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Star Hero Campaigns


Capt JT Kohonez

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Outside of the Terran Empire universe what original campaigns if any have you guys put together and how’d they run.

 

Right now I’m looking to port over a sci-fi campaign I ran using Fuzion (don’t hit me). It’s a campaign where the players are the crew of an old small tramp freighter rigged with breakthrough technology like a zero point energy generator and singularity cannon. They make a living doing various deeds and misdeeds while running from the Terran Union a totalitarian government which runs earth and a large swath of extra-solar worlds under the heel of a neo-communist socialist/nazi ideology where everyone is “equal†or else. But of course some are more equal than others.

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Re: Star Hero Campaigns

 

Lots of folks have posted here about their campaigns, so I should probably wait for them to provide details; but for folks who have set up their own campaign websites, as well as other HERO SF resources, I recommend checking out Star Hero Fandom.com and looking through the Index of links.

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Re: Star Hero Campaigns

 

Outside of the Terran Empire universe what original campaigns if any have you guys put together and how’d they run.

 

Right now I’m looking to port over a sci-fi campaign I ran using Fuzion (don’t hit me).

 

What's wrong with Fuzion? I ran a fantastic Traveller conversion for over a year using the system. If I run Traveller again, it'll be with Fuzion. :)

 

Matt "With-apologies-to-Marc-Miller" Frisbee

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Re: Star Hero Campaigns

 

I guess because I think STAR HERO has more structure and support.

 

Don't get me wrong I like Fuzion I just prefer to use HERO.

 

What's wrong with Fuzion? I ran a fantastic Traveller conversion for over a year using the system. If I run Traveller again, it'll be with Fuzion. :)

 

Matt "With-apologies-to-Marc-Miller" Frisbee

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Re: Star Hero Campaigns

 

Question:

 

If the Nemesis Collar can render the wearer unconscious.

Why do you need to have an explosive that can blow their heads off??

 

 

 

Here's a thread about my campaign.

http://www.herogames.com/forums/showthread.php?t=34853

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Or at least how to get a PDF of it including lots of stuff about it. People seem to really like it! (Thanks to all of theose of you who have sent me kind words):thumbup:

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Re: Star Hero Campaigns

 

Question:

 

If the Nemesis Collar can render the wearer unconscious.

Why do you need to have an explosive that can blow their heads off??

 

Well, it's a matter of "shock and awe" isn't it?

 

If you want to keep the troops in line, give them a brutal display of what will happen to them should they cross any lines (they are all criminals, you know). The explosive death of a fellow trooper at the push of a button is quite a motivator.

 

There's also the mission to think about. If NEMESIS should ever revolt during an important mission it's possible for special units like Laser Squadron or Dragon (yes, I have a very nice Dragon Squadron packet too) to knock them all out and get things back on track. Will Nemesis’s transgressions cast them their lives after the mission? Perhaps, lets see how well they role-play out of this, shall we.

 

There's always the moment when a NEMESIS crewmember outlives his worth. Perhaps he's seen something he hasn't... No problem... BANG!

 

It's all good fun! NEMESIS can be a very hard-core game at times. The players walk a fine line between survival and a thousand gruesome deaths. Only the player's wiles will keep him safe.

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Re: Star Hero Campaigns

 

The advantage of explosive as well as incapacitate for the immoral person in charge is emotional blackmail-

 

You can hardly threaten prisoner A with the incapacitation of their friend, prisoner B.

But you can threaten to explode their friends.

 

You're on the right track... But honestly there are few friends on the bridge of The Requiem (NEMESIS' Strike Cruiser). However, the concept is sound... If someone does something stupid they may get their collar exploded... How big is that explosion? Could it take out the players to the left and right too? Could it blow a hole in the Requiem? Who knows? These are waters that even the grimmest villains usually choose not to test. Even when a lone wolf tries to buck the system peer pressure usually brings him back in line.

 

NEMESIS characters are 375 points of pure evil (Usually... There's always that one idiot who pleads his innocence) with an average active power cost of 150 - 250 points (7d6 RKA AE Line or 7d6 HKA X2 Penetrating [plus STR bonus]). You'd think they'd all kill each other the very first night of play. But you'd be wrong.

 

The neat thing about NEMESIS is the lack of controversy within the ship... Everyone is deathly afraid of each other. Cabals and covert agreements are the norm on the Requiem. To even consider assassinating a fellow crewmember or the thought of endangering everyone by not following Legion orders is almost always met with extreme prejudice by fellow NEMESIS squadders. It's cold war in space baby, a power game turned into a thinker's paradice! Everyone's carrying a Tac-Nuke. It's a stalemate... On to business as usual is a matter of survival.:fear:

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