Mystic Pilgrim Posted November 11, 2010 Report Share Posted November 11, 2010 I'm going to be running a Zombie-Apocalypse game in a few weeks, and the vehicle that the PC's will be ride around in will be modeled off of my Nissan. Here's how my build looks, thus-far. Any suggestions? [b]2006 Nissan X-Terra - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 35 STR 5 35 16- HTH Damage 7d6 END [3] 14 DEX 8 14 12- 14 BODY -14 14 4 PD -3 4 4 PD (4 rPD) 4 ED -3 4 4 ED (4 rED) 3 SPD -20 3 Phases: 4, 8, 12 46 RUN -12 46m END [5] 0 SWIM -2 0m END [0] 0 LEAP -2 0m 0m forward, 0m upward [b]CHA Cost: -3[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] Secondary Vehicle Systems - END= 3 1) [b][i]Dash Mounted Cell Phone[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); Limited Power Cell phone band only (-1 1/2), OAF Fragile (-1 1/4), 8 Hours Operation Recoverable - By Keeping Plugged Into Outlet Charges (-0) - END=[8 Hours Operation rc] 12 2) [b][i]GPS Navigation System[/i][/b]: +10 with Navigation (Land) (22 Active Points); OIF Fragile (-3/4) - END= 4 3) [b][i]FM/AM/Satellite Radio[/i][/b]: Radio Perception (8 Active Points); OIF Fragile (-3/4) - END=0 3 4) [b][i]Climate Control System[/i][/b]: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); Costs Endurance (-1/2) - END=1 Primary Vehicle Systems - END= 23 1) [b][i]Vehicle Propulsion[/i][/b]: Ground Movement +46m (46m total), x4 Noncombat (51 Active Points); OAF Durable (Vehicle Tires; Requires Multiple Foci or functions at reduced effectiveness - 4 Tires; -3/4), Costs Endurance (-1/2) - END=5 2 2) [b][i]Transmission 4x4 Mode[/i][/b]: +2 with Combat Driving (4 Active Points); Costs Endurance (-1/2), OIF Durable (Transmission; -1/2) - END=1 3 3) [b][i]Tow Package[/i][/b]: +10 STR (10 Active Points); Limited Power Only while towing (-1 1/2), OAF (-1) - END=1 30 4) [b][i]Vehicle Suspension and Handling[/i][/b]: +3 SPD - END= 2 5) [b][i]Front Headlights[/i][/b]: +5 PER with Normal Sight (5 Active Points); OAF Fragile (Requires Multiple Foci or functions at reduced effectiveness - 2 Headlights; -1), Conditional Power Power Only Works In Darkness (-1/2) - END=0 26 6) [b][i]Vehicle Body, Frame, and Undercarriage[/i][/b]: (Total: 26 Active Cost, 26 Real Cost) +14 BODY (Real Cost: 14) [b]plus[/b] +4 PD (Real Cost: 6) [b]plus[/b] +4 ED (Real Cost: 6) - END=0 [b]POWERS Cost: 108[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Distinctive Features: Bright yellow paint-job (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) [b]DISADVANTAGES Points: 10[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 105 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted November 11, 2010 Report Share Posted November 11, 2010 Re: 2006 Nissan X-Terra do they have access to any other gadgets? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted November 11, 2010 Report Share Posted November 11, 2010 Re: 2006 Nissan X-Terra based on its length of 178.7 inches, its a size 4 vehicle Quote Link to comment Share on other sites More sharing options...
Susano Posted November 11, 2010 Report Share Posted November 11, 2010 Re: 2006 Nissan X-Terra I'm going to be running a Zombie-Apocalypse game in a few weeks, and the vehicle that the PC's will be ride around in will be modeled off of my Nissan. Here's how my build looks, thus-far. Any suggestions? [b]2006 Nissan X-Terra - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 35 STR 5 35 16- HTH Damage 7d6 END [3] 14 DEX 8 14 12- 14 BODY -14 14 4 PD -3 4 4 PD (4 rPD) 4 ED -3 4 4 ED (4 rED) 3 SPD -20 3 Phases: 4, 8, 12 46 RUN -12 46m END [5] 0 SWIM -2 0m END [0] 0 LEAP -2 0m 0m forward, 0m upward [b]CHA Cost: -3[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] Secondary Vehicle Systems - END= 3 1) [b][i]Dash Mounted Cell Phone[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); Limited Power Cell phone band only (-1 1/2), OAF Fragile (-1 1/4), 8 Hours Operation Recoverable - By Keeping Plugged Into Outlet Charges (-0) - END=[8 Hours Operation rc] 12 2) [b][i]GPS Navigation System[/i][/b]: +10 with Navigation (Land) (22 Active Points); OIF Fragile (-3/4) - END= 4 3) [b][i]FM/AM/Satellite Radio[/i][/b]: Radio Perception (8 Active Points); OIF Fragile (-3/4) - END=0 3 4) [b][i]Climate Control System[/i][/b]: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); Costs Endurance (-1/2) - END=1 Primary Vehicle Systems - END= 23 1) [b][i]Vehicle Propulsion[/i][/b]: Ground Movement +46m (46m total), x4 Noncombat (51 Active Points); OAF Durable (Vehicle Tires; Requires Multiple Foci or functions at reduced effectiveness - 4 Tires; -3/4), Costs Endurance (-1/2) - END=5 2 2) [b][i]Transmission 4x4 Mode[/i][/b]: +2 with Combat Driving (4 Active Points); Costs Endurance (-1/2), OIF Durable (Transmission; -1/2) - END=1 3 3) [b][i]Tow Package[/i][/b]: +10 STR (10 Active Points); Limited Power Only while towing (-1 1/2), OAF (-1) - END=1 30 4) [b][i]Vehicle Suspension and Handling[/i][/b]: +3 SPD - END= 2 5) [b][i]Front Headlights[/i][/b]: +5 PER with Normal Sight (5 Active Points); OAF Fragile (Requires Multiple Foci or functions at reduced effectiveness - 2 Headlights; -1), Conditional Power Power Only Works In Darkness (-1/2) - END=0 26 6) [b][i]Vehicle Body, Frame, and Undercarriage[/i][/b]: (Total: 26 Active Cost, 26 Real Cost) +14 BODY (Real Cost: 14) [b]plus[/b] +4 PD (Real Cost: 6) [b]plus[/b] +4 ED (Real Cost: 6) - END=0 [b]POWERS Cost: 108[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Distinctive Features: Bright yellow paint-job (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) [b]DISADVANTAGES Points: 10[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 105 You have a lot of stuff costing END. Where does the END come from? You need to define the END Reserve and how it recharges. Is this all based off of the battery? Will replacing the battery be a plot point? If no, ignore it. Also, the Ground Movement should cost END, but needs 1 Continuing Fuel Charge. Over all, it looks good. If you used Hero Designer, I'd love a copy of the file to host with my assorted other vehicles on my site. PS: What sort of zombies? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted November 11, 2010 Report Share Posted November 11, 2010 Re: 2006 Nissan X-Terra looks good other than the size being off, but I tend to be a completist.. I was assuming stock specs on it plenty of aftermarket stuff you could either add to it, or have a mechanic modify it for Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted November 11, 2010 Report Share Posted November 11, 2010 Re: 2006 Nissan X-Terra my google fu is failing today, whats the top speed? and how big is the fuel tank? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted November 11, 2010 Report Share Posted November 11, 2010 Re: 2006 Nissan X-Terra never mind, its a 21 gallon fuel tank Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted November 11, 2010 Report Share Posted November 11, 2010 Re: 2006 Nissan X-Terra here we go, just my ideas to start with, never driven or even really looked at one closely, so this is from some rummaging online for specs etc 2006 Nissan X-Terra Player: Val Char Cost 4 Size 40 STR 0 16 DEX 0 15 BODY 0 24 PD 3 4 ED 3 3 SPD -10 46m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 16 Cost Power Construction 1 1) Light Composites: (Total: 1 Active Cost, 1 Real Cost) +1 BODY (Real Cost: 1) Powerplant 4 1) 4.0 Liter V-6 Engine: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4), 6 Continuing Charges lasting 1 Hour each (-0); REC: (8 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Gear; -1/4) Mobility 20 1) Fast Wheeled Movement: (Total: 66 Active Cost, 20 Real Cost) Ground Movement +34m (46m total) (34 Active Points); OAF Bulky (4 Tires; Requires Multiple Foci or functions at reduced effectiveness; -1 1/4), Fuel Dependent (-3/4), Only On Appropriate Terrain (-1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 9) plus +2 SPD (20 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 7) plus +6 DEX (12 Active Points); OIF Bulky (-1), Linked (Ground Movement; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 4) 2 2) Transmission 4*4 Mode: +2 with Combat Driving (4 Active Points); OIF Bulky (-1) 3 3) Towing Package: +10 STR (10 Active Points); Custom Modifier (only while towing; -1 1/2), OIF Bulky (-1) [Notes: Maxmimum Towing Capacity 5,000#] -8 4) Ground Movement Only: Custom Power (-8 Active Points) Defensive and Safety Systems 3 1) Airbags: +10 PD (15 Active Points); 2 Charges which Recover every 1 Week (Airbags must be completely replaced after each use; -2), OIF Bulky (-1), Custom Modifier (Dashboard and Steering Column Mounted; -1) Electronics Systems 6 1) GPS System: (Total: 15 Active Cost, 6 Real Cost) Bump Of Direction (3 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 1) plus Navigation (Land) 14- (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5) 3 2) Dash Mounted Cell Phone: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Cell Phone Band Only; -1), Custom Modifier (Real Gear; -1/4), Incantations (Assumes Voice Activated; -1/4) Personnel Systems 9 1) Headlights: +5 PER with Sight Group (10 Active Points); OIF Bulky (-1), Custom Modifier (Only in Darkness; -1/2) [Notes: (x2 number of items)] 2 2) Heating And Airconditioning: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF Bulky Fragile (-1 1/4) Optional Equipment 3 1) Vehicle Alarm System: Security Systems 11- (7 Active Points); OIF Bulky (-1) 4 2) Side and Rollover Airbags: +10 PD (15 Active Points); 2 Charges which Recover every 1 Week (Airbags must be completely replaced after each use; -2), OIF Bulky (-1) 2 3) Radar Detector: Detect A Single Thing 9-/14- (Radio Group) (3 Active Points); IIF Fragile (-1/2), Custom Modifier (Illegal in some Jurisdictions; -1/4) Powers Cost: 54 Cost Skill 1 +1 with Mechanics (2 Active Points); OIF Bulky (Reduces Vehicle to 1/2 DCV; -1 1/4), Custom Modifier (Real Equipment; -1/4) Skills Cost: 1 Cost Talent 2 Bump Of Direction (3 Active Points); OIF Fragile (-3/4) 2 Absolute Time Sense (3 Active Points); OIF Fragile (-3/4) Talents Cost: 4 Total Character Cost: 75 Pts. Disadvantage General Information 0 1) Weight in Tons [Notes: 2] 0 2) Top Speed 0 3) Range [Notes: 21 Gallon Fuel Tank Fuel consumption: EPA urban (mpg): 17, country/highway (mpg): 21 and combined (mpg): 18 Fuel economy EPA highway (mpg): 21 and EPA city (mpg): 17 ] 0 4) Crew [Notes: Driver and up to 5 passengers] 0 5) Country of Origin 0 6) Date In Service [Notes: 2006] 0 7) Intended Usage [Notes: Civilian SUV] Actual Complications 15 1) Physical Limitation: suspension gives crew a rough ride, double driver fatigue (Frequently; Slightly Impairing) [Notes: Firm suspension, short wheelbase make ride choppy except on smoothest roads. Some patches and sharp bumps register more as body shudder than thumpy harshness, and there's some trucklike bounding over even moderate humps and ruts] 10 2) Distinctive Features: Bright Yellow Paint Job (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 3) Physical Limitation: Exposed suspension components result in it being easily damaged and harder to maintain (Infrequently; Greatly Impairing) Optional Complications 15 1) Physical Limitation: Top Heavy, -2 to driving rolls on slopes or sideways maneuvers (Frequently; Slightly Impairing) [Notes: Fox Armored Car, Civilian Hummers] Disadvantage Points: 55 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Mystic Pilgrim Posted November 12, 2010 Author Report Share Posted November 12, 2010 Re: 2006 Nissan X-Terra Shadowcat, that's absolutely awesome. It shows me just how granular that HERO can be. I LOVE IT! There are a couple of items I'm not completely sure about, tho. (Since I personally, own the X-Terra) I think your passenger count is off. It can hold 1 driver and 4 passengers, unless you are counting someone sitting in the cargo area. Also the side and roll-over airbags... Are you sure that they came on the '06? I'm not so sure about that one, the dealership told me that I couldn't get it, when I bought it. Also,since we have the dependent on 4 tires limitation on the movement, the X-Terra has a REAL spare, not a help tire. So, is there a way we can work that into the mix somehow? I'm going to add one or two items to the list. 1) The Brush-guard (which I found out the hard way is NOT complete cosmetic) 2) The Running Boards (They would give a slight bump for climbing on the sides of the vehicles.) 3) The Skid-Plate (This is assuming we're making a build based on the X-Terra Off-Road Package) I also made a couple of minor changes to the file... Some of the extra PD... (Airbags) Like the brush-guard and skid-plate, they are very specific circumstance use. So, it made more sense to me not to add them into the base PD pool. Reasonable? There is two points that I don't understand about the build, thus-far. The engine... It doesn't cost fuel (END)? Would one possibility be to add a fuel tank (END Reserve) and have the various gas-based systems draw from that END reserve? Would that be one way to do it? (Still new. So, bear with my dumb questions) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 12, 2010 Report Share Posted November 12, 2010 Re: 2006 Nissan X-Terra Vehicle engines don't cost END. They run off of fuel charges. You could define the vehicle's battery as an END Reserve and have the REC come from driving the car (which will recharge the battery.) Also, I humbly submit the following collection of zombies for your consideration: http://www.herogames.com/forums/showthread.php/82637-Left-4-Dead-Hero Quote Link to comment Share on other sites More sharing options...
Mystic Pilgrim Posted November 12, 2010 Author Report Share Posted November 12, 2010 Re: 2006 Nissan X-Terra Susano, I was originally going to go with the lumbering Romero-style zombies, but the left 4 dead zombies that you wrote up on that thread have me intrigued. This is going to be my partner's first introduction to HERO. So, I want to make it a good one Thanks for the recommend Quote Link to comment Share on other sites More sharing options...
Mystic Pilgrim Posted November 12, 2010 Author Report Share Posted November 12, 2010 Re: 2006 Nissan X-Terra One question, are they as infectious as the traditional zombie? If so, what is the mode of transmission? Quote Link to comment Share on other sites More sharing options...
Susano Posted November 12, 2010 Report Share Posted November 12, 2010 Re: 2006 Nissan X-Terra It's not made clear in L4D how the infection is transmitted. The PCs you can play are apparently carriers and are infecting people they meet (how? not sure.) It might be transmitted in the same fashion as a flu or the common cold... but comments in game seem to say "no." It might be 28 Days Later style... in which body fluids are needed (spit, blood, and so on.) If you want more zombies, check my website. I have.... Word War Z: http://surbrook.devermore.net/adaptationscreatures/fiction/solanum_zombie.html I Am Legend: http://surbrook.devermore.net/adaptationscreatures/movies/dark_seeker.html 28 Days Later: http://surbrook.devermore.net/adaptationscreatures/movies/infected.html Night of the Living Dead: http://surbrook.devermore.net/adaptationscreatures/movies/livingdead.html Left 4 Dead (with images!): http://surbrook.devermore.net/adaptationsvideogame/videogamechar.html#L4D Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted November 12, 2010 Report Share Posted November 12, 2010 Re: 2006 Nissan X-Terra I got the info from an automotive site, I dont remember which, they listed the side and rollover bags as an option the same site said 1+5 on crew as far as how granular Hero can get, this ones pretty tame... have you looked at surbrooks site for his vehicle conversions? I have about half a dozen sites I dig on for detail on vehicles, and I am always happy to have more. Quote Link to comment Share on other sites More sharing options...
Mystic Pilgrim Posted November 12, 2010 Author Report Share Posted November 12, 2010 Re: 2006 Nissan X-Terra Later on I'll be stating out a late model Pontiac Fire bird, which will be available for the character(s) to find and use Quote Link to comment Share on other sites More sharing options...
Susano Posted November 12, 2010 Report Share Posted November 12, 2010 Re: 2006 Nissan X-Terra Later on I'll be stating out a late model Pontiac Fire bird' date=' which will be available for the character(s) to find and use[/quote'] Ahhh... come-on! Give them the last of the V-8 Interceptors! A real piece of history, that one! http://surbrook.devermore.net/adaptationsmovie/madmax/v8-pursuit_special_MM.html Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted November 12, 2010 Report Share Posted November 12, 2010 Re: 2006 Nissan X-Terra I liked your version better than mine... Quote Link to comment Share on other sites More sharing options...
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