Susano Posted July 20, 2011 Author Report Share Posted July 20, 2011 Re: Half Life 2 for Hero More Headcrabs and Headcrab Zombies to appear presently. Quote Link to comment Share on other sites More sharing options...
Susano Posted July 21, 2011 Author Report Share Posted July 21, 2011 Re: Half Life 2 for Hero Thoughts? Opinions? Suggestions? Quote Link to comment Share on other sites More sharing options...
Ragitsu Posted July 21, 2011 Report Share Posted July 21, 2011 Re: Half Life 2 for Hero Initial thought: why is the Colt Python weaker? .357 Magnum is categorically stronger than 9x19mm Parabellum, and, in-game, the Colt is a super-pistol compared to the alright USP (albeit in a far more exaggerated way compared to reality). Quote Link to comment Share on other sites More sharing options...
Christopher Posted July 21, 2011 Report Share Posted July 21, 2011 Re: Half Life 2 for Hero About the Zero Point Energy Manipulator: Why not simply use plain TK with a Minor Limitation. Or maybe a TK/seperate STR Multipower? Something like: 60 Point Multipower Reserve 40 Telekinetik STR, only to Grab and Move Target or Grab and Throw Targets 60 STR, Only to Throw a Grabed Target, Does not Adds to existing STR STR is very versatile in what it can do and Grabbing, Moving, Throwing or directly damaging something is well within what it can do in the first place. Quote Link to comment Share on other sites More sharing options...
Susano Posted July 21, 2011 Author Report Share Posted July 21, 2011 Re: Half Life 2 for Hero Initial thought: why is the Colt Python weaker? .357 Magnum is categorically stronger than 9x19mm Parabellum' date=' and, in-game, the Colt [i']is[/i] a super-pistol compared to the alright USP (albeit in a far more exaggerated way compared to reality). Hm... it looks like I made an error. I used .40 stats as that is what the pistol initially came in, but in order to take 18 rounds in the mag, you'd need to be 9mm. I'll fix that. Quote Link to comment Share on other sites More sharing options...
Susano Posted July 21, 2011 Author Report Share Posted July 21, 2011 Re: Half Life 2 for Hero About the Zero Point Energy Manipulator: Why not simply use plain TK with a Minor Limitation. Or maybe a TK/seperate STR Multipower? Something like: 60 Point Multipower Reserve 40 Telekinetik STR, only to Grab and Move Target or Grab and Throw Targets 60 STR, Only to Throw a Grabed Target, Does not Adds to existing STR STR is very versatile in what it can do and Grabbing, Moving, Throwing or directly damaging something is well within what it can do in the first place. You could if you want. There are probably a couple of ways to build the Gravity Gun. My version tries to replicate the weapons in-game behavior. Quote Link to comment Share on other sites More sharing options...
Christopher Posted July 21, 2011 Report Share Posted July 21, 2011 Re: Half Life 2 for Hero You could if you want. There are probably a couple of ways to build the Gravity Gun. My version tries to replicate the weapons in-game behavior. One thing I will always dislike in Video games is, that you can never do the things you could do in a RPG with the same setting and same equipment in the same situation. I can only say that is never a good idea to stick to much to the straightjacket imposed by video game mechanics/video game controlls. But hey, it is your conversion Quote Link to comment Share on other sites More sharing options...
Susano Posted July 21, 2011 Author Report Share Posted July 21, 2011 Re: Half Life 2 for Hero One thing I will always dislike in Video games is, that you can never do the things you could do in a RPG with the same setting and same equipment in the same situation. I can only say that is never a good idea to stick to much to the straightjacket imposed by video game mechanics/video game controlls. But hey, it is your conversion I'm not sure my version is straightjacketed all that much. It's fairly flexible and can do everything the video game version does. The TK is built to replace the in-game uses, which was my plan from the beginning. Quote Link to comment Share on other sites More sharing options...
Susano Posted August 9, 2011 Author Report Share Posted August 9, 2011 Re: Half Life 2 for Hero I'll be posting more Headcrab variants and zombies. As I want to run this come GenCon 2012, I'd love to see what people think about the builds. I also intend a Strider, Gunship, and Hunter. Quote Link to comment Share on other sites More sharing options...
Ragitsu Posted August 10, 2011 Report Share Posted August 10, 2011 Re: Half Life 2 for Hero I can't wait to see how the Gunship turns out. Quote Link to comment Share on other sites More sharing options...
Susano Posted August 10, 2011 Author Report Share Posted August 10, 2011 Re: Half Life 2 for Hero The next creature will probably be the Strider, since I intend to feature that in my possible Con adventure. Quote Link to comment Share on other sites More sharing options...
StGrimblefig Posted August 12, 2011 Report Share Posted August 12, 2011 Re: Half Life 2 for Hero Don't forget about the little floating camera 'bots that find targets for the Strider. Annoying little things. Quote Link to comment Share on other sites More sharing options...
Susano Posted August 12, 2011 Author Report Share Posted August 12, 2011 Re: Half Life 2 for Hero I've completed a Strider and Combine Gunship. Scanners and Manhacks need to be added, as well as Civil Protection and Overwatch. I'll see about posting Saturday. Quote Link to comment Share on other sites More sharing options...
Susano Posted August 14, 2011 Author Report Share Posted August 14, 2011 Re: Half Life 2 for Hero HEADCRAB [b]Val CHA Cost Roll Notes[/b] 1 STR -9 9- Lift 28.7 kg; 0d6 HTH Damage 14 DEX 8 12- 10 CON 0 11- 8 INT -2 11- PER Roll 11- 5 EGO -5 10- 10 PRE 0 11- PRE Attack: 2d6 4 OCV 5 7 DCV 20 2 OMCV -3 2 DMCV -3 3 SPD 10 Phases: 4, 8, 12 2 PD 0 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 4 REC 0 20 END 0 3 BODY -7 10 STUN -5 [b]Total Characteristic Cost: 7 Movement:[/b] Running: 8m/16m Leaping: 3m Swimming: 0m Tunneling: 1m/1m [b]Cost Powers & Skills[/b] 15 Bite: HKA 1/2d6, Constant (+1/2), END 1 50 Create Headcrab Zombie: Severe Transform 10d6 (humans into Headcrab Zombies, healing process currently unknown), Reduced Endurance (0 END; +½); Extra Time (1 Turn (Post-Segment 12), this time may vary; -1 ¼), All Or Nothing (-½), No Range (-½), Limited Target (humans; -½), Must Follow Successful Grab (-½), Linked (Bite; -¼) 5 Unperturbed: +10 PRE; Only To Resist Presence Attacks (-1) 7 Resilient: LS (Immunity: All terrestrial poisons; Safe in High Radiation) 1 Short Legs: Leaping +3m (3m forward, 1 ½m upward); No Noncombat Movement (-¼), END 1 -4 Short Legs: Running -4m -2 Can't Swim: Swimming -4m 1 Burrowing: Tunneling 1m through 1 PD material; Limited Medium Very Limited (loose soil and sand; -1), No Noncombat Movement (-¼), END 1 -35 Blind: has no Sight Sense Group 32 "Sees" Without Eyes: Spatial Awareness (Hearing Group) [b]Skills[/b] 8 Aims For The Head: +8 versus Hit Location penalties with Bite 6 Concealment 14-; Self Only (-½) 7 Stealth 14- [b]Total Powers & Skill Cost: 85 Total Cost: 92 175+ Matching Complications (50)[/b] 20 Physical Complication: Animal Intelligence (Frequently; Greatly Impairing) 15 Physical Complication: Diminutive (typically no larger than about .5m; +12m KB) (Frequently; Slightly Impairing) 20 Physical Complication: Very Limited Manipulation (Frequently; Greatly Impairing) 40 Susceptibility: water 3d6 damage per Segment (Very Common) [b]Total Complication Points: 50 Experience Points: 0[/b] Ecology: Known variously as cranial-conjugal parasites, head-humpers, and parasitics, headcrabs are a strange form of alien life. They first appeared following the Black Mesa Incident and are now found the world over. Many infestations of headcrabs are due to the Combine using them as a terror weapon. Areas of dissidents and malcontents are hit with barrages from mortars firing “Headcrab Shells.” These artillery shells carry a payload of 4-6 headcrabs and a sufficiently large-scale shelling can destroy entire towns. Headcrabs can be found almost anywhere, but tend to be lurk in ruined urban areas. They prey on humans, although one supposes they could attack just about any humanoid. When they locate their prey, a headcrab will leap for the target’s head. If successful, they’ll latch on with their legs, then burrow into the skull with their beak. Once they’ve gained access to the brain, the headcrab will take control of their victim’s nervous system, turning the unfortunate into a Headcrab Zombie. Personality/Motivation: Normal animal motivations. Powers/Tactics: Headcrabs tend to scuttle around aimlessly. When they encounter prey they’ll make a chirping cry, then leap to attack. They aim for the head and if they land will attack with their bite. Once they’ve taken control of their target, they’ll use the zombie’s greater mobility to move around, presumably in order to spread into new areas. Appearance: Headcrabs are oval creatures, roughly the size of a pumpkin. They have four short legs, a series of hooked appendages on the front of the body, and large, lipless mouth on the underbelly. Inside this mouth is the beak. Headcrabs are usually a pale tan color. Designer's Notes: The Headcrab is one of the alien creatures (and probably the most iconic) found in Valve Software’s Half Life and Half Life 2 series of games. Much of the information here was taken from direct game play, as well as the Combine OverWiki, found at http://half-life.wikia.com/wiki/Main_Page. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. (Headcrab created by Valve Software, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted August 14, 2011 Author Report Share Posted August 14, 2011 Re: Half Life 2 for Hero HEADCRAB ZOMBIE [b]Val CHA Cost Roll Notes[/b] 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [1] 10 DEX 0 11- 10 CON 0 11- 8 INT -2 11- PER Roll 11- 5 EGO -5 10- 13 PRE 3 12- PRE Attack: 2 ½d6 4 OCV 5 3 DCV 0 2 OMCV -3 2 DMCV -3 3 SPD 10 Phases: 4, 8, 12 3 PD 1 Total: 3 PD (0 rPD) 3 ED 1 Total: 3 ED (0 rED) 4 REC 0 20 END 0 8 BODY -2 20 STUN 0 [b]Total Characteristic Cost: 8 Movement:[/b] Running: 10m/20m Leaping: 4m/8m Swimming: 0m [b]Cost Powers & Skills[/b] 8 Clawed Fingers: HKA ½d6 (1 ½d6 w/STR); Reduced Penetration (-¼), END 1 4 Double Swipe: Autofire (2 shots; +¼) for up 1 1/2d6 of HKA; Extra Time (Full Phase, -½), END 1 40 Incredibly Tough: Physical Damage Reduction, Resistant, 50%; STUN Only (-½) plus Energy Damage Reduction, Resistant, 50%; STUN Only (-½) -2 Slow: Running -2m -2 Can't Swim: Swiming -4m 12 Altered Metabolism: LS (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Radiation) 1 Long Arms And Clawed Fingers: Reach +1m [b]Total Powers & Skill Cost: 61 Total Cost: 69 175+ Matching Complications (50)[/b] 20 Distinctive Features: Constant Moaning And Screaming (Not Concealable; Always Noticed and Causes Major Reaction [fear]; Detectable By Commonly-Used Senses) 30 Physical Complication: "Instinctive" Intelligence -- can only do what its headcrab controller wants it to do (All the Time; Greatly Impairing) 30 Physical Complication: No Longer Can See/Hear/Touch, All Senses Depend On Headcrab Controller (All the Time; Greatly Impairing) 20 Physical Complication: Very Limited Manipulation (Frequently; Greatly Impairing) [b]Total Complication Points: 50 Experience Points: 0[/b] Ecology: Headcrab Zombies are the result of a Headcrab successfully attaching itself to a human’s head. The victim then undergoes a horrific physical transformation, with extensive physiological changes to the body. The Headcrab then ‘rides’ its victim, latched onto the head. It is unknown how long the zombies last as the victims used are still alive after the transformation and still require air, food, and water (or so it is assumed.) It is highly likely a Headcrab controls its mount for as long as the mount is alive, then drops off and looks for a fresh victim one the former mount dies. Personality/Motivation: A Headcrab Zombie doesn’t have a personality or motivations per se. They are driven by the whims of their Headcrab controllers (which tend to be ones of expand territory and propagate.) However, if the moans and cries of a Headcrab Zombie are recorded replayed properly, it becomes obvious the victim is semi-aware of its state, in a great deal of pain, and is desperate to die. Powers/Tactics: Much stronger than a normal person, Headcrab Zombies are known to bat and/or hurl large objects at their target before moving into hand-to-hand range. Normally they attempt to rake a vicitim with swipes from their claws, but occasionally will attempt a double swipe of both limbs at once. Appearance: A Headcrab Zombie is a heavily mutated human. The head is mostly eaten away, the torso has split down the front, revealing extended ribs and internal organs (this is known as “the maw”), and the arms and fingers are elongated. Any clothing the Zombie is wearing will be soaked in blood. Designer's Notes: The Headcrab Zombie is one of the creatures (and one of the most iconic) found in Valve Software’s Half Life and Half Life 2 series of games. Much of the information here was taken from direct game play, as well as the Combine OverWiki, found at http://half-life.wikia.com/wiki/Main_Page. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. (Headcrab Zombie created by Valve Software, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted August 14, 2011 Author Report Share Posted August 14, 2011 Re: Half Life 2 for Hero FAST HEADCRAB [b]Val CHA Cost Roll Notes[/b] 1 STR -9 9- Lift 28.7 kg; 0d6 HTH Damage 18 DEX 16 13- 10 CON 0 11- 8 INT -2 11- PER Roll 11- 5 EGO -5 10- 10 PRE 0 11- PRE Attack: 2d6 6 OCV 15 8 DCV 25 2 OMCV -3 2 DMCV -3 3 SPD 10 Phases: 4, 8, 12 2 PD 0 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 4 REC 0 20 END 0 3 BODY -7 10 STUN -5 [b]Total Characteristic Cost: 30 Movement:[/b] Running: 14m/28m Leaping: 3m Swimming: 0m [b]Cost Powers & Skills[/b] 15 Bite: HKA 1/2d6, Constant (+1/2), END 1 50 Create Fast Headcrab Zombie: Severe Transform 10d6 (humans into Headcrab Zombies, healing process currently unknown), Reduced Endurance (0 END; +½); Extra Time (1 Turn (Post-Segment 12), this time may vary; -1 ¼), All Or Nothing (-½), No Range (-½), Limited Target (humans; -½), Must Follow Successful Grab (-½), Linked (Bite; -¼) 5 Unperturbed: +10 PRE; Only To Resist Presence Attacks (-1) 7 Resilient: LS (Immunity: All terrestrial poisons; Safe in High Radiation) 1 Short Legs: Leaping +3m (3m forward, 1 ½m upward); No Noncombat Movement (-¼), END 1 2 Fast: Running +2m (14m total), END 1 -2 Can't Swim: Swimming -4m 1 Burrowing: Tunneling 1m through 1 PD material; Limited Medium Very Limited (loose soil and sand; -1), No Noncombat Movement (-¼), END 1 -35 Blind: has no Sight Sense Group 32 "Sees" Without Eyes: Spatial Awareness (Hearing Group) Skills 8 Aims For The Head: +8 versus Hit Location penalties with Bite 3 Climbing 13- 6 Concealment 14-; Self Only (-½) 7 Stealth 14- [b]Total Powers & Skill Cost: 94 Total Cost: 124 175+ Matching Complications (50)[/b] 20 Physical Complication: Animal Intelligence (Frequently; Greatly Impairing) 15 Physical Complication: Diminutive (typically no larger than about .5m; +12m KB) (Frequently; Slightly Impairing) 20 Physical Complication: Very Limited Manipulation (Frequently; Greatly Impairing) 40 Susceptibility: water 3d6 damage per Segment (Very Common) [b]Total Complication Points: 50 Experience Points: 0[/b] Description: Fast Headcrabs look much like normal Headcrabs, except that have smoother-skinned bodies with elongated limbs. They’re very quick, running much faster than regular Headcrabs, with a higher degree of agility and a marked ability to climb surfaces. Much like their large and slower brethren, Fast Headcrabs try to pounce on unsuspecting targets so they can turn then into Headcrab Zombies. Designer's Notes: The Fast Headcrab is one of the alien creatures found in Valve Software’s Half Life 2 series of games. Much of the information here was taken from direct game play, as well as the Combine OverWiki, found at http://half-life.wikia.com/wiki/Main_Page. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. (Fast Headcrab created by Valve Software, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted August 14, 2011 Author Report Share Posted August 14, 2011 Re: Half Life 2 for Hero FAST HEADCRAB ZOMBIE [b]Val CHA Cost Roll Notes[/b] 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [1] 15 DEX 10 12- 15 CON 5 12- 8 INT -2 11- PER Roll 11- 5 EGO -5 10- 15 PRE 5 12- PRE Attack: 3d6 6 OCV 15 7 DCV 20 2 OMCV -3 2 DMCV -3 3 SPD 10 Phases: 4, 8, 12 3 PD 1 Total: 3 PD (0 rPD) 3 ED 1 Total: 3 ED (0 rED) 6 REC 2 30 END 2 8 BODY -2 24 STUN 2 [b]Total Characteristic Cost: 63 Movement:[/b] Running: 18m/36m Leaping: 20m/40m Swimming: 0m [b]Cost Powers & Skills[/b] Martial Arts: Combat Techniques Maneuver OCV DCV Damage 3 Flying Tackle +0 -1 3d6 +v/10 Strike; You Fall, Target Falls; FMove 8 Clawed Fingers: HKA ½d6 (1 ½d6 w/STR); Reduced Penetration (-¼), END 1 4 Double Swipe: Autofire (2 shots; +¼) for up to 1 1/26 of HKA; Extra Time (Full Phase, -½), END 1 40 Incredibly Tough: Physical Damage Reduction, Resistant, 50%; STUN Only (-½) plus Energy Damage Reduction, Resistant, 50%; STUN Only (-½) 8 Leaps Across Buildings: Leaping +16m (20m forward, 10m upward), END 1 6 Fast Runners: Running +6m (18m total), END 1 -2 Can't Swim: Swimming -4m 12 Altered Metabolism: LS (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Radiation) 1 Long Arms And Clawed Fingers: Reach +1m Skills 7 Climbing 14- 5 Tracking 12- [b]Total Powers & Skill Cost: 92 Total Cost: 155 175+ Matching Complications (50)[/b] 20 Distinctive Features: Constant Moaning And Screaming (Not Concealable; Always Noticed and Causes Major Reaction [fear]; Detectable By Commonly-Used Senses) 30 Physical Complication: "Instinctive" Intelligence -- can only do what its headcrab controller wants it to do (All the Time; Greatly Impairing) 30 Physical Complication: No Longer Can See/Hear/Touch, All Senses Depend On Headcrab Controller (All the Time; Greatly Impairing) 20 Physical Complication: Very Limited Manipulation (Frequently; Greatly Impairing) [b]Total Complication Points: 50 Experience Points: 0[/b] Ecology: Fast Headcrab Zombies are similar in many ways to regular Headcrab Zombies, except they are far faster and agile. They also tend to actively hunt their prey through the ruined cities of Earth, opposed to regular Zombies, which are more prone to lurking in wait. Personality/Motivation: As with Headcrab Zombies, a Fast Headcrab Zombie doesn’t have a personality remaining. They are driven by the whims of their Headcrab controllers (which tend to be ones of expand territory and propagate.) Powers/Tactics: Much stronger than a normal person, and far faster, Fast Headcrab Zombies race through city streets and leap from building to building in pursuit of prey. They prefer leaping at their targets from some distance away, knocking into them (and knocking them down) before slashing at them with their claws. Appearance: A Fast Headcrab Zombie is a heavily mutated human. They’ve apparently lost all of their skin and appear as lean and elongated humanoids with exposed muscles and sinews. Unlike regular Zombies, they no longer wear any clothes. Designer's Notes: The Fast Headcrab Zombie is one of the creatures found in Valve Software’s Half Life 2 series of games. Much of the information here was taken from direct game play, as well as the Combine OverWiki, found at http://half-life.wikia.com/wiki/Main_Page. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. (Fast Headcrab Zombie created by Valve Software, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted August 14, 2011 Author Report Share Posted August 14, 2011 Re: Half Life 2 for Hero POISON HEADCRAB [b]Val CHA Cost Roll Notes[/b] 3 STR -7 10- Lift 37.9 kg; ½d6 HTH Damage [1] 11 DEX 2 11- 10 CON 0 11- 8 INT -2 11- PER Roll 11- 5 EGO -5 10- 13 PRE 3 12- PRE Attack: 2 ½d6 4 OCV 5 5 DCV 10 2 OMCV -3 2 DMCV -3 3 SPD 10 Phases: 4, 8, 12 2 PD 0 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 4 REC 0 20 END 0 5 BODY -5 12 STUN -4 [b]Total Characteristic Cost: -1 Movement:[/b] Running: 8m/16m Leaping: 3m Swimming: 0m Tunneling: 1m/1m [b]Cost Powers & Skills[/b] 15 Bite: HKA 1/2d6, Constant (+1/2), END 1 50 Create Poison Headcrab Zombie: Severe Transform 10d6 (humans into Headcrab Zombies, healing process currently unknown), Reduced Endurance (0 END; +½); Extra Time (1 Turn (Post-Segment 12), this time may vary; -1 ¼), All Or Nothing (-½), No Range (-½), Limited Target (humans; -½), Must Follow Successful Grab (-½), Linked (Bite; -¼) 27 Poison: RKA 1d6, Attack Versus Alternate Defense (Life Support [Appropriate Immunity]; All Or Nothing; +1), Does BODY (+1), Damage Over Time, Lock out (cannot be applied multiple times), Target's defenses only apply once (3 damage increments, damage occurs every Segment, +2); No Range (-½), HKA Must Do Body (-½), 8 Charges (-½), Linked (Bite; -¼) [8] 5 Unperturbed: +10 PRE; Only To Resist Presence Attacks (-1) 7 Resilient: LS (Immunity: All terrestrial poisons; Safe in High Radiation) -4 Short Legs: Running -4m 1 Short Legs: Leaping +3m (3m forward, 1 ½m upward); No Noncombat Movement (-¼), END 1 -2 Can't Swim: Swimming -4m 1 Burrowing: Tunneling 1m through 1 PD material; Limited Medium Very Limited (loose soil and sand; -1), No Noncombat Movement (-¼), END 1 -35 Blind: has no Sight Sense Group 32 "Sees" Without Eyes: Spatial Awareness (Hearing Group) Skills 8 Aims For The Head: +8 versus Hit Location penalties with Bite 6 Concealment 14-; Self Only (-½) 7 Stealth 14- [b]Total Powers & Skill Cost: 119 Total Cost: 118 175+ Matching Complications (50)[/b] 20 Physical Complication: Animal Intelligence (Frequently; Greatly Impairing) 15 Physical Complication: Diminutive (typically no larger than about .5m; +12m KB) (Frequently; Slightly Impairing) 20 Physical Complication: Very Limited Manipulation (Frequently; Greatly Impairing) 40 Susceptibility: water 3d6 damage per Segment (Very Common) [b]Total Complication Points: 50 Experience Points: 0[/b] Description: Huge and bloated, these oily black headcrabs are slower than their fellows, but also much more cunning. They’ll scuttle away from attacks (looping around to attack again) and actively hunt their prey, instead of simply waiting for a victim come to them. True to their name, Poison Headcrabs inject a fast-acting venom when they bite. While the venom doesn’t kill most people, it also makes them ill enough to be an easy target for the Headcrab to make into a zombie. Designer's Notes: The Poison Headcrab is one of the alien creatures found in Valve Software’s Half Life 2 series of games. Much of the information here was taken from direct game play, as well as the Combine OverWiki, found at http://half-life.wikia.com/wiki/Main_Page. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. (Headcrab created by Valve Software, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted August 14, 2011 Author Report Share Posted August 14, 2011 Re: Half Life 2 for Hero POISON HEADCRAB ZOMBIE [b]Val CHA Cost Roll Notes[/b] 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage [2] 8 DEX -4 11- 20 CON 10 13- 8 INT -2 11- PER Roll 11- 5 EGO -5 10- 15 PRE 5 12- PRE Attack: 3d6 4 OCV 5 3 DCV 0 2 OMCV -3 2 DMCV -3 3 SPD 10 Phases: 4, 8, 12 3 PD 1 Total: 3 PD (0 rPD) 3 ED 1 Total: 3 ED (0 rED) 4 REC 0 30 END 2 15 BODY 5 35 STUN 8 [b]Total Characteristic Cost: 38 Movement:[/b] Running: 10m/20m Leaping: 4m/8m Swimming: 0m [b]Cost Powers & Skills[/b] 8 Clawed Fingers: HKA ½d6 (2d6 w/STR); Reduced Penetration (-¼), END 1 5 Double Swipe: Autofire (2 shots; +¼) for up to 2d6 of HKA; Extra Time (Full Phase, -½), END 1 40 Incredibly Tough: Physical Damage Reduction, Resistant, 50%; STUN Only (-½) plus Energy Damage Reduction, Resistant, 50%; STUN Only (-½) -2 Slow: Running -2m -2 Can't Swim: Swiming -4m 12 Altered Metabolism: LS (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Radiation) 1 Long Arms And Clawed Fingers: Reach +1m Perks 34 Poison Headcrab Parasites: Followers (1-4 poison headcrabs) [b]Total Powers & Skill Cost: 97 Total Cost: 134 175+ Matching Complications (50)[/b] 20 Distinctive Features: Constant Moaning And Screaming (Not Concealable; Always Noticed and Causes Major Reaction [fear]; Detectable By Commonly-Used Senses) 30 Physical Complication: "Instinctive" Intelligence -- can only do what its headcrab controller wants it to do (All the Time; Greatly Impairing) 30 Physical Complication: No Longer Can See/Hear/Touch, All Senses Depend On Headcrab Controller (All the Time; Greatly Impairing) 20 Physical Complication: Very Limited Manipulation (Frequently; Greatly Impairing) [b]Total Complication Points: 50 Experience Points: 0[/b] Ecology: Poison Headcrab Zombies tend to be solitary, with it rare for more than two or three to be in any one area. They’re often found with both regular and fast zombies but tend to be more plodding in their movements and are usually found towards the rear of any zombie assault. Personality/Motivation: As with Headcrab Zombies, a Poison Headcrab Zombie doesn’t have a personality remaining. They are driven by the whims of their Headcrab controllers (which tend to be ones of expand territory and propagate.) Powers/Tactics: Much, much stronger than a normal person, Poison Headcrab Zombies can quickly rend an unprotected man to shreds. Worse yet, they normally have up to four Poison Headcrabs clinging to their bodies and will fling one at a target as they advance. Appearance: A Headcrab Zombie is a heavily mutated human. The head is mostly eaten away, the body itself is reddish in color and might be missing its skin, and the only clothing is a pair of trousers. Poison Headcrab Zombies are also notable for their raspy and labored breathing. Designer's Notes: The Poison Headcrab Zombie is one of the creatures found in Valve Software’s Half Life 2 series of games. Much of the information here was taken from direct game play, as well as the Combine OverWiki, found at http://half-life.wikia.com/wiki/Main_Page. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. (Headcrab Zombie created by Valve Software, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted August 14, 2011 Author Report Share Posted August 14, 2011 Re: Half Life 2 for Hero COMBINE GUNSHIP [b]Val CHA Cost Roll Notes[/b] 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage [3] 20 DEX 20 13- 20 CON 10 13- 8 INT -2 11- PER Roll 11- 5 EGO -5 10- ECV: 2 - 2 25 PRE 15 14- PRE Attack: 5d6 8 OCV 25 7 DCV 20 2 OMCV -3 2 DMCV -3 4 SPD 20 Phases: 3, 6, 9, 12 12 PD 10 Total: 12 PD (12 rPD) 12 ED 10 Total: 12 ED (12 rED) 10 REC 6 40 END 4 24 BODY 14 50 STUN 15 [b]Total Characteristic Cost: 176 Movement:[/b] Running: 0m Flight: 50m/200m Leaping: 0m Swimming: 0m [b]Cost Powers & Skills[/b] 71 Pulse Gun: RKA 3d6, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½), Reduced Endurance (0 END; +1); OIF (-½), Forward 180 Degree Arc Only (-¼) 18 Armored Shell: Hardened (+¼), Resistant (+½) for 12 PD plus Hardened (+¼), Resistant (+½) for 12 ED 2 Armored Shell: Hardened (+¼) for 12 PD Resistant plus Hardened (+¼) for 12 PD Resistant 13 Anti-Missile Counter-fire: Deflection, Reduced Endurance (0 END; +½); Only Works Against Anti-Vehicular Missiles (-¾), OIF (pulse gun; -½) 15 Biomechanical Creation: Does Not Bleed 6 Heavy: Knockback Resistance -6m 69 Tail Mounted Rotor: Flight 50m, x4 Noncombat, Reduced Endurance (½ END; +¼), END 2 -2 Only Flies: Leaping -4m -12 Only Flies: Running -12m -2 Only Flies: Swimming -4m 5 Multiple Compound Eyes: Increased Arc Of Perception (240 Degrees) with Sight Group 10 Alien Metabolism: LS (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) [b]Skills[/b] 4 +4 versus Range Modifier with Pulse Gun 3 Acrobatics 13- 6 Navigation (Air) 13- 3 Teamwork 13- [b]Total Powers & Skill Cost: 196 Total Cost: 372 175+ Matching Complications (50)[/b] 20 Distinctive Features: Combine Combat Synth (Not Concealable; Always Noticed and Causes Major Reaction [fear]; Detectable By Commonly-Used Senses) 15 Physical Complication: Enormous (roughly 9m long) (Frequently; Slightly Impairing) 15 Physical Complication: Near-Human Intelligence (Frequently; Slightly Impairing) 20 Physical Complication: Very Limited Manipulation (Frequently; Greatly Impairing) [b]Total Complication Points: 50 Experience Points: 197[/b] Ecology: Gunships are large bio-mechanical creations of the Combine. They seem to be derived from an alien life form, augmented with various cybernetic implants, armor plating, engines, and weapons. As such, they are more akin to living vehicles than free-willed creatures and are only found in areas under Combine control. The Combine uses them for long-range patrols, ground-attack, and to provide air cover and security for important installations. For long-range missions, usually a single Gunship is encountered, however two to three might be found at more secure Combine locations. Personality/Motivation: As they are under the control of the Combine, Gunships don’t seem to have any sort of free will. Powers/Tactics: Extremely well-armored, Gunships can only be shot down with surface-to-air missiles or similar heavy weapons. That said, they tend not to stand and fight, but prefer to strafe, using their mobility to avoid incoming fire. Gunships will also fire at incoming missiles and will target such projectiles over any other foe. If working in pairs, they will adopt a ‘buddy’ strategy, where one Gunship fires at incoming missiles, while the other fires at targets on the ground. Appearance: Gunships are roughly 20-30’ in length and bear a faint resemblance to a moth. The pulse gun is mounted under the head, there are a pair of paddle-like limbs behind the head, two immense compound eyes behind those, and two thin, antenna-like limbs behind the eyes. The tail of the creature mounts a five-bladed rotor for lift and two jet engines for thrust. Small limbs under the Gunship allow it to carry objects -- such as Striders -- into battle. Designer's Notes: The Combine Gunship is one of the alien creatures found in Valve Software’s Half Life 2 series of games. Much of the information here was taken from direct game play, as well as the Combine OverWiki, found at http://half-life.wikia.com/wiki/Main_Page. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. (Combine Gunship created by Valve Software, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted August 14, 2011 Author Report Share Posted August 14, 2011 Re: Half Life 2 for Hero STRIDER [b]Val CHA Cost Roll Notes[/b] 40 STR 30 17- Lift 6400 kg; 8d6 HTH Damage [6] 15 DEX 10 12-5 25 CON 15 14- 8 INT -2 11- PER Roll 11- 5 EGO -5 10- 30 PRE 20 15- PRE Attack: 6d6 8 OCV 25 5 DCV 10 2 OMCV -3 2 DMCV -3 3 SPD 10 Phases: 4, 8, 12 12 PD 10 Total: 12 PD (12 rPD) 12 ED 10 Total: 12 ED (12 rED) 12 REC 8 50 END 6 30 BODY 20 65 STUN 23 [b]Total Characteristic Cost: 184 Movement:[/b] Running: 24m/48m Leaping: 0m Swimming: 0m [b]Cost Powers & Skills[/b] 30 Large Limbs: Area Of Effect Accurate (1m Radius; +½) for up to 40 STR, Reduced Endurance (0 END; +½) 24 Powerful Legs: HA +4d6, Reduced Endurance (0 END; +½); Hand-To- Hand Attack (-¼) 34 Spiked Legs: HKA 1d6 (2d6+1 w/STR), +1 Increased STUN Multiplier (+¼), Area Of Effect Accurate (1m Radius; +½), Reduced Endurance (0 END; +½) 62 Pulse Gun: RKA 3d6, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½), Reduced Endurance (0 END; +1); OIF (-½), Forward 60 Degree Arc Only (-½) 139 Warp Cannon: RKA 6d6, Area Of Effect (4m Radius; +¼), Reduced Endurance (0 END; +½), Does BODY (+1), Attack Versus Alternate Defense (Resistant ED defined as a force field or the like; +1 ½); Extra Time (Full Phase, -½), Forward 60 Degree Arc Only (-½), OIF (-½), Limited Range (no more than around 100m; -¼) 18 Armored Shell: Hardened (+¼), Resistant (+½) for 12 PD plus Hardened (+¼), Resistant (+½) for 12 ED 2 Armored Shell: Hardened (+¼) for 12 PD Resistant plus Hardened (+¼) for 12 PD Resistant 15 Biomechanical Creation: Does Not Bleed 12 Heavy: Knockback Resistance -12m -2 Great Weight: Leaping -4m 12 Extremely Long Legs: Running +12m (24m total), END 1 -2 Great Weight: Swimming -4m 10 Alien Metabolism: LS (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) 7 Extremely Long Legs: Reach +7m (8m total) [b]Skills[/b] 3 Walking Fire: +2 with Pulse Gun; Must Have Fired At Same Target In Previous Phase (-¼) 4 +4 versus Range Modifier with Pulse Gun 7 Contortionist 14- [b]Total Powers & Skill Cost: 376 Total Cost: 559 175+ Matching Complications (50)[/b] 20 Distinctive Features: Combine Combat Synth (Not Concealable; Always Noticed and Causes Major Reaction [fear]; Detectable By Commonly-Used Senses) 15 Physical Complication: Enormous (roughly 12m tall) (Frequently; Slightly Impairing) 15 Physical Complication: Near-Human Intelligence (Frequently; Slightly Impairing) 20 Physical Complication: Poor 'Eyesight', suffers -2 to all Sight PER Rolls (unless target is directly attacking Strider) (Frequently; Greatly Impairing) 20 Physical Complication: Very Limited Manipulation (Frequently; Greatly Impairing) [b]Total Complication Points: 50 Experience Points: 374[/b] Ecology: Striders are immense bio-mechanical creations of the Combine. They seem to be derived from an alien life form, augmented with various cybernetic implants and weapons. As such, they are more akin to living vehicles than free-willed creatures and are only found in areas under Combine control, where they are used to suppress dissent, eliminate enemy ground forces, patrol combat zones, destroy fortifications, and guard critical Combine installations. Personality/Motivation: As they are under the control of the Combine, Striders don’t seem to have any sort of free will. Powers/Tactics: Well-armored enough to withstand small arms fire, Striders can only be brought down through the use of rocket-propelled grenades, surface-to-air missiles, or Pulse Rifle energy balls. This invulnerability allows them to wade right into the middle of a firefight, using their pulse gun to eliminate single targets. Striders tend to walk their fire to a target, thus making it easier to hit with subsequent shots as they correct their aim. If confronted with massed troops or fortifications, the Strider will fire off a blast from its warp cannon. This heavy weapon disintegrates anything it hits with the only defense being various forms of force field technologies. For those without such defenses, the cannon does emit a bright blue laser beam right before firing, which may provide enough of a warning for some to escape. Appearance: A Strider has a roughly triangular body set atop three spindly legs. They stand about 40’ in height (in game Striders can look into 3rd and 4th story windows) but can crouch down to fit into areas only 10’ high or so. The pulse gun is mounted under the ‘nose’ while the warp cannon hangs from the belly. The overall appearance of a Strider is a crab crossed with a stick insect. Designer's Notes: The Strider is one of the alien creatures found in Valve Software’s Half Life 2 series of games. Much of the information here was taken from direct game play, as well as the Combine OverWiki, found at http://half-life.wikia.com/wiki/Main_Page. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. (Strider created by Valve Software, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted August 14, 2011 Author Report Share Posted August 14, 2011 Re: Half Life 2 for Hero Thoughts and suggestions welcome for what I've posted. I also intend to create a Hunter, Civil Protection officer, Overwatch soldier, Manhacks, and your average Resistance Fighter. Hmm... and maybe a Sentry Turret. Oh, and eventually I'll need to look into creating an Antlion Guardian and a Combine Troop Transport, as well as Freeman's airboat, dune buggy, and muscle car. And... maybe... a Combine Advisor. Quote Link to comment Share on other sites More sharing options...
Susano Posted August 16, 2011 Author Report Share Posted August 16, 2011 Re: Half Life 2 for Hero Anyone? Anyone? Or do these look good enough to go straight to production? Quote Link to comment Share on other sites More sharing options...
Susano Posted August 25, 2011 Author Report Share Posted August 25, 2011 Re: Half Life 2 for Hero I've built CP, Overwatch, and Hunters. I'm now working with a fellow board member to create a multi-part HL2 con game featuring all of this and more! We hope to have 1-2 session running come GenCon 2012. Quote Link to comment Share on other sites More sharing options...
Manic Typist Posted August 25, 2011 Report Share Posted August 25, 2011 Re: Half Life 2 for Hero Great, great work. Quote Link to comment Share on other sites More sharing options...
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