nightbringer256 Posted February 10, 2005 Report Share Posted February 10, 2005 hi guys first of all YAY PATS! Ahem back on topic i am making a character for a star hero/ dark champions game. he is the captin of the starship resalute. only problem is i only have 260 points to make the ship. i will post what i have (which is over 260 points) and i was hoping to get your feed back to make sure i did everything right. also any way to shave off points would be great. and as always i am open to advice about how to make it better. thanks all Player: Val Char Cost 40 STR -40 12 DEX 6 25 BODY 1 4 SPD 18 0" RUN-120" SWIM00" LEAP0Characteristics Cost: 67 Cost Power END 33 Ships Reactor: Endurance Reserve (500 END, 15 REC) Reserve: (65 Active Points); OIF Immobile Fragile (-1 3/4) 16 Engines: Flight 10", Megascale 1"= 1,000Km (+1) (40 Active Points); OIF Immobile (-1 1/2) 7 FT L Drive: Faster-Than-Light Travel (512 Light Years/year) (28 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12); -1 1/4) 20 Shield: Force Field (30 PD / 30 ED) (60 Active Points); OIF Immobile (-1 1/2), Ablative (BODY Only; -1/2) (uses END Reserve) (added to Primary Value) 6 19 Life Support Systems: 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) 1 food Supplies: Life Support (Eating: Character only has to eat once per week) 12 Ships Radio: High Range Radio Perception 20 Ships Sensors: Analyze Sense (Sight Group; Additional Sense Group: Radio Group) 25 Ships Sensors: Increased Arc Of Perception (360-Degree) (All Sense) 15 Ships Sensors: Radar 31 Main Gun: Killing Attack - Ranged 6 1/2d6 (vs. ED), Megascale 1" = 1 Km (+1/4) (125 Active Points); Increased Endurance Cost (4x END; -1 1/2), OIF Immobile (-1 1/2) (uses END Reserve) 48 17 Secondary gun: Killing Attack - Ranged 3 1/2d6 (vs. ED), megascale 1" = 1 Km (+1/4) (69 Active Points); Increased Endurance Cost (4x END; -1 1/2), OIF Immobile (-1 1/2) (uses Personal END) 28 60 Missle Pods: Killing Attack - Ranged 3d6 (vs. PD), Continuous (+1) (90 Active Points); Can Be Missile Deflected (-1/4), No Knockback (-1/4) (uses Personal END) 9 Powers Cost: 276 Total Character Cost: 343 Base Points: 260 Experience Required: 83 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
levi Posted February 10, 2005 Report Share Posted February 10, 2005 Re: My little toy starship Well Nightbringer I don't know how much this helps but here it is... Resolute Player: Val** Char*** Cost 40** STR 0 12** DEX 6 16** BODY 0 * 4** SPD 18 *0"**RUN-120"**SWIM-20"**LEAP0Characteristics Cost: 58 Cost** Power END ** Power Systems* 40** 1) Fusion Power Plant: Endurance Reserve (100 END, 100 REC) (110 Active Points); OIF Immobile (-1 1/2), Only Powers Electrical Devices (-1/4)* 0 20** 2) Auxiliary Power Plant: Endurance Reserve (50 END, 50 REC) (55 Active Points); OIF Immobile (-1 1/2), Only Powers Electrical Devices (-1/4)* 0 ** * ** Propulsion Systems* 6** 1) FTL Drive: Faster-Than-Light Travel (1 Light Years/day) (28 Active Points); Increased Endurance Cost (5x END; -2), Extra Time (1 Turn, -1 1/4), Costs Endurance (-1/2)* 15 20** 2) Realspace Flight: Flight 10", x8 Noncombat (30 Active Points); Costs Endurance (-1/2)* 3 ** * ** Tactical Systems* 60** Combat Lasers: Multipower, 135-point reserve, (135 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)* 6u** 1) Distant Shot: Killing Attack - Ranged 4d6, Autofire (5 shots; +1/2), MegaRange (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (135 Active Points); OIF Bulky (-1), Real Weapon (-1/4)* 13 4u** 2) Close-Range Shot: Killing Attack - Ranged 4d6, Autofire (5 shots; +1/2) (90 Active Points); OIF Bulky (-1), Real Weapon (-1/4)* 9 10** Combat Lasers: 3 More (10 Active Points)* 1 17** Primary Force Shield: Force Wall (10 PD/14 ED; 8" long and 1" tall) (74 Active Points); Extra Time (1 Minute, -1 1/2), OIF (shield generators) Bulky (-1), Self Only (-1/2), Restricted Shape (-1/4)* 7 5** Secondary Force Shield: 1 more Force Shields (5 Active Points)* 0 14** Point Defense Laser System: Missile Deflection (Bullets & Shrapnel), MegaRange (1" = 1 km; +1/4), Full Range (+1) (34 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)* 3 ** * ** Operations Systems* 23** Sensor And Communication Systems: Variable Power Pool, 20 base + 3 control cost, (30 Active Points); all slots Only For Sensors And Communications (-1), OIF Bulky (-1), Costs Endurance (-1/2)* 35** Long-Range Sensors: : Megascale (1" = 1 trillion km; +3 1/4), Can Be Scaled Down 1" = 1km (+1/4); OIF Bulky (-1) for up to 20 Active Points (35 Active Points)* 3 7** Long-Range Sensors: +10 versus Range Modifier for Radio Group (15 Active Points); OIF Bulky (-1)* 0 3** Navigation Computer: +4 to Navigation Roll (8 Active Points); OAF Bulky (-1 1/2)* 0 17** Internal Monitors: Clairsentience (Sight And Hearing Groups), Multiple Perception Points (x4), Multiple Perception Points (x4), Perception Point Cannot Move Through Solid Objects (+0) (50 Active Points); OAF Immobile (-2)* 5 ** * ** 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) (18 Active Points); Costs Endurance (-1/2)* 2 6** 2) Backup Life Support: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Only Within Affected Area (2.5" x 1.25") (-2)* 0 5** 3) Tertiary Life Support: 1 Additional Backup Life Support Chamber (5 Active Points)* 0 3** 4) Food Supplies: Life Support (Eating Character does not eat), 1 Continuing Charge Lasting 1 Year (+0)* 0 22** 5) Artificial Gravity: Telekinesis (20 STR), Selective (+1/2) (45 Active Points); OIF Bulky (-1)* 4 Powers Cost: 335 Total Character Cost: 393 Base Points: 260 Experience Required: 133 Total Experience Available: 0 Experience Unspent: 0 DEF is 8 on the ship presented here (don't know why it didn't port over). I have added 50 total points to your original ship, but before you call me an idiot (appropriate as it may be), I have put it more in line with existing HERO published ships. I would suggest purchasing The Ultimate Vehicle character pack for HeroDesigner (since it seems you have HD). It is a bargain and will make anything with vehicles a million times quicker...as for skimming points and chopping features from the Vehicle, well obviously I am not the man for the job Best of Luck! Quote Link to comment Share on other sites More sharing options...
Southern Cross Posted February 10, 2005 Report Share Posted February 10, 2005 Re: My little toy starship Not to be a nitpicker or anything,but I thought that the Immobile limitation was only for bases,which can't move.Vehicles have the Vehicular limitation instead. Quote Link to comment Share on other sites More sharing options...
Cardinal Posted February 10, 2005 Report Share Posted February 10, 2005 Re: My little toy starship Two quick things: YAY PATS! Dynasty! Dynasty! Dynasty! Dynasty! Dynasty! Dynasty! Dynasty! It is a good year to be a Boston fan. he is the captin of the starship resalute. **Annoying Spelling Guy On** Please don't take this the wrong way, but make sure you spell the name Resolute rather than Resalute. The former means to be firm in purpose or belief and the later means to salute a second time. **Annoying Spelling Guy Off** Quote Link to comment Share on other sites More sharing options...
levi Posted February 10, 2005 Report Share Posted February 10, 2005 Re: My little toy starship Not to be a nitpicker or anything' date='but I thought that the Immobile limitation was only for bases,which can't move.Vehicles have the Vehicular limitation instead.[/quote'] Not knitpicking at all...I thought the same thing initially, but it was explained to me that the immobile pow lin could be applied to equipment in a ship that cannot be removed from or carried around within the ship. Quote Link to comment Share on other sites More sharing options...
pinecone Posted February 10, 2005 Report Share Posted February 10, 2005 Re: My little toy starship You can also get some points by taking disadds for the vehicle like Unluck and Distinctive looks etc, that might help upgrade your model to include all the extras..... Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted February 11, 2005 Report Share Posted February 11, 2005 Re: My little toy starship ok, lets look at some things about shaving points etc ask yourself some questions 1). whats the ships intended purpose? 2). What size is the ship, I just see a STR of 40 but no size listed Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted February 11, 2005 Report Share Posted February 11, 2005 Re: My little toy starship ok, my turn to play at a rough draft of a ship to match the basic specs of the original, and it comes in 2 pts under budget Starship Resolute Player: Val Char Cost 10 STR -40 12 DEX 6 25 BODY 7 4 SPD 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 17 Cost Power 28 Main Laser Battery: RKA 6 1/2d6, MegaScale (1" = 1 km; +1/4) (125 Active Points); Increased Endurance Cost (x4 END; -1 1/2), OIF Bulky (-1), Limited Arc Of Fire (60 degrees; Forward Arc Laser Mount; -1/2), Beam (-1/4), Real Weapon (-1/4) 17 Secondary Laser Battery: RKA 3 1/2d6, MegaScale (1" = 1 km; +1/4) (69 Active Points); Increased Endurance Cost (x4 END; -1 1/2), OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) [Notes: 360 Turret Mount] 30 Ships Missile Pods: RKA 3d6, 64 Charges (Recovers Under Limited Circumstances; assumes no magazine capacity and just has ready rounds which must be replenished at a port or tender of some kind; +0), Armor Piercing (+1/2), Explosion (+1/2) (90 Active Points); OIF Bulky (-1), Custom Modifier (Requires a sensor lock; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) [Notes: Assumes ship is carrying beam rider or homing missiles that will require a sensor lock to fire] 35 Ships Fusion Reactor: Endurance Reserve (500 END, 15 REC) Reserve: (65 Active Points); OIF Bulky (-1), Custom Modifier (only to power electrical devices; -1/4), Crew-Served (2 people; -1/4) [Notes: Crew Served assumes a crew of 2 engineers to maintain FTL/STL drives and powerplant] 14 Sublight Drive: Flight 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points); OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Drive Exhaust does damage ; -1), Crew-Served (2 people; -1/4) [Notes: Assumes ship is using a fusion torch or heplar plasma drive for propulsion] 7 FTL Drive: Faster-Than-Light Travel (1 Light Years/day) (28 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Crew-Served (2 people; -1/4), Difficult to Operate (-1/4) 24 Ships Deflector Shelds: FF (30 PD/30 ED) (60 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2) 8 Ships Life Support Systems: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 1 Ships Consumable Stores: LS (Eating: Character only has to eat once per week) 9 Ships Drives and Maneuverability: +2 SPD (20 Active Points); OIF Bulky (-1), Linked (Sublight Drive; Greater Power is Constant or in use most or all of the time; -1/4) 10 Inertial Compensators and Grav Plates: Telekinesis (20 STR) (30 Active Points); OIF Bulky (-1), Custom Modifier (only to hold items and creatures on the deck ; -1) 12 Ships External Sensor Array: Increased Arc Of Perception (360 Degrees) with all Sense Groups (25 Active Points); OIF Bulky (-1) 10 Ships Sensors and Commo: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky Fragile (Sensor units/consoles are inside, antenna arrays and dishes are on outside of hull and vulnerable; -1 1/4), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 2m 1) Radar (Radio Group), +2 to PER Roll, MegaScale (1" = 100 km; +3/4) (30 Active Points); OIF Bulky Fragile (Sensor units/consoles are inside, antenna arrays and dishes are on outside of hull and vulnerable; -1 1/4), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 1m 2) Lasercomm: Mind Link , Machine class of minds, Any Willing Target, Any distance, Number of Minds (x2) (25 Active Points); OIF Bulky Fragile (Sensor units/consoles are inside, antenna arrays and dishes are on outside of hull and vulnerable; -1 1/4), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 1m 3) IR Perception (Sight Group), +4 to PER Roll, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (18 Active Points); OIF Bulky Fragile (Sensor units/consoles are inside, antenna arrays and dishes are on outside of hull and vulnerable; -1 1/4), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 2m 4) HRRP (Radio Group), +3 to PER Roll, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OIF Bulky Fragile (Sensor units/consoles are inside, antenna arrays and dishes are on outside of hull and vulnerable; -1 1/4), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 1u 5) Densitometer: Detect A Single Thing 11- (Unusual Group), Discriminatory, Analyze, Ranged (+1/2), MegaScale (1" = 10 km; +1/2) (30 Active Points); OIF Bulky Fragile (Sensor units/consoles are inside, antenna arrays and dishes are on outside of hull and vulnerable; -1 1/4), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 1u 6) Neutrino Scanner: Detect A Single Thing 11- (Unusual Group), Discriminatory, Analyze, Ranged (+1/2), MegaScale (1" = 10 km; +1/2) (30 Active Points); OIF Bulky Fragile (Sensor units/consoles are inside, antenna arrays and dishes are on outside of hull and vulnerable; -1 1/4), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) Powers Cost: 213 Cost Skill 5 Navigation (Air, Hyperspace, Space) 13- (12 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4) 3 +4 with Mechanics (8 Active Points); OIF Bulky Expendable (Easy to obtain new Focus; depends on a supply of parts ; -1), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 people; -1/4) 3 +4 with Paramedics (8 Active Points); OIF Bulky Expendable (Difficult to obtain new Focus; depends on supply of drugs and other medical items; -1 1/4), Costs Endurance (-1/2) 4 +4 with Security Systems (8 Active Points); OIF Bulky (-1) 5 +3 with Electronics (Communications Systems, Environmental Systems, Medical Systems) (12 Active Points); OIF Bulky Expendable (Easy to obtain new Focus; depends on supply of parts for repairs, expendability varies; -1), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 people; -1/4) Skills Cost: 20 Cost Talent 2 Absolute Range Sense (3 Active Points); Crew-Served (2 people; -1/4) 1 Absolute Time Sense (3 Active Points); OIF Bulky (-1) 2 Eidetic Memory (5 Active Points); OIF Bulky (-1) 3 Speed Reading (x100) (6 Active Points); OIF Bulky Expendable (Easy to obtain new Focus; -1) Talents Cost: 8 Total Character Cost: 258 Base Points: 200 Experience Required: 58 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
nightbringer256 Posted February 12, 2005 Author Report Share Posted February 12, 2005 Re: My little toy starship wow. thanks you so much, that is just what i envisioned. just getting it worked out was the hard part. thank you Quote Link to comment Share on other sites More sharing options...
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