is anybody's guess at the moment, (why would he need or want to?, no idea yet).

The group have finally discovered the secret facility below the warehouse, they have yet to do a full exploration of it's floors and Giles intends to do a thorough search of it's computer systems to discover it's true purpose and history.

Katterin, Knifepoint's DNPC is currently in a coma, along with Knifepoint and Giles she was affected by the smoke coming from the hole into the facility. Being exposed to this smoke (chemical?) is a possible "radiation accident" the effects of which have yet to be determined.

 

 

 until next time.....................

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Ok have updated the setting a little, added in the Kazei 5 timeline to 2015.

Have combined the Delta Force package deal with each of the Recon and SEALS package deals to represent the SASR and Commandoes respectively. I'm assuming that Delta is primarily focused on counter terrorism, and given that both SASR and 2nd Commando Regiment provide troops on rotation for TAG West and TAG East respectively, pretty much all SASR and 2 Commando personnel will have undergone continuous counter-terrorism training, (if not actual field experience). This seems to justify the combined Delta/Recon package deal for SASR and the Delta/SEALS combined package deal for Commandoes.

Also have had the Australian government recognise the need for a dedicated taskforce or team to deal with superhuman threats. To that end they have re-raised the WWII era Z-Force, by recruiting Espers and offering partial reconstruction to selected invalided special forces personnel. Currently Z-Force consists of a handful of Espers and partial conversion Cyborgs.

Because the SASR and Commando package deals are in the 150+ points range, I've changed the Z-Force package deal to an abbreviated package as follows:

 

 

Z-FORCE

With the increasing numbers of Espers, Cyborgs, Mutants and the like, the Australian Military has recognised a need to form a specialised unit to deal with these beings should they be employed against Australians or Australia itself. Z-Force members currently include a handful of Cyborg Special Forces soldiers (partial onversion) and a similar number of special forces trained Espers. The unit has taken the name and battle honours of the WWII era Z-Force. Recruitment for Z-Force is by invitation only, only SASR and Commando personnel who have undergone partial cyborg conversion, and serving Espers are invited. Espers must pass either the SAS Cadre Course or the Commando Training Course and undergo further training within those units, before being accepted into Z-Force. While not specifically limited to Cyborgs and Espers, Z-Force would need to thoroughly vet any other potential recruits before inviting them. Z-Force is tasked with providing a special forces response to superhuman, supernatural and alien threats, both inside Australia and abroad. The character must have taken either the SAS package deal or Commando package deal, and must also have taken the partial conversion cyborg package deal or the esper package deal (or have some other powers deemed acceptable).

 

Z-FORCE PACKAGE DEAL

Abilities

Cost Ability

2 KS: Superhumans

2 KS: Superpowers

2 KS: Z-Force History And Traditions 11-

2 PS: Z-Force Operative 11-

5 Fringe Benefit: Military Rank

5 Fringe Benefit: Security Clearance

3 3 points’ worth of Skills from the choice list of a previously taken Package Deal

Total Cost Of Additional Abilities: +21

 

Complications

Value Complications

5 Distinctive Features: Uniform (Easily Concealed)

10 Hunted: military force character belongs to 8- (Mo Pow, NCI, Watching)

20 Social Limitation: Subject To Orders (Very Frequently, Major)

Total Value Of Package Complications: 35

 

Having talked to my younger brother (still serving) about the type of martial arts training currently being taught to diggers, I've opted for using the Marine Corps Martial Arts Program for Australian military personnel, mainly because our in-service training is based upon it. I have read about an Integrated Martial Art that is supposed to combine CQB, Bayonet and Knife Fighting, and Unarmed Combat, my brother tells me that it is still in its infancy mainly because it is being developed in an ad-hoc way. Apparently each unit or training establishment is working with individual local martial artists to develop a workable system, this means that there is no standard approach and different units are coming up with different Integrated Martial Arts Systems. Eventually a standard will probably be established, but until that time players will have to mix and match to represent this sort of training.

(perhaps an in game version might be a mixture of the Marine Corp Martial Arts Program, Bayonet Fighting, Knifefighting and GunFu).

 

I continue to work my way through the books that I have (just picked up a copy of Terran Empire), to expand the package deal options for my players a little further.

I've taken and modified (mainly with options) the Imperial Army Package Deals from Terran Empire to represent the various service arms and branches of the military.

As I don't want to reprint the package deals from the book, I'll only provide the options here:

 

BASIC MILITARY TRAINING PACKAGE DEAL

Options

Value Ability

0 U.S. Army: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets)

0 Airforce: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets), replace PS: Soldier with PS: Airman.

0 Navy: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets) replace PS: Soldier with PS: Sailor.

0 Marine: replace PS: Soldier with PS: Marine.

var. Armour: Combine this Package Deal with the Armour/Artillery Package Deal.

var. Artillery: Combine this Package Deal with the Armour/Artillery Package Deal.

var. Infantry: Combine this Package Deal with the Infantry Package Deal.

var. Medical: Combine this Package Deal with the Medical Package Deal.

var. Aviation: Combine this Package Deal with the Aviation Package Deal and Officer Package Deal.

var. Maritime: Combine this Package Deal with the Maritime Package Deal.

var. Officer: Combine this Package Deal with the Officer Package Deal.

 

AVIATION

The Aviation Package Deal represents a pilot in the Air Force, Army, Navy, or Marine Aviation Arms, or Police Air Units. Aviators provide air superiority and air support to ground and maritime based forces. Most services require pilots to be commissioned officers, although some allow senior non-commissioned officers to fly. Therefore the Basic Training Package Deal and the Officers Package Deal (or in the case of Police Air Units the Police package deal) are prerequisites to taking this package deal.

 

AVIATION PACKAGE DEAL

Options

Value Ability

var. Army Aviation: Combine this Package Deal with the Basic Training Package Deal and the Officer Package Deal.

var. Marine Aviation: Combine this Package Deal with the Basic Training Package Deal and the Officer Package Deal, replace PS: Soldier with PS: Marine.

var. Naval Aviation: Combine this Package Deal with the Basic Training Package Deal and the Officer Package Deal, also choose Survival (Marine), and replace PS: Soldier with PS: Sailor.

var. Airforce Aviation: Combine this Package Deal with the Basic Training Package Deal and the Officer Package Deal, replace PS: Soldier with PS: Airman.

var. PolAir: Combine this Package deal with the Police Officer Package Deal.

var. Cyborg Aviator: Combine this Package Deal with the Cyborg Package Deal(s).

 

ARMOUR/ARTILLERY PACKAGE DEAL

Options

Value Ability

var. Armoured Engineer: choose SS: Civil Engineering and one other Engineering-oriented skill

var. Officer: Combine this Package Deal with the Officer Package Deal.

 

INFANTRY PACKAGE DEAL

Options

Value Ability

0 U.S. Army: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets)

0 Airforce Airfield Defense Guards: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets), replace PS: Soldier with PS: Airman.

0 Naval Ships Troops: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets) replace PS: Soldier with PS: Sailor.

0 Marine: replace PS: Soldier with PS: Marine.

var. Airborne Infantry: choose TF: Parachuting, Basic

var. Armoured Infantry: choose Combat Driving, Mechanics, Systems Operation, TF: Tracked or Wheeled Military Vehicles, WF: Vehicle Weapons

var. Combat Engineer: choose SS: Civil Engineering and one other Engineering-oriented skill.

var. Officer: Combine this Package Deal with the Officer Package Deal.

 

MEDICAL PACKAGE DEAL

Options

Value Ability

0 Airforce Medic: replace PS: Soldier with PS: Airman.

0 Naval Medic: replace PS: Soldier with PS: Sailor.

0 Marine: replace PS: Soldier with PS: Marine. (US Marines not withstanding)

var. Officer: Combine this Package Deal with the Officer Package Deal.

var. Medical Officer: Combine this Package Deal with the Officer Package Deal and the Doctor Package Deal.

 

MARITIME

Maritime forces control the oceans and waterways. This package deal can represent a purely naval force or they can be a maritime branch of a land force such as the army, marines or even water police. The Basic Training Package Deal (or in the case of water police the Police Officer package deal) is a prerequisite to taking this package deal.

 

MARITIME PACKAGE DEAL

Options

Value Ability

-2 Army Marine Specialist: remove TF: Large Military Ships and Submarines, replace PS: Sailor with PS: Soldier.

-2 Marine Maritime Specialist: remove TF: Large Military Ships and Submarines, replace PS: Soldier with PS: Marine.

var. Naval Engineer: choose SS: Civil Engineering and one other Engineering-oriented skill

var. Officer: Combine this Package Deal with the Officer Package Deal.

 

OFFICER

This package deal represents a character who has been promoted from the ranks and undergone officer training at a service academy or school for officers. It is a different pathway than the Military Academy Package Deal (Terracide p.53). Both pathways provide a commission, but the training and skills gained are different.

 

OFFICER PACKAGE DEAL

Abilities

Cost Ability

3 +3 PRE

3 Bureaucratics 11-

3 Persuasion 11-

4 Tactics 13-

2 Navigation (Land, Marine, or Air) 11-

2 PS: (service arm) Officer 11-

3 Fringe Benefit: Military Rank (Lieutenant)

Total Cost Of Package Abilities: 20

 

Complications

Value Complications

5 Distinctive Features: Uniform (Easily Concealed)

10 Hunted: military force character belongs to (Frequently, Mo Pow, NCI, Watching)

20 Social Limitation: Subject To Orders (Very Frequently, Major)

Total Value Of Package Complications: 35

 

Options

Value Ability

0 Army or Marine Officer: choose Navigation (Land) and choose PS: Army or Marine Officer.

0 Navy Officer: Choose Navigation (Marine) and choose PS: Navy Officer.

0 Airforce Officer: Choose Navigation (Air) and choose PS: Airforce Officer.

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Having named my campaign "Something Wicked This Way Will Come", I have been in search of that "Something Wicked".

I believe I may have found it, I was looking through Alien Wars and think that the Xenovores would make for a pretty interesting "Something Wicked".

Whether a single dreadnought arrives or an entire invasion fleet is yet to be decided.

I don't want to introduce this too early, so I'm planning to save it for when the campaign begins to stagnate a little. (Time wise, I'm planning the Xenovore arrival for somewhere around 2020-2030 game time)

In the meantime I shall have various smaller "Something Wickeds" show up.

So far I have some plans for Vampyri, a rampaging were-lion, the rise of the Kyphotic Man, several major terrorist attacks, the death of the Harbinger of Justice (Hudson City Chaos - Deadman), plots involving secret organisations, the Heroic level Dr Destroyer and Mechanon.

On the more mundane side there are the various gang wars, organised crime and serial killers.

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Suggestion: have a Xeno-probe crash land in the campaign area with a single, elite specimen inside, and then unleash a version of the Predator movies on them so that they are appropriately terrified when the reinforcements show up later.

Very nice! And you can have return visits due to evil businesmen experimenting on the alien corpse. :rockon:

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I've modified the options for the Police Officer Package Deal in DC, in an effort to accurately reflect HCPD Officer serving in different bureaus, divisions or task forces. Just replace the existing options list with this one.

Uploaded the HD6 template as well HCPD Options Package

 

Options

Roll Description Cost;

0 1) Aberdeen Anti-Robbery Task Force: Choose AK: Aberdeen International Airport and KS: Airport Procedure and Operations (1 Active Points)

0 2) Counter-Terrorism Bureau:Choose Bureaucratics, Deduction, Research and KS: Military/Mercenary/Terrorist World (1 Active Points)

0 3) Criminalistics Bureau - Bomb Squad: ;Skill choices must include Demolitions and SS:Arson/Explosion Investigation (1 Active Points)

0 4) Criminalistics Bureau - Crime Lab Technician: ;Choose PS: Forensic Scientist, PS: Photography, SS: Forensic Medicine and any or all of the following: SS: Arson/Explosion Investigation, SS: Serology, SS: Document Analysis, SS: Forensic Linguistics, SS: Graphology, SS: Chemistry, SS: Pharmacology, SS: Fiber/Hair Analysis, SS: Fingerprint Analysis, SS: Firearms Ballistics, SS: Glass Analysis, SS: Shadow Analysis, SS: Photo/Video Analysis, SS: Print And Impression Identification, SS: Geology, KS: [Area] Soil Variability (1 Active Points)

0 5) Criminalistics Bureau - Crime Scene Technician (CST): ;Choose PS: Crime Scene Technician, PS: Photography, SS: Bloodstain Interpretation, SS: Glass Analysis, SS: Print And Impression Identification (1 Active Points)

0 6) Criminal Justice Bureau: ;Choose Bureaucratics, Charm, Conversation, Persuasion and KS: Federal Law (1 Active Points)

0 7) Detective Bureau: ;Choose Deduction, Interrogation and Shadowing, also see Perks (1 Active Points)

Notes: All Detectives regardless of Division or Task Force take this option in addition to any other options.

0 8) Detective Bureau - Citywide Task Force: ;Choose Teamwork, also see Perks (1 Active Points)

0 9) Detective Bureau - Homicide Division: ;Choose KS: Crime - Serial Killers and Serial Killing, KS: Homicide and/or other related KS's. (1 Active Points)

0 10) Detective Bureau - Major Crimes Divison: ;Choose any or all of the following KS: Criminals - Costumed or Weird, and/or other related KS's. (1 Active Points)

0 11) Detective Bureau - Narcotics Division: ;Choose KS: Crime - Narcotics and KS: Organised Crime - Drug Cartels and Drug Trafficking, and/or other related KS's (1 Active Points)

0 12) Detective Bureau - Robbery & Burglary Division: ;Choose KS: Robbery and Burglary, KS: Robbery Crews, KS: Car Theft Rings, KS: Cat Burglars, and/or other related KS's (1 Active Points)

0 13) Detective Bureau - Robbery-Homicide Division: ;Choose KS: Robbery and Burglary, KS: Robbery Crews, KS: Car Theft Rings, KS: Cat Burglars, KS: Homicide, and/or other related KS's (1 Active Points)

0 14) Detective Bureau - Vice Division: ;Choose KS: Vice World and any of the following KS: The Sex Trade, KS: Gambling, KS: Child Pornography, KS: Sexual Slavery, KS: People Trafficking, and/or other related KS's (1 Active Points)

0 15) Housing Bureau: ;Choose Teamwork, AK: [select neighbourhood] +1, and/or other related KS's (1 Active Points)

0 16) Internal Affairs Bureau: ;Choose KS: Police Corruption, Shadowing +1 (1 Active Points)

0 17) Organised Crime Bureau: ;Choose KS: Organised Crime, and/or any of the following: KS: Korean Gangs, KS: Chinese Tongs, KS: The Mafia, KS: Hispanic Street Gangs,KS: Mexican Cartels, KS: The Yakuza, KS: The Organizatsiya, KS: Vietnamese Gangs, KS: Outlaw Motorcycle Gangs, KS: Jamaican Posses, KS: Freetown Street Gangs, KS: Colombian Cartels, and/or other related KS's (1 Active Points)

0 18) Patrol Bureau: ;Just the standard package deal (1 Active Points)

0 19) Patrol Bureau - Park Police Division: ;Choose AK: LeMastre Park, KS: The Homeless and either TF: Two Wheeled Muscle-Powered vehicles or Riding: Horses (1 Active Points)

0 20) Personnel Bureau: ;Choose Bureaucratics, Charm and Conversation (1 Active Points)

0 21) Public Information and Community Affairs Bureau: ;Choose Charm, Conversation, Oratory and Persuasion (1 Active Points)

0 22) Special Operations Bureau - SWAT: ;Choose Combat Skill Levels, Tactics, Teamwork and Weapon Familiarity (in whatever combination or arrangement desired) (1 Active Points)

0 23) Special Operations Bureau - Aviation Division: ;Choose Combat Piloting, Navigation (Air), Systems Operation, Transport Familiarity and Vehicle Weapon Familiarity (in whatever combination or arrangement desired) (1 Active Points)

0 24) Special Operations Bureau - Water Police Division: ;Choose Combat Driving, Navigation (Marine), Systems Operation, Transport Familiarity and Vehicle Weapon Familiarity (in whatever combination or arrangement desired) (1 Active Points)

0 25) Special Operations Bureau - Hostage Negotiation Division: ;Choose PS: Hostage Negotiator, Charm, Conversation and Persuasion (1 Active Points)

0 26) Special Operations Bureau - Canine Division: ;Choose Animal Handling (Canines), Teamwork (only with canines) (1 Active Points)

0 27) Support Bureau - Clerk: ;Choose Bureaucratics and Systems Operation (1 Active Points)

0 28) Support Bureau - Evidence Repository: ;Choose Bureaucratics, Security Systems and also see Perks (1 Active Points)

0 29) Support Bureau - Mechanic: ;Choose Mechanics: Automobile Engines or Mechanics: Helicopter Engines, and any other related KS's (1 Active Points)

0 30) Support Bureau - Electronics Technician: ;Choose Electronics, Systems Operation and any other related KS's (1 Active Points)

0 31) Support Bureau - Computer Science Technician: ;Choose Computer Programming, Systems Operation and any other related KS's (1 Active Points)

0 32) Training Bureau: ;Choose Bureaucratics, Conversation, Instructor and Persuasion (1 Active Points)

0 33) Transportation Bureau: ;Choose KS: [City] Railway System (1 Active Points)

0 34) Undercover Cop: ;Choose Acting and Disguise (1 Active Points)

0 35) Vigilantism Task Force: ;Choose KS: [city] Vigilantes and/or related KS's (1 Active Points)

0 36) Youth Crime Task Force: ;Choose KS: Youth Crime, KS: [specific] Street Gang (1 Active Points)

15 1) Somethings Wrong Here.........:  Danger Sense (self only, out of combat, Intuitional) 11-

2 1) Detective Bureau: Fringe Benefit: Police sergeant

2 2) Detective Bureau - Citywide Task Force: Fringe Benefit: Concealed Weapon Permit (where appropriate)

1 3) Support Bureau - Evidence Repository: Fringe Benefit: Security Clearance

5 1) Corrupt Cop: Social Complication: Harmful Secret Infrequently, Minor

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Ok have finally sorted out the SASR package deal, add it to the basic military package deal.

 

SPECIAL AIR SERVICE REGIMENT (SASR)

The Special Air Service Regiment is a special missions unit with unique capabilities within the Australian Defence Force.

Operating under the motto 'Who Dares Wins' the Special Air Service Regiment (SASR) is a direct command unit of the Special Operations Command with a demanding role.

SASR personnel are specially selected and highly trained to act with discretion and discipline in situations that may have national and strategic consequences. Personnel are required to work in small teams for extended periods, often without support.
SASR can trace its beginnings back to the Australian Z Special Unit and Independent Commando Companies that fought during World War II. On 25 July 1957, the 1st Special Air Service Company, Royal Australian Infantry, was raised at Campbell Barracks in Western Australia. In 1964, 1st Special Air Service Company was expanded to become the Special Air Service Regiment.
SASR is tasked to provide special operations capabilities in support of the Australia's national interests. This includes providing unique capabilities to support sensitive strategic operations, special recovery operations, training assistance, special reconnaissance and precision strike and direct action.
Force elements from SASR have served in various major conflicts (including Borneo, Vietnam, Afghanistan and Iraq) and provide support to peace enforcements and peacekeeping operations (including Rwanda, Somalia, Cambodia and Timor-Leste (East Timor)). In addition to international operations, SASR remains prepared to meet domestic and offshore counter-terrorism tasks.

 

The size of the SASR is classified and its reported strength varies, with figures of between 500 to 700 personnel appearing in different sources. Based at Campbell Barracks in Swanbourne, it is a battalion-sized element and is known to be made up of a regimental headquarters, four sabre squadrons, an operational support squadron, a base squadron and a signals squadron. Two sabre squadrons maintain the regiment's war-fighting capability and train for operational contingencies, while a third squadron is maintained on rotation for counter terrorist or recovery operations in support of State or Federal police forces. The existence of the SASR's fourth sabre squadron has been reported in the media but has never been officially acknowledged. The regiment is currently believed to be organised as follows:

  • Regimental headquarters

  • 1 Squadron

  • 2 Squadron

  • 3 Squadron

  • 4 Squadron

  • Base Squadron

  • Operation Support Squadron

  • 152 Signal Squadron

Each sabre squadron is approximately 90-strong and is divided into three troops (Water Troop, Free-Fall Troop and Land Troop). A troop comprises four patrols with five or six operators in each patrol and is commanded by a captain with each patrol commanded by a sergeant. For surveillance operations the SASR usually operates in patrols; however, for CT operations it usually employs larger force elements. Support personnel include signallers, mechanics and technicians, medical staff, storemen, drivers, caterers and various specialists. It was reported in 2012 that six female soldiers were being trained in the United States for their work with 4 Squadron. As of 2003, 152 Signal Squadron comprised four troops.

While the SASR is a regular army unit, it also has a pool of Army Reserve personnel. These soldiers are former regular Army members of the SASR or specialists.

The SASR regiment has high personnel standards, and selection into the regiment is considered the most demanding of any entry test in the Australian Army. Members of the SASR are required to work in small teams for extended periods and often without support, and are specially selected for their ability to work in this environment, rather than as individuals. Selection is open to all serving Australian Defence Force personnel. After initial screening candidates must complete the "Special Forces Barrier Test", which tests their physical fitness. About 80 to 85 percent of applicants pass this phase. Successful candidates then continue on to the 21-day SASR selection course conducted at Bindoon, Western Australia which assesses both the individual's strength and endurance (mental and physical), as well as overall fitness, ability to remain calm in combat, and to work effectively in small teams. The course is conducted by staff from the Special Forces Training Centre, which was established in 1998. Only 25 to 30 percent pass selection. These candidates then progress onto the 18 month reinforcement cycle, during which they will complete a range of courses including weapons, basic patrolling, parachuting, combat survival, signaller/medic, heavy weapons, demolitions, method of entry, and urban combat, before posting to a sabre squadron if successful. Officers must complete additional courses to qualify as an officer in the regiment, with requisite expertise in operations, administration and command. Most candidates are generally in their late-20s and are on average older than most soldiers. Despite a possible reduction in rank, SASR operators receive significant allowances, which make them among the highest-paid soldiers in the Australian Defence Force, with a trooper (equivalent to a private) earning about $100,000 per annum.

All members of the SASR are parachute qualified, and each member of a patrol has at least one specialisation, including medic, signaller, explosive expert or linguist. Each of the three sabre squadrons works on a three-year training and operational cycle, although the system is flexible and can be accelerated or varied depending on operational requirements and deployments. In the first year new members of the regiment develop their individual skills and practice the new techniques they have been taught, while more experienced members undertake advanced courses. In the second year mission skill sets for conventional warfare are trained, while in the third year clandestine tasks are practiced and the squadron becomes the online counter terrorist squadron. Counter terrorist training includes close quarters battle (CQB), explosive entry, tubular assault (in vehicles such as in buses, trains and aircraft) and in high rise buildings, as well as room and building clearance. This training is conducted in a range of advanced facilities, including electronic indoor and outdoor CQB ranges, outdoor sniper range, and urban training facilities at Swanbourne. Additional facilities include a special urban complex, vertical plunging range, method of entry house, and simulated oil rig and aircraft mock-ups in order to provide realistic training environments for potential operational scenarios. SASR personnel also provide training in weapons handling and the use of explosives to intelligence agents and members of elite police units at Swan Island in Victoria.

The SASR maintains close links with special forces from the United States, United Kingdom and New Zealand, regularly participating in joint exercises and individual personnel exchange programs with the British SAS and SBS, as well as the New Zealand SAS, US Navy SEALs and United States Special Forces. The regiment also regularly conducts exercises with and trains soldiers from South East Asian nations, and participates in exercises with regional special forces. From 1992 this has included close links with the Indonesian Kopassus, a relationship which has at times been politically controversial. Since its formation the SASR has lost more men in training than in combat, due to the nature of the training regime. In 2014, the regiment celebrated its 50th anniversary. During this period 48 soldiers have been killed during operations or in training accidents, while another 20 died in "other circumstances". More than 200 have been wounded. The names of those killed are recorded on a plaque on a memorial made of a large piece of granite outside the SASR headquarters at Campbell Barracks, known as "The Rock".

 

SASR PACKAGE DEAL

Abilities

Cost     Ability

6         +6 STR

10       +5 DEX

7         +7 CON

3         +3 INT

5         +5 PRE

4         Running +4m

1         Swimming +2m

4        +2 OCV with firearm of choice

12      +6 versus Range Modifier with Firearms

3        Climbing

3        Combat Driving

3        Demolitions

2        +2 to KS: The Military/Mercenary/Terrorist World

2        KS: SAS History and Traditions

3        Lockpicking

10      Martial Arts: Commando Training (10 points worth of manoeuvres)

2        Navigation (Land)

3        Paramedic

2        PS: SAS Trooper 11-

10      Survival (Desert, Mountains, Temperate/Subtropical, Tropical, Arctic/Sub-Arctic)

7        Stealth +2

4        Systems Operation (choose 2 categories)

5        Tracking +1

8        TF: Basic Parachuting, Advanced Parachuting, SCUBA, Small Motorised Boats, Small Rowed Boats, Wheeled Military Vehicles, Snow Skiing, Two-Wheeled Motorised Ground Vehicles.

4        WF: Common Melee Weapons, Grenade Launcher, Heavy Machine Guns, Shoulder Fired

6        6 points worth of skills from the following list: Autofire Skills, Bureaucratics, Climbing, Combat Driving, Combat Skill Levels, Computer Programming, Concealment, Demolitions,

          Electronics, Mechanics, Paramedics, Persuasion, Security Systems, Skill Levels, Stealth, Transport Familiarity, Weapon Familiarity, Weaponsmith, additional categories for Survival,

          additional categories for Systems Operation, additional categories for Navigation, any Background skills

-1       -1 to Fringe Benefit: Military Rank

5         Fringe Benefit: Security Clearance

Total Cost Of Abilities: +133

 

Complications

Value    Complications

None

Total Value Of Package Complications: 0

 

Options

Value     Ability

0           Medic: choose Paramedics

0           Signaller: choose Computer Programming, Cryptography, and Systems Operation

0           Explosives Expert: choose Demolitions, KS: Improvised Explosive Devices

0           Linguist: choose Language(s)

0           Operations/Intelligence: PS: Mission Planning and Logistics (INT Roll)

0           Water Troop: choose SS: Hydrography, and Navigation (Marine)

0           Free Fall Troop: choose Navigation (Air), and Combat Piloting (Para-gliders, Wing-suits. Etc.)

0           Land Troop: choose extra levels in Stealth, and Navigation (Land)

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Last session:

 

We spent this session (only a few hours long as everyone was rather tired) transferring characters to hand written character sheets, as the players voiced their preference for hand written over computer printed character sheets, (they like to be able to write/erase on their character sheet) I have to agree here.

So, no adventuring, but we sat down and went through their character sheets. I'd also added in the sectional armour option so we reworked their armour and figured out the coverage provided and protection provided.

The players had not fully utilised their resource points, so we worked out the initial equipment in their armouries and their primary field kit.

I also set the opening scene for the next session, "news reports have mentioned a new drug hitting the streets, and the random violence associated with it."

One of the players has decided to use his PS: Paramedic to try and locate the main distribution point for the drug, so far he has narrowed it down to the South-side. :)

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The game has been paused, for now. I noticed the players were not responding to messages in our DC FB group. So I asked if they were losing interest for some reason.

Apparently they were having difficulties learning the Hero System Rules and with the setting.

To them a modern setting is far too complicated to deal with when they have to learn a new set of rules.

My suggestion was to switch to a familiar setting and keep using the Hero System, once the players are familiar with them we can revisit the DC campaign again.

So the setting chosen was Middle Earth, so I'll be starting a new thread in the Fantasy Hero forum.

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