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comfortmd

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  1. Re: Traveller Character Conversions: Rules discussion zero g combat first level eliminates any penalties for fighting in zero g, environmental movement would be served by control jets or other things that would be in a space suit or grav belt levels beyond the first count as ocv/dcv modifiers at +1 per level for weapons same basic rule applies, first gives proficiency, further gives bonuses
  2. this seems like a ggod place to call home...
  3. i ran ars magica for years, i own all those books, of which most are out of print... The easiest way to simulate magic that would have an ars magicka "feel" would be to have the various forms as seperate multipowers with rsr's of the requisite technique involved. Planar travel and summoning btw was rego (to control or regulate), creo (to create), or muto (to mutate or transform), perdo (to destroy) and "VIM" which relates to magic itself, and is involved with penetrating levels of regio or banishing / summoning / controlling demons and the fey (or faeries). Be careful of how you use that magic setup, as it was always possible to burnout (Twilight) or just damage your ability to cast magic. Also there were skills such as penetration, and the "Parma Magicka" that gave mages innate and STRONG magic resistance. PM me if you have any futher questions.
  4. i have seen references to that on their website, so i must assume it will be out soon
  5. aargh didn't work right... basically meant for strafing or for sale to non or ex military personnel
  6. Lets see if this works... Interceptor Player: Val Char Cost 55 STR 0 15 DEX 15 19 BODY 0 4 SPD 15 1" RUN-100" SWIM-20" LEAP0Characteristics Cost: 87 Cost Power END 36 Point Defense 25mm Auto Cannon: Killing Attack - Ranged 1d6 (vs. PD), 64 Charges (+1/2), Autofire (5 shots; +1/2), Does Not Require a hardpoint to mount weapon (+1) (45 Active Points); Real Weapon (-1/4) 36 Point Defense 25mm Auto Cannon: Killing Attack - Ranged 1d6 (vs. PD), 64 Charges (+1/2), Autofire (5 shots; +1/2), Does Not Require a hardpoint to mount weapon (+1) (45 Active Points); Real Weapon (-1/4) 19 Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (39 Active Points); Costs Endurance Costs END Every Phase (-1/2), Increased Endurance Cost 2x END (-1/2) (uses Personal END) 8 26 Power Plant A: Endurance Reserve (200 END, 50 REC) Reserve: (70 Active Points); OIF Bulky Fragile (-1 1/4) REC: (50 Active Points); Limited Recovery (-2) [Notes: Ion Drive, requires Hydrogen and Oxygen for Reaction, Tech 9] 3 Auxillary Power System A: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Bulky Fragile (-1 1/4), Visible (-1/4), Only Powers Electrical Devices (-1/4) REC: (10 Active Points); Limited Recovery-Light source required (-2) [Notes: Solar, Tech 9] 22 2 g Flight: Flight 15", Usable Underwater (+1/4), Combat Acceleration/Deceleration (+1/4) (45 Active Points); Costs Endurance Costs END Every Phase (-1/2), Increased Endurance Cost 2x END (-1/2) (uses Personal END) 8 4 Defense Shields A: Force Field (10 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (27 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) (uses Personal END) 15 12 Sensor / Comm Group: Multipower, 35-point reserve, all slots: (35 Active Points); OIF Bulky Fragile (-1 1/4), Increased Endurance Cost 2x END (-1/2), Costs Endurance Only Costs END to Activate (-1/4) 1u 1) Radar (Discriminatory, Increased Arc of Perception: 360-Degree, Range, Tracking) (35 Active Points) (uses Personal END) 6 1u 2) Radio Perception/Transmission (10 Active Points) (uses Personal END) 2 1u 3) Targeting Sense (Radar) (10 Active Points) (uses Personal END) 2 1u 4) Active Sonar (Discriminatory, Increased Arc of Perception: 360-Degree, Sense, Tracking) (32 Active Points) (uses Personal END) 6 1u 5) Infrared Perception (Targeting Sense, Tracking) (20 Active Points) (uses Personal END) 4 Powers Cost: 163 Cost Perk 0 2g Acceleration Couch, 1 person 10 Fuel Tanks 100 units Perks Cost: 10 Total Character Cost: 250 Val Disadvantages 25 Social Limitation: Property Very Frequently (14-), Severe Disadvantage Points: 25 Base Points: 225 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  7. heck, i would get digital hero but i don't have a credit card...
  8. The tardis is whatever the chameleon circuit is programmed to make it, inside and out. Also, a time lord is any gallifreyan that has been imbued with the extremely long life span, inherent time sense, and regenerations bestowed by Rastelon THAT should make it EXTREMELY easy.... On a different Note, just get the Hitchhikers books, remember that the point of them was that Life was just not stressing about, have some fun and laugh at yourselves, and you will do ok... Tales from the floating Vagabond (OOOLD RPG) was the closest thing that approximated the Zany Feel of the books, even if the game was not in Hitchhiker's universe. Anybody have any info on Plot lines from Dark Star?? I've heard that would be a cool one, too. ALSO, THANK YOU for the filmography on Nicolas Courtney. He was my favorite companion / co-worker of the Doctor, he was just cool, and i wanted to show appropriate appreciation.
  9. conquerors killers and crooks primarily and champions universe it helps round out the champions universe giving you a kind of idea what the players are up against. It also takes some of the burden off of you as game master in not having to write up the bad guys. It's my advice, if that helps you.
  10. why not use fuel charges to simulate the battery pack for the suit??
  11. *blink* you are right, they were with the first romana...right?????
  12. doctor who and Lord of the rings / The Hobbit were my childhood. The last Episode i believe Leftbridge Stuart was in was Mawdryn Undead, part of the Keys to Time series (somewhat right before Terminus when Nyssa leaves to help the lepers...)
  13. Hey the daleks also said the phrase "Kill the Doctor", heh heh heh (Do you know they have a remote control dalek now:D). I have almost all the Doctor Who's recorded from PBS and transferred to med quality mpeg 2 (just in case the stupid BBC tries to destroy all the episodes of Doctor Who again) and i agree that making a Hero mod would be cool. The only problem would be that it wouldn't be "Doctor Who" it would be PC's running around the universe in a T.A.R.D.I.S.... Time travel / sci fi would be cool, but i would need Brigadeer Leftbridge Stuart and John Pertwee or Tom Baker to really enjoy it, and i understand the venerable John Pertwee has passed on.
  14. we are not debating right or wrong, just talking about the "normal" bar in a sci fi game. Star trek wouldn't have been any good if all the klingons had been the equals of bad tempered lemmings. The only real answer is "how nasty do you want your campaign to be?"
  15. oops.... i think i started a brush fire with that request, I din't mean to make a fuss (would be nice though -chuckle-)
  16. remember to include a built in "idiot check" i made space marines 50/50 point characters instead of anything less. The normal bar should only apply to what is "normal" (i.e. shop keepers, refugees, your average library attendant, etc). I have assault secret police with government nano - aug's that are 8 speed, and require about 500,000 creds a month in upkeep otherwise 1 failure roll upon startup of their augments would kill the agent. Depends on what you are using in your campaign also. And yes... one of my players went up against one of those agents, and got his but whupped. normal in hard s.f. is also different in space opera s.f., and also military s.f.
  17. I used the meson gun write up in this way to simulate a large "glob" of particle energy that was being magnetically accelerated at a target, then blowing up upon impact. Looking at the meson gun, i also did not want to destabilize the game with a limited defense weapon, but the idea of being "blapped" with the meson gun spinal mount and seeing the ship skittering across the map, maybe into an asteroid or maybe an interceptor bouncing off of the freighter it is protecting, just sounded too cool to ignore. I tried to take some of the more "ugly" trav weapon systems and incorporate the hero "feel" and requirements of the system into the result. henceforth, very few weapons really do a great deal of damage, most missiles can be countered with an interceptor missile, etc. The nastiest weapons were the fusion and plasma guns, but their endurance requirements are high enough that ships "should" run out of feul using them if not extremely careful. I still have been tempted to fix some of the typo's in the prefab lists. The write-up on the black globe generator is waiting for me to figure out how powerful to make it without making it game un-balancing. It should be moderately powerful force-field, with the ability to absorb any attack made against it to make the shield as strong as it was. Since it functions as a total barrier, the side effect of course would be total blindness to everything outside the shield, also would be high on the endurance cost too. The black globe generators, of course, started out as an artifact of the old ones btw. My players are low level still, though. Most of their big ship battles have been narrative, in as much as the respctive sub-sector navies are kind of beyond their scope. Those would be the logical recipients of such a drive. I have been deciding between making the black globe generators dimensional barriers, blue event horizons (black holes), field barriers, or molecular walls. What do you think?
  18. NOW all we have to do is put it into campaign cartographer...
  19. Your welcome... I kind of intended this thread to be a haven for posting stuff people wanted to get out, just before anybodyt posts please play test it please. I want this to be a resource, not a free-for-all. Thanks to all for your interest.
  20. Look at the post underneath the power plant one, Power Plant.zip is what you are looking for, i will post more when awake I become.....
  21. the transdimensional movement was put in to leave as an option. The star drives i envisioned start out initializing their transport field, thus the distortion field. The extra time is just to remove that "Instant transport" that is so common with space opera's, and leave at least a shred of hard sci fi to it. Also to lend a belief that it takes time to transit "between". The movement actually takes place in hyperspace, thus the extradimensional movement. The increased endurance cost is meant to be paid per light year travelled. Also all of those zip files contain prefab files for hero designer, NOT text files. The endurance reserves that serve as the power plants are shown as having a "limited recovery" this is because they require fuel. My players ran from a battle into an asteroid field, seriously damaging their ship, just to avoid not having enough fuel to return home. I have assigned the fuel as a perk, basically 1 point for 10 units of fuel, or 10,000 credits. However there is a maximum limit of 10 times half the starship / vehicles size, or the ship suffers the loss of 1" of flight per phase cumulative for every 5 points over that limit. I hesitated to lower speed also since that is more reflective of the response time of the instrumentality not the mass of the ship itself. I did not apply any rules as to the space in hexes of a ship component since i did not want to limit the campaign THAT much. As it is, the game was fun for all parties concerned. My game having taken a hiatus in preparation for the move.
  22. any feedback?? anything anyone needs right now?? I will get more stuff digitized and post it. The preceding equipment is ONLY for starship class equipment. I.E. one shot from a starship will KILL any person or small scale item. Any person with small scale weapons will only be able to do a maximum of 1 damage body per shot. I will get the hand held weapons into hero designer and post them soon. Let me know if anything is needed. As I said, i have a lot of stuff, unfortunately most of it is on paper still. Also if you need approximate conversions to render everything in the same scale let me know. I designed the system mod to bring out tuyrret emplacements and nasty fighter strafing. Makes for an evil game.
  23. one easy solution is either to use all slug throwers on the fighter with charges (Hmmmmm autofire.....) or lasers with their own power pack
  24. .....you wanted to go faster than light??...... Traveller Star Drives 5 1) Jump Drive A: Faster-Than-Light Travel (64 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (55 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 6 Hours (-3 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / week] 50 6 2) Jump Drive B: Faster-Than-Light Travel (64 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (55 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Hour (-3), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 50 6 3) Jump Drive C: Faster-Than-Light Travel (64 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (55 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 20 Minutes (-2 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 50 6 4) Jump Drive D: Faster-Than-Light Travel (64 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (55 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 50 6 5) Jump Drive E: Faster-Than-Light Travel (128 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 6 Hours (-3 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60 6 6) Jump Drive F: Faster-Than-Light Travel (128 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Hour (-3), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60 6 7) Jump Drive G: Faster-Than-Light Travel (128 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 20 Minutes (-2 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60 7 8) Jump Drive H: Faster-Than-Light Travel (128 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60 7 9) Jump Drive J: Faster-Than-Light Travel (256 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (65 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 20 Minutes (-2 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60 7 10) Jump Drive K: Faster-Than-Light Travel (256 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (65 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60 7 11) Jump Drive L: Faster-Than-Light Travel (512 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (70 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 20 Minutes (-2 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / day] 70 8 12) Jump Drive M: Faster-Than-Light Travel (512 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (70 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 70 8 13) Jump Drive N: Faster-Than-Light Travel (512 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (70 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Minute (-1 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 70 9 14) Jump Drive P: Faster-Than-Light Travel (2048 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (80 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / 6 hours] 80 10 15) Jump Drive Q: Faster-Than-Light Travel (2048 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (80 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Minute (-1 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 80 10 16) Jump Drive R: Faster-Than-Light Travel (8192 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (90 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / hr] 90 11 17) Jump Drive S: Faster-Than-Light Travel (8192 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (90 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Minute (-1 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 90 11 18) Jump Drive T: Faster-Than-Light Travel (8192 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (90 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 90 13 19) Jump Drive U: Faster-Than-Light Travel (8192 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (90 Active Points); Increased Endurance Cost 10x END (-4), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 90 14 20) Jump Drive V Tech 16: Faster-Than-Light Travel (16384 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (95 Active Points); Increased Endurance Cost 10x END (-4), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / 30 minutes] 90 15 21) Jump Drive W Tech 18: Faster-Than-Light Travel (32768 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (100 Active Points); Increased Endurance Cost 10x END (-4), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / 15 minutes] 100 15 22) Jump Drive X Tech 20: Faster-Than-Light Travel (65536 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (105 Active Points); Increased Endurance Cost 10x END (-4), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / 7.5 minutes] 100 181 23) Jump Drive Z Tech 22+: Teleportation 10", No Relative Velocity, Position Shift, x8192 Increased Mass, Combat Acceleration/Deceleration (+1/4), Rapid Noncombat Movement (+1/4), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1), Megascale (1" = a LONG way; +8 1/2), Can Be Scaled Down: 1" = 1km (+1/4) (1175 Active Points); Increased Endurance Cost 10x END (-4), OIF Bulky Fragile (-1 1/4), Costs Endurance Only Costs END to Activate (-1/4) 1170
  25. ....and for some shield systems.... (The black globe generators are broken in the prefab, sorry haven't gotten around to fixing it yet) Traveller Shield Systems 4 1) Defense Shields A: Force Field (10 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (27 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 15 6 2) Defense Shields B: Force Field (15 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (41 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 20 8 3) Defense Shields C: Force Field (20 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (55 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 25 10 4) Defense Shields D: Force Field (5 PD/20 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (69 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 35 14 5) Defense Shields E: Force Field (10 PD/25 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (96 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 50 18 6) Defense Shields F: Force Field (15 PD/30 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (124 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 60 22 7) Defense Shields G: Force Field (20 PD/35 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (151 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 75 26 8) Defense Shields H: Force Field (20 PD/40 ED/5 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (179 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 90 28 9) Defense Shields J: Force Field (20 PD/40 ED/10 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (192 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 95 30 10) Defense Shields K: Force Field (20 PD/40 ED/15 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (206 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 105 35 11) Defense Shields L: Force Field (25 PD/40 ED/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (234 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 115 39 12) Defense Shields M: Force Field (30 PD/40 ED/5 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (261 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 130 43 13) Defense Shields N: Force Field (35 PD/40 ED/10 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (289 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 145 55 14) Defense Shields P: Force Field (40 PD/40 ED/15 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (316 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Real Armor (-1/4) 160 57 15) Defense Shields Q: Force Field (40 PD/40 ED/20 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (330 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Real Armor (-1/4) 165 63 16) Defense Shields R: Force Field (40 PD/40 ED/20 Mental Defense/20 Power Defense), Hardened (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (360 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Real Armor (-1/4) 180 68 17) Defense Shields S: Force Field (40 PD/40 ED/20 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Hardened (x2; +1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (390 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Real Armor (-1/4) 195 84 18) Defense Shields T: Force Field (40 PD/40 ED/20 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Hardened (x3; +3/4), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (420 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time Full Phase (-1/2), Real Armor (-1/4) 210 100 19) Defense Shields U: Force Field (40 PD/40 ED/20 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Hardened (x4; +1), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (450 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Real Armor (-1/4) 225
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