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Posts posted by shadowcat1313
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sorry I am coming to this late, I hardly ever follow the boards here any more
I;m not sure tires should be an OAF, since there normally attached sturdily, and cant just be removed without some effort. this would get a mod for open wheel cars such as indy cars, dragsters and motorcycles
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Freedonia is a Marx Brothers reference, the original founders of FASA were all fans
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I got really lucky and found a copy of the Phillip Jose Farmer Biography of Doc Savage, so thats my current pulp project, then I am going to write up Doc for 5th edition
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Nick Pollotta, author of the Bureau 13 novels, Ilegal Aliens, Gentlemen prefer witches, and a whole host of Executioner and Deathlands books for Gold Eagle has succumbed to a long battle with cancer... Rest In Peace Nick
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Re: Combat Armor that requires having a skill.
its possible for a scout to pick up Battledress skill, in the GURPS Traveller universe the scouts have a commando force that sometimes uses battledress, along with theres a set of hostile enviroment armor thats pretty much battledress without the weapons capabilities, and more sensor gear. I could see the HEA also being used for damage control teams on starships, but thats what military starships tend to train marines for also.
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Re: Combat Armor that requires having a skill.
I've always treated it as this, if a military character has vaccsuit skill they can use combat armor at no penalty, but since combat armor is also used planetside, combat armor requires a 1 pt familiarity, if not vacc suit trained
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Re: Combat Armor that requires having a skill.
also... most forms of armor in Traveller can be fitted with a reflective coating thats going to mitigate some fire from laser or plasma weapons, this can be ablative. I am the one most to blame for any sins on the weapons and armor in Traveller Hero, I had debated some changes/errata later. but a lot of things just didnt happen before it went poof
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Re: Star System Generation
how much detail are you looking for?
there are 2 star system generators for Traveller that work pretty well
heres a list of whats available http://www.freelancetraveller.com/infocenter/swlist/index.html
I like Galactic 2.4 and either World Builder Deluxe or Heaven and Earth myself
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Re: Urban Fantasy Setting: Here There Be Monsters
hadnt even thought about Dick Grayson.... then again never much of a DC fan to begin with, easy enough to change that
as far as the Psychic goes, that works really well about the supernatural sense, and since its a wild talent its not quite a deux ex as it could be
as far as the photographer goes, I will have to work on some ideas
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Re: Urban Fantasy Setting: Here There Be Monsters
yes to both... thought I would see if there were any thoughts good or bad either way first
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Re: MHI info in Hero Designer?
I have done a whole ton of prefabs for assorted modern military etc stuff, if theres anything I can do to help on this, been gearheading a bunch more vehicles... lighter stuff, and some interesting oddball stuff too
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Re: Urban Fantasy Setting: Here There Be Monsters
I am wandering into this way late guys, got a couple of character ideas for professionals
Stunt Man: a pretty normal guy with stage fighting skills or bare bones martial arts, who worked in a lot of grade B and Z movies, who at one point got the first hand experience of finding out that monsters really exist. he grew up
in a circus family, but decided to try something else.
Photographer: freelance photographer from downunder who learned his trade in the military, and worked in various places in africa and europe, he was working as a safari guide in africa when his safari was mostly wiped out
by a group of ivory poachers led by a witch doctor and his zombies
Occult Private Detective: Cajun born, from New Orleans, Mathias Cross is sorta a combination of Columbo and the Pink Panther, hes also a wild talent precog, and an alcoholic because of it. basic PI skills, his wild talent, and a couple
of dice of unluck
the Photographer and the OPI are old Bureau 13/Stalking the Night Fantastic characters that I am going to modify and resurrect for MHI etc
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Re: Fins and Ray-Guns
so many fun choices... and of course Flesh Gordon, Spaceways, Gor, if you want something if you want more of an adult bent. I found one of the Spaceways novels for like 50 cents, it made the Gor novels look like Pulitizer prize material. I think it was titled "Of Alien Bondage"
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Re: MHI info in Hero Designer?
once its available, I'm sure somebody will come up with templates for HD, I will put some together for personal use at least, but I will make sure its ok with the powers that be before posting them. there are various templates and prefabs already available that should prove useful for you, HD is well worth the cost if your going to be generating characters/equipment.... whatever
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Re: Genre-crossover nightmares
ewww... I get this image of Jabba telling Luke "I see what we have here is a failure to communicate"
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Re: Laser Weapons
you could also give them a full phase to activate or something similar, I was figuring that would apply to Carousel Guns also
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Re: Laser Weapons
here you go, heres a text version of the file
BS-2 Laser Pistol: (Total: 27 Active Cost, 11 Real Cost) Killing Attack - Ranged 1/2d6, Autofire (2 shots; +1/4), Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (22 Active Points); OAF Fragile (-1 1/4), 10 Charges (-1/2), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Limited Range (67; -1/4), Required Hands One-Handed (-0) (Real Cost: 6) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
Vapotech MIL-2 Laser Pistol : (Total: 89 Active Cost, 34 Real Cost) Killing Attack - Ranged 2d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (82 Active Points); OAF Fragile (-1 1/4), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Required Hands One-Handed (-0), 100 Charges (+3/4) (Real Cost: 27) plus +2 with any single attack (Real Cost: 4) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
TMI Stormer Laser Pistol : (Total: 55 Active Cost, 22 Real Cost) Killing Attack - Ranged 1 1/2d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (50 Active Points); OAF Fragile (-1 1/4), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Required Hands One-Handed (-0), 25 Charges (-0) (Real Cost: 17) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
C-18 Laser Pistol : (Total: 35 Active Cost, 13 Real Cost) Killing Attack - Ranged 1d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (30 Active Points); OAF Fragile (-1 1/4), 10 Charges (-1/2), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Required Hands One-Handed (-0) (Real Cost: 8) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
Diffraction Laser Pistol : (Total: 65 Active Cost, 19 Real Cost) Killing Attack - Ranged 2d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (60 Active Points); OAF Fragile (-1 1/4), Activation Roll 14-, Jammed (-1), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Limited Range (50; -1/4), Required Hands One-Handed (-0), 20 Charges (-0) (Real Cost: 14) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
MC-6 Laser Pistol: (Total: 52 Active Cost, 15 Real Cost) Killing Attack - Ranged 1d6+1, Autofire (2 shots; +1/4), Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (45 Active Points); 1 Charge (-2), OAF Fragile (-1 1/4), Side Effects (Weapon explodes on a to hit roll of 18; -1/2), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Required Hands One-Handed (-0) (Real Cost: 8) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4)
Marrson Laser Pistol: (Total: 44 Active Cost, 17 Real Cost) Killing Attack - Ranged 1d6, Autofire (2 shots; +1/4), Armor Piercing (+1/2), Invisible to Detect, and Sight Group (Manufactured from Plastiic Composites; +3/4) (37 Active Points); OAF Fragile (-1 1/4), 10 Charges (-1/2), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Limited Range (80; -1/4), Required Hands One-Handed (-0) (Real Cost: 10) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4)
Midget Laser Pistol: (Total: 30 Active Cost, 12 Real Cost) Killing Attack - Ranged 1/2d6, Autofire (2 shots; +1/4), Custom Modifier (+3 to conceal; +1/4), Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (25 Active Points); OAF Fragile (-1 1/4), 10 Charges (-1/2), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Required Hands One-Handed (-0) (Real Cost: 7) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
Mirchaum SSLU: (Total: 35 Active Cost, 11 Real Cost) Killing Attack - Ranged 1d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (30 Active Points); 1 Charge (-2), OAF Fragile (-1 1/4), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), Limited Range (40; -1/4), No Knockback (-1/4), Required Hands One-Handed (-0) (Real Cost: 6) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
NG-33 Laser Pistol : (Total: 27 Active Cost, 14 Real Cost) Killing Attack - Ranged 1/2d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (20 Active Points); OAF Fragile (-1 1/4), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Required Hands One-Handed (-0), 20 Charges (-0) (Real Cost: 7) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4)
NG-Superlaser Pistol: (Total: 39 Active Cost, 15 Real Cost) Killing Attack - Ranged 1d6, Autofire (2 shots; +1/4), Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (34 Active Points); OAF Fragile (-1 1/4), Required Hands One-And-A-Half-Handed (-1/4), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), 20 Charges (-0) (Real Cost: 10) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
OLC Laser Pistol: (Total: 27 Active Cost, 12 Real Cost) Killing Attack - Ranged 1/2d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (20 Active Points); OAF Fragile (-1 1/4), 10 Charges (-1/2), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Limited Range (70; -1/4), Required Hands One-Handed (-0) (Real Cost: 5) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4)
PL-3 Laser : (Total: 27 Active Cost, 12 Real Cost) Killing Attack - Ranged 1/2d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (20 Active Points); OAF Fragile (-1 1/4), 10 Charges (-1/2), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Limited Range (65; -1/4), Required Hands One-Handed (-0) (Real Cost: 5) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4)
Pocket Killer Laser Pistol: (Total: 57 Active Cost, 16 Real Cost) Killing Attack - Ranged 1 1/2d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (50 Active Points); 1 Charge (-2), OAF Fragile (-1 1/4), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Limited Range (25; -1/4), Required Hands One-Handed (-0) (Real Cost: 9) plus +2 with any single attack (Real Cost: 4) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
Savage-B Laser Pistol: (Total: 41 Active Cost, 18 Real Cost) Killing Attack - Ranged 1d6, Autofire (3 shots; +1/4), Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (34 Active Points); OAF Fragile (-1 1/4), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Required Hands One-Handed (-0), 15 Charges (-0) (Real Cost: 11) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4)
Savage-C Laser Pistol: (Total: 52 Active Cost, 22 Real Cost) Killing Attack - Ranged 1d6+1, Autofire (3 shots; +1/4), Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (45 Active Points); OAF Fragile (-1 1/4), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Required Hands One-Handed (-0), 15 Charges (-0) (Real Cost: 15) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4)
Savage-D Laser Pistol: (Total: 69 Active Cost, 26 Real Cost) Killing Attack - Ranged 1 1/2d6, Autofire (3 shots; +1/4), Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (62 Active Points); OAF Fragile (-1 1/4), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Limited Range (90; -1/4), Required Hands One-Handed (-0), 30 Charges (+1/4) (Real Cost: 19) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4)
Tenteclex-1 Laser Pistol: (Total: 27 Active Cost, 12 Real Cost) Killing Attack - Ranged 1/2d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (20 Active Points); OAF Fragile (-1 1/4), 10 Charges (-1/2), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Limited Range (60; -1/4), Required Hands One-Handed (-0) (Real Cost: 5) plus +2 with any single attack (Real Cost: 4) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
Tenteclex-1 Laser Pistol: (Total: 37 Active Cost, 15 Real Cost) Killing Attack - Ranged 1d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (30 Active Points); OAF Fragile (-1 1/4), 10 Charges (-1/2), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Limited Range (60; -1/4), Required Hands One-Handed (-0) (Real Cost: 8) plus +2 with any single attack (Real Cost: 4) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
W-320 Laser Pistol : (Total: 30 Active Cost, 17 Real Cost) Killing Attack - Ranged 1/2d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (20 Active Points); OAF Fragile (-1 1/4), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), No Knockback (-1/4), Required Hands One-Handed (-0), 20 Charges (-0) (Real Cost: 7) plus +2 with any single attack (Real Cost: 4) plus Penalty Skill Levels: +4 vs. Range Modifier with a single attack (Real Cost: 6)
now onto the Rifles etc
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Re: Laser Weapons
ok, I can see that, I just finished statting up all the laser pistols, so heres an HD file with them for you to play with, thank assorted deities for Hero Designer. it makes building lists like this a lot simpler and faster, and faster to edit too
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Re: Laser Weapons
my thoughts on fragile are this. if it has a low malfunction # in BL, or is listed in the fluff as being tempermental etc should get fragile, and in some cases unreliable etc, also early laser weapons tend to be easily knocked out of alignment etc. also I noticed the SSU is listed as a 2 handed weapon accidentally, thats been corrected
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Re: Laser Weapons
did some quick statting on the fly, how does this look
Mirchaum SSLU: (Total: 35 Active Cost, 10 Real Cost) Killing Attack - Ranged 1d6, Invisible to Sight Group (+1/2), Armor Piercing (+1/2) (30 Active Points); 1 Charge (-2), OAF Fragile (-1 1/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Restrainable (Only by means other than Grabs and Entangles; Reduced by Fog and Rain; -1/4), Limited Range (40; -1/4) (Real Cost: 5) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3)
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Re: Laser Weapons
I would give Plasma Weapons and metalguns the reduced by range limitation, the damage curve falls off really fast when it starts cooling
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Re: Laser Weapons
once you get to Plasma Weapons, lets talk, I dont quite agree with how BL handles things
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Re: Laser Weapons
great work! I have tinkered with some of this stuff for years, but never really did anything with it
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Re: Interesting download found
it makes for an interesting read for several genres
[Traveller Hero] Secrets of the Ancients Campaign
in Star Hero
Posted
fingers/tentacles and pseudopods crossed here too