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Star Hero/Orion One Shot


Jhamin

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A few months back I ran a one-shot game for my players using Star Hero set in the Masters of Orion Universe. All it all it went pretty well but as I was going through my files It occured to me that I ought to post the characters in case anyone cared to see them.

 

These charcters are simultaniously generic Star Hero characters intended to show new players what the system is like when you aren't playing superheroes and also characters set in the Masters of Orion universe.

 

The game was set up as a space opera style game with moderate levels of reality. The player characters are all alone exploring the far frontier of the Confederated Races two years after the end of the ConFed/Myrrshan war. The game consisted of them discovering a habitable planet far from any of the core worlds, then being attacked by Bulrathi Pirates attempting to keep them from finding a derilict space station around a nearby moon left by an extinct race of cyborgs known as the Meklar.

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Re: Star Hero/Orion One ShotC.R.S Zheng - Louis Class ExplorerPlayer: Group Vehicle

Val** Char*** Cost
60** STR 0
15** DEX 15
20/40** BODY 0
*
4** SPD 15
*0"**RUN-120"**SWIM-20"**LEAP0Characteristics Cost: 75
Cost** Power END
** Power Systems*
18** 1) Extended Capacity Deuterium Fuel Cells: Endurance Reserve (200 END, 30 REC); OIF Immobile (-1 1/2), Only Powers Electrical Devices (-1/4)* 0
3** 2) Emergency Power Reserve: Endurance Reserve (40 END, 2 REC) Reserve: OIF Immobile (-1 1/2), Only Powers Electrical Devices (-1/4)* 0
** *
** Propulsion Systems*
64** Fusion Engines: Multipower, 80-point reserve, all slots Full Phase to Change Slots (-1/4)*
5u** 1) Fusion Drive: Flight 40" (80 Active Points); Costs Endurance (-1/2), Full Phase to Change Slots (-1/4)* 8
1u** 2) Fusion Charged Hyperdrive: Teleportation 5", Megascale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4); Extra Time (1 Week, -4 1/2), Increased Endurance Cost (7x END; -3), Costs Endurance (-1/2), Requires Gravitational Distortion-Free Field (-1/2), Full Phase to Change Slots (-1/4)* 35
37** Engine Overload: Killing Attack - Ranged 10d6, Trigger - Security Command Code (+1/4), Explosion (+1/2); 1 Charge which Never Recovers (-4), Extra Time (1 Turn (Post-Segment 12), -1 1/4), No Range (-1/2), Real Weapon (-1/4)* [1 nr]
** *
** Tactical Systems*
44** Naval Class Fusion Beam - Mark 1: Multipower, 100-point reserve, all slots OIF Bulky (-1), Real Weapon (-1/4)*
3u** 1) Near-Target Beam Mode: Killing Attack - Ranged 4d6, Increased Maximum Range (1,500"; +1/4); OIF Bulky (-1), Real Weapon (-1/4)* 7
4u** 2) Far-Target Beam Mode: Killing Attack - Ranged 3d6+1, Megascale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4); OIF Bulky (-1), Real Weapon (-1/4)* 10
5** Naval Class Fusion Beam - Mark 1: Second Beam (Total of 2)* 0
7** Hull Polorization Charge: +5 DEF; Only Works Against Energy Weapons (-1/2), Costs Endurance (-1/2)* 1
16** Tritanium Hull Plating: +20 BODY; Only to Absorb Damage (-1/4)*
** *
** Operation Systems*
91** Enhanced Sensor Package w/Planetary Survey Enhancements: Variable Power Pool, 80 base + 11 control cost, all slots Only For Sensors And Communications (-1), OIF Bulky (-1), Costs Endurance (-1/2)*
94** Optronic Computer* 9
** *
** Personnel Systems*
12** 1) Life Support: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); Costs Endurance (-1/2)* 2
3** 2) Nutri-Paste Dispensor: Life Support (Eating Character does not eat), 1 Continuing Charge Lasting 3 Months (+0)* 0
7** 3) Medical Facilities: Paramedics 11-*
2** 4) Medical Facilities: SS: Medicine 11-*
Powers Cost: 416
Val** Disadvantages
20** Distinctive Features: Confederated Races Vessel (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
0** Dependence: Friendly Shipyards: -10 Active Points from Fusion Cell Recovery (Common, 3 Months)*
10** Hunted: Mrrshan Empire 8- (Mo Pow, Limited Geographical Area, Harshly Punish)*
Disadvantage Points: 30

Base Points: 460Experience Required: 1Total Experience Available: 0Experience Unspent: 0Total Character Cost: 491

This is the Player character ship, a small Confederated Races scientific deep exploration vessel. It is of a new design and combines the most cutting edge technologies avalible from each of the member races of the ConFed.It is very small and very undergunned compared to Ships of the Line, but Deutarium fuel cells coupled with it's Fusion Weapons and Engines make it more than a match for Pirates and less advanced races. It would be severly pressed however by even the smallest Myrrshan system patrol craft.

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Re: Star Hero/Orion One Shot

 

Zheng Weapon Locker

 

 

Cost** Power END
** 6 Laser Rifles + 25 Clips*
20** 1) Mark V Laser Rifle: Killing Attack - Ranged 3d6, Increased Maximum Range (1,125"; +1/4); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4), Blocked By Smoke Or Steam (-1/4), 12 Charges (-1/4) plus +1 OCV; OAF (-1), Two-Handed (-1/2) plus +2 versus Range Modifiers; OAF (-1), Two-Handed (-1/2)* [12]
** *
** 12 Laser Pistol + 50 Clips*
12** 1) Mark II-K Laser Pistol: Killing Attack - Ranged 2d6; OAF (-1), 8 Charges (-1/2), Real Weapon (-1/4), Beam (-1/4), Blocked By Smoke Or Steam (-1/4) plus +1 OCV; OAF (-1), Real Weapon (-1/4) plus +1 versus Range Modifiers; OAF (-1), Real Weapon (-1/4)* [8]
** *
** Grenades - 6 Frag, 6 Chaff*
25** 1) Fragmentation Grenade: Killing Attack - Ranged 3d6+1, Explosion (-1 DC/2"; +3/4); 1 Charge (-2), OAF (-1), Range Based On Strength (-1/4), Real Weapon (-1/4) plus Hearing Group Flash 6d6, Explosion (-1 DC/2"; +3/4); 1 Charge (-2), OAF (-1), Linked (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4)* [1]
21** 2) Reflec Chaff Grenade: Darkness to Sight and Radio Groups 5" radius; 1 Charge (-2), OAF (-1), Range Based On STR (-1/4), Real Weapon (-1/4) plus Hearing Group Flash 6d6, Explosion (-1 DC/2"; +3/4); OAF (-1), Linked (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4), 10 Charges (-1/4)* [1]
** *
** Personal Protection, 4 Vac Suits, 4 Vests*
** Confed Vac Suit*
9** 1) Enviromental Protection: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2), Costs Endurance (-1/2)* 2
8** 2) Protection: Armor (4 PD/4 ED); OIF (-1/2)* 0
7** 3) Magnetic Boots: Clinging (25 STR); OIF (-1/2), Costs Endurance (-1/2), Only On Metal Surfaces (-1/4)* 1
4** 4) Thrusters: Flight 5"; Only Works In A Vacuum (-1), OIF (-1/2)* 1
5** 5) Power Pack: Endurance Reserve (10 END, 10 REC); OAF (-1)* 0
8** Tritanium Combat Dress: Armor (6 PD/6 ED); OIF (-1/2), Covers 3-5, 7-14, 16-18 14- (-1/2), Real Armor (-1/4)* 0
** *
** 3 Palm Units*
16** 1) Pocket Computer: High Range Radio Perception (Radio Group); OAF (-1), Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) plus Computer; OAF (-1)* 0
** *
** MA-7 Field Medkit*
29** 1) Wide-Spectrum Poison Antidote: Healing 7d6, Four Poison Related Characteristics (+1) (140 Active Points); Only Counteracts Upcoming Poison Damage (-2), OAF (-1), 6 Charges (-3/4)* [6]
22** 2) Pain Killers: Aid STUN 4d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (60 Active Points); OAF (-1), 6 Charges (-3/4)* [6]
7** 3) Basic Medical Supplies: Healing 2 BODY, 30 Charges (+1/4) (25 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF (-1), Requires A Paramedic Roll (-1/2)* [30]
Powers Cost: 193

 

 

Pretty Straight foreward. When you need to grab your trusty laser pistol and head to the Zeng's weapon locker, these are what you will find.

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Re: Star Hero/Orion One Shot

 

The ships main computer:

 

Optronic Computer

 

Player:

 

Val** Char*** Cost
10** DEX 0
17** INT 7
*
4** SPD 20
*Characteristics Cost: 27

 

 

 

Cost** Skill
7** AK: ConFed Space 16-*
3** AK: Milky Way Galaxy 12-*
3** Combat Piloting 11-*
3** Computer Programming 12-*
3** Cryptography 12-*
3** Paramedics 12-*
0** TF: Military Spacecraft*
3** Scholar*
2** 1) KS: Archived News 12-*
2** 2) KS: ConFed Military 12-*
2** 3) KS: Galactic Life Forms 12-*
2** 4) KS: Media Database 12-*
2** 5) KS: Starfaring Races 12-*
Skills Cost: 35

 

 

Cost** Talent
1** Program: Monitor Sensors*
1** Program: Navigate Ship*
1** Program: Operate Communications on Spoken Cue*
1** Program: Search Refrence Databases*
3** Absolute Range Sense*
3** Lightning Calculator*
22** Universal Translator 14-*
Talents Cost: 32
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Re: Star Hero/Orion One ShotCommanding officer of the ZengLieutenant GalwayPlayer:

Val Char Cost
15 STR 5
14 DEX 12
14 CON 8
10 BODY 0
10 INT 0
12 EGO 4
15 PRE 5
12 COM 1
4 PD 1
3 ED 0
3 SPD 6
6 REC 0
28 END 0
25 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 42
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
4 Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
1 Weapon Element: Clubs
Martial Arts Cost: 13
Cost Skill
0 Acting 8-
3 Bureaucratics 12-
0 Climbing 8-
3 Combat Driving 12-
3 Combat Piloting 12-
0 Computer Programming 8-
3 Concealment 11-
0 Conversation 8-
0 Deduction 8-
3 Electronics 11-
0 Language: Galactic Standard (completely fluent; literate)
2 Navigation (Space) 11-
2 KS: Regulations 11-
0 Paramedics 8-
2 PS: Starship Command Officer 11-
0 Persuasion 8-
0 Shadowing 8-
3 Stealth 12-
3 Tactics 11-
0 TF: Common Motorized Ground Vehicles
2 TF: Science Fiction & Space Vehicles
5 WF: Common Melee Weapons, Beam Weapons, Vehicle Weapons
8 +1 with All Combat
Skills Cost: 42
Cost Perk
3 Military Rank: Lieutenant
Perks Cost: 3
Val Disadvantages
5 Distinctive Features: Uniform Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Psychological Limitation: Always Looking for a chance to stand out (Common, Strong)
10 Psychological Limitation: Takes Duties Very Seriously (Common, Moderate)
20 Social Limitation: Subject to Orders Frequently (11-), Severe
Disadvantage Points: 50

Base Points: 50Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 100

Height: 1.89 m Hair: Blonde
Weight: 80.00 kg Eyes: Brown
Appearance: Clean CutPersonality: Quote:Background: Third generation at the academy Galway has grown up on tales of the TerraCorps. When the Confed Defence force was formed it seemed only logical to go into the Scout corps. When the war ended that was where all the action would be. Everyone knows field experience counts more than tours of duty when it comes time to hand out command of the big ships. Now you just have to make sure you are half as trusted by your men as your Father or Grandmother were.Powers/Tactics: Campaign Use: 
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Re: Star Hero/Orion One ShotThe Ship's PilotSgt. GenevraPlayer:

Val Char Cost
10 STR 0
16 DEX 18
12 CON 4
11 BODY 2
12 INT 2
12 EGO 4
12 PRE 2
16 COM 3
3 PD 1
2 ED 0
3 SPD 4
4 REC 0
24 END 0
22 STUN 0
6" RUN04" SWIM22" LEAP0Characteristics Cost: 42
Cost Power END
3 Mean Right: HA +1d6; Hand-To-Hand Attack (-1/2) 1
Powers Cost: 3
Cost Skill
0 Acting 8-
0 Climbing 8-
3 Combat Piloting 12-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 Electronics 11-
2 Gambling (Card Games) 11-
2 KS: Marine Life 11-
3 Mechanics 11-
4 Navigation (Land, Marine, Space) 11-
0 Paramedics 8-
0 Persuasion 8-
0 Shadowing 8-
0 Stealth 8-
4 Survival (Marine, Arctic/Subarctic Coasts, Temperate/Subtropical Coasts) 11-
2 SS: Astronomy 11-
3 Systems Operation 11-
0 TF: Common Motorized Ground Vehicles
3 TF: Commercial Spacecraft & Space Yachts, Grav Vehicles/Hovercraft, Industrial & Exploratory Spacecraft, Military Spacecraft, Personal Use Spacecraft, SCUBA, Small Motorized Boats
6 +2 with Combat Piloting, Navigation, Systems Operations
6 +2 with Beam Pistols
5 +1 with HTH Combat
Skills Cost: 46
Cost Perk
2 Military Rank: Sergeant
3 Contact: Roberto, Chief Quartermaster - Draconis IV Stardock (Contact has access to major institutions) 11-
Perks Cost: 5
Cost Talent
4 Environmental Movement (Zero G)
Talents Cost: 4
Val Disadvantages
5 Distinctive Features: Uniform Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
5 Psychological Limitation: Distrusts Dry-Worlders (Uncommon, Moderate)
15 Psychological Limitation: Overconfidence Common, Strong
5 Rivalry: Professional (Other Pilots; Rival is As Powerful; Seek to Outdo or Embarrass; Rival Aware of Rivalry)
20 Social Limitation: Subject to Orders Frequently (11-), Severe
Disadvantage Points: 50

Base Points: 50Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 100

Height: 1.80 m Hair: Black
Weight: 73.00 kg Eyes: Brown
Appearance: Personality: Quote:Background: Growing up on the Ocean World of Draconis IV Sgt. Genevra had won more races, bets, and fistfights than anyone had a right to. Then came the Mrrshan wars and that came to an end. When the war was over and the 132 fighter wing was disbanded you found yourself assigned to a deep patrol scout. Granted the Fusion drive has alot more kick than the Nuclear piles that drove your fighter and you have seen some pretty amazing stuff, but you are thinking you shouldn't have gotten so verbose in the "special knowledges/background" section of your enlistment card.Powers/Tactics: Campaign Use: 
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Re: Star Hero/Orion One ShotAnd finally, as every science ship needs a science officer:Sergent IktathanPlayer:

Val** Char*** Cost
12** STR 2
14** DEX 12
10** CON 0
11** BODY 2
18** INT 8
12** EGO 4
10** PRE 0
10** COM 0
*
5** PD 3
4** ED 2
3** SPD 6
4** REC 0
20** END 0
22** STUN 0
*7"**RUN23"**SWIM12"**LEAP0Characteristics Cost: 42
Cost** Power END
** Sakkra Physiology*
5** 1) Subterranian Adaption: Nightvision* 0
2** 2) Scaley Skin: Damage Resistance (2 PD/2 ED)* 0
5** 3) Tail: Extra Limb (1), Inherent (+1/4); Limited Manipulation (-1/4)* 0
Powers Cost: 12
Cost** Skill
0** Acting 8-*
0** Climbing 8-*
3** Computer Programming 13-*
0** Concealment 8-*
0** Conversation 8-*
3** Deduction 13-*
3** Electronics 13-*
3** Inventor 13-*
2** KS: Galactic History 11-*
2** AK: Mathematics 11-*
1** KS: Regulations 8-*
0** Language: Sakkra (completely fluent; literate)*
4** Language: Galactic Standard (completely fluent; literate)*
0** Paramedics 8-*
0** Persuasion 8-*
2** PS: Science Officer 11-*
0** Shadowing 8-*
3** Scientist*
2** 1) SS: Botany 13-*
1** 2) SS: Chemistry 11-*
2** 3) SS: Geology 13-*
1** 4) SS: Physics 11-*
1** 5) SS: Stellar Cartography 11-*
2** 6) SS: Xeno-Archeology 13-*
0** Stealth 8-*
3** Systems Operation 13-*
0** TF: Common Motorized Ground Vehicles*
3** WF: Beam Weapons, Vehicle Weapons*
Skills Cost: 41
Cost** Perk
2** Military Rank: Sergeant*
Perks Cost: 2
Cost** Talent
3** Bump Of Direction*
Talents Cost: 3
Val** Disadvantages
0** Normal Characteristic Maxima*
5** Distinctive Features: Uniform Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses*
20** Social Limitation: Subject to Orders Frequently (11-), Severe*
15** Psychological Limitation: Curiousity Common, Strong*
10** Psychological Limitation: Agoraphobic (Common, Moderate)*
Disadvantage Points: 50

Base Points: 50Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 100

Height: 1.63 m Hair: None (Green Scales)
Weight: 50.00 kg Eyes: Red
Appearance: DignifiedPersonality: Quote:Background: Graduating along with 4 Brothers and 5 Sisters from the Sakkan Science Academy, Iktathan was the only member of his clutch to enter military service. After three tours of duty on deep range patrol and exploration you have come to three conclusions.

1) This is way more interesting than that dig on Alkor your sister is running.

2) Your uncle was wrong, the Confederation of Races may well survive even without a war to keep them united.

3) Genevra's card playing ability has more to do with creative dealing than luck.

Powers/Tactics: Campaign Use: 
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Re: Star Hero/Orion One Shot

 

oh so just at the early hyperdrive capable level I play way way to much master of orion 2.

like the choice of a sakkran science officer less cliche than a psilon or what have you.

 

as long as they never have to favce my early game fleet of choice.

 

frigates armed with two shot batteries of the best missile available with larger ships carrying interceptosr and assault shuttles and finally corvette class ships fitted with ground attack bombs and antimissile rockets. mwahhahahhahah

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Re: Star Hero/Orion One Shot

 

Looks interesting. How much had you worked out with the various races? Mrrshans are bad guys' date=' Meklars apparently died out, Humans and Sakkra and ? are part of the Confederation - anyone else?[/quote']

 

The game I ran was intended as a one shot inbetween other campaign games to show off Star Hero and explore Hero on a more heroic level. So I put most of my work into the PCs. That said I am a huge fan of Orion I & II (III was alright, but I found myself going back to II after a couple weeks) so I have put alot of thought into how I would set up the campaign if I expanded this into a long running game.

 

In my proto-setting:

 

The Confederated Races

An alliance of Human, Sakkra, and Alkari. Forced to band together for survival when the Myrrshan fleets attacked each one in succession all three races suffered terrible losses and teetered near the brink. After the liberation of the Sakkra home world and the the destruction of both the Myrrshan and Alkari flag ships by unknown forces, the situation has settled into a tense cold war.

Technologically, the Combination of fusion technology and Deutarium power sources allow ConFed forces to compete with their rival races while they desperately search for resources and allies to allow them to retake the worlds lost to the Myrrshan during the last war.

 

The Myrrshan

Proud and expansionist, they have already conquered their corner of the galaxy and pressed large numbers Gnolam into servitude.

Though their weapon and engine technology lags behind the ConFed, their total dedication to a martial lifestyle allow them to field a fleet of warships almost a third larger than their enemies. Their recent capture of shield technology from a Trilarian battleship goes a long way toward bringing them into parity with the Confed.

 

The Bulrathi

Slow and methodical they have thus far kept to their home systems for religious reasons. In recent years a splinter faction has taken up piracy as a means of funding the construction of independent colonies outside settlement areas approved by clerical authorities.

 

The Klakon Swarm

Plying the star lanes in enormous hive ships almost 4 times the size of anything else the ConFed has encountered and escorted by dozens of support ships, the Klakon are simultaneously cold and formal and eager to engage in diplomatic relations with everyone they encounter.

They currently refuse to engage in trade relations with the confed (citing incomprehensible rules of protocol) yet have signed non-aggression treaties allowing them continued access to the space lanes passing through Sakkra territory.

 

Elarian

An infamous race of warrior women rumored to live on the far side of Myrrshan space, they are said to reproduce asexually and drive their enemies mad with their mere presence. (rumors are wildly incorrect, but the fact that the Myrrshan respect them as warriors and do their best not to anger them needlessly scares the bejezus out of the ConFed)

 

Meklar

They were apparently a highly advanced race of cybernetic invertebrates that dominated large sections of the galaxy and were rivals of the Psilons. 80 years ago they were wiped out in less than 18 months by an unknown force that apparently far outmatched them technologically. The identity of these attackers is unknown, but archeological records indicate that in their last days the Meklar were frantically searching for something called Locknar’s Avenger in the hopes it would save them.

Their civilization is gone, and most of their worlds were destroyed by bombardments of unimaginable magnitude, but a few isolated space stations, derelict ships, and ruins are still found by explorers. These ruins are often guarded by a strange race of creatures called the Trilarian that have mysteriously appered in scattered settlements in the old Melkar ruins.

 

Psilons

Xenophobic and highly advanced, the Psilons guard their possessions zealously while engaging in limited trade with “lesser†races. Little is known of their psychology or social structure but they apparently desire biomass from outside of their home systems is much speculated upon.

Their ships are vastly superiour in almost every way to other races, and a pair of cruisers are said to have destroyed an entire fleet of Trilarian raiders.

 

The Darlock

Are a rumor spread by prospectors who have spent way to much time alone on the fringe. No such race exists. Really.

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