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Steve

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Everything posted by Steve

  1. Re: Designing Interstellar Cultures Excellent post! How about an interstellar culture modeled after Switzerland? Maybe their star systems are protected by natural barriers of some kind that limit access, like a cluster of supernovas or gravitational shoals that prevent easy FTL access except through a few easily-defended points.
  2. Re: Should I keep going with this article? Excellent! I'd rep you if I could, but I need to hit other people it seems.
  3. Re: Should I keep going with this article? Is the updated article available anywhere for reading?
  4. Re: Two-Weapon Fighting and Double Tap Talent Thanks.
  5. I'm hoping I understand how these interact correctly. 1) According to TUS, Two-Weapon Fighting lets you get off two attacks (presumably one attack with each hand) with a -2 DCV instead of being 1/2 DCV and also reduces the OCV penalty by 2 (which would then be 0 penalty). 2) Double Tap (from DC) lets you fire any non-autofire weapon as a 2-shot Autofire attack. So if a character has both of these abilities, they can fire a non-autofire weapon (like a pistol) in each hand, doing a 2-shot autofire with each gun, and the only penalty would be a -2 DCV?
  6. Re: Post-Apocalyptic Hero -- What Do *You* Want To See? Is Logan's Run going to be mentioned in the filmography credits? I can't see that it was mentioned before, and it's always struck me as being solidly in the PA genre.
  7. Steve

    Heroes for pay

    Re: Heroes for pay Being paid for superheroing also brings up roleplaying possibilities when it comes to maintaining a Secret ID. The character has no visible means of support, but they have money to spend. Do they claim to have a trust fund they live off of? Do they pretend to be some kind of consultant? If they work for the government as superheroes, do they have a cover job for their Secret ID provided as well? That would be like how some secret agencies provide covers for their agents.
  8. Steve

    test.

    Re: test. Do you think we scared him off?
  9. Re: Post-Apocalyptic Hero -- What Do *You* Want To See? Something that could use mention about the setting of a PA campaign is when it takes place relative to the apocalypse in question. The numbers are purely for illustration. Generation 0: It just happened, and the fires are still burning bright. 1-3 Generations Ago: People who lived through it are still alive, but they're getting old. Folklore starts to form about what the Old World was like. The present is still raw and untamed. 4-6 Generations Ago: Things are getting settled, and larger political powers are forming. 7+ Generations Ago: The Old World is a myth, and the frontiers are getting pushed back.
  10. Re: HCPD - The 13th District (Campaign Idea) Steal it? If you mean run it for your home campaign, sure. I'm thinking of writing up more and pitching it as a Digital Hero article.
  11. Re: Post-Apocalyptic Hero -- What Do *You* Want To See? I wonder, would the TV series Lost be something of a miniature PA setting?
  12. Re: Post-Apocalyptic Hero -- What Do *You* Want To See? Someone mentioned PA economies earlier, but I can't recall if any mention was made about currency in particular. It might be fun to have a brief mention of different forms of currency that could come about in a PA world. For example, Fallout used bottle caps, I believe.
  13. Re: A Thread for Random Videos She's very... bouncy.
  14. Steve

    Robin Hood

    I came across this posting that the BBC series Robin Hood will be returning for a second season. If you haven't seen the first season, I heartily recommend it. Has anyone ever run a Robin Hood sort of Fantasy Hero campaign? I've been considering writing up a campaign background for one now that Tuala Morn is out.
  15. Re: Traveller Hero: Traders of the Spinward Marches Well, last night was Session #3 for the campaign, working it's way towards the end of the first story arc, "The Forgotten War." Quotes from the session that I managed to jot down can be found here. A summation of the plot: The Fifth Frontier War has broken out in the Spinward Marches, and the Arcadia's crew has been inducted into the naval auxillaries of District 268's fleet. At fleet HQ, they get their orders, to carry parts, supplies, and a couple of Imperial Marine fire teams to the Singer system. Since several crew members are Hunted by various groups, the Commodore has generously offered to neglect to inform these interested parties of their whereabouts. The Arcadia is retrofitted with additional armaments and brought up to a semblance of factory specs. During this time, the crew cools their heels for three days at HQ while Imperial Navy techs refurbish the ship. They have an encounter with the Grendel, captained by the Arcadia's former First Officer, a tall, blonde woman from the Sword Worlds region, who left the Arcadia after an unsuccessful mutiny attempt. The Grendel is an all female crew, all human except for a female Aslan pilot, and they banter a bit with the PCs. (Captain Zack has the Grendel's Captain as a Rival, and Lupo has the Aslan pilot as a Rival). During this time, Owens disappears, playing cards and generally having a good time. He returns at the end of the three days with a couple of female Naval techs on his arms, wearing one of their uniform caps. The long voyage to Singer begins, and the crew begins making jumps. In one system, they are stopped off for refueling and pick up a distress signal by another Far Trader, heavily damaged by raider fire and heading towards the planet they're on. The Arcadia lifts off, and some tense moments occur as they match course and speed, even as the minutes tick away before the other ship will hit atmosphere and break up. They rescue the pilot and have to put her in cryo suspension due to a lack of good medical facilities. After a few more adventures along the way, including a single misjump (which I've decided to have happen on a 3 or 4 on 3d6), the crew finally arrives on Singer, only to find the starport in flames and the local Marine contingent dead. Gathering evidence, the PCs determine that the raiders were pretending to be Zhodani to throw people off, and they learn of a hidden base in Singer's Oort Cloud. In last night's session, the Arcadia makes it's way out to the Oort Cloud after seven days of sublight travel and discovers the hidden base after 18 hours of scanning (and some good rolls by Joe Cannon's Player). The research station is spherical, 5000 tons displacement in size and capable of Jump-1 (one parsec of movement per Jump). The semi-expected banter occurs: "That's no moon, it's a space station. I've got a bad feeling about this." And so on. They debate tactics, since the research station is 25 times the size of the Arcadia, armed with a 50-ton missile bay and heavy armoring. They decide on a stealth approach, hiding the Arcadia behind an asteroid passing within 100 meters of the station. They suit up and sneak across on suit jets, Owens luckily (Luck Roll came up) landing right on a hatch. They enter the base, surprising two guards by tossing a grenade up a Jeffreys tube in the zero-gravity environment. Joe Cannon heads up and finishes the stunned pair off with a couple of quick bursts from his ACR. They then capture a waste disposal technician with a stutter, allowing the GM some amusement as they interrrogate him. The doctor, quickly checking his skill list, realizes that while he is a former operative for Imperial Intelligence, is more of an assassin than an interrogator. The crew improvises by waving guns in the guy's face and making PRE attacks. They find a computer console in a nearby compartment and hack into the database, but they only get a rough crew list (50 mercs guarding the base and about three times that many techs) and a map of the interior. Lupo immediately proclaims, semi-prophetically, "I sense an enormous firefight coming up." An alarm goes off at this time, causing Bennington to say that they should have brought a dead rat to stick behind the computer console to take the blame. How that would explain the two shot guards is another story. They go up in the elevators, heading to the main research area. "The Girl From Ipanema" plays over the speakers as they ready weapons for mayhem. When the door opens, Joe Cannon and one of the marine NPCs fire their grenade launchers into the room, getting the drop on things. The massive firefight Lupo had predicted begins, the five PCs and eight NPC marines against fifteen mercs. One of the marines gets killed in the firefight, and others are wounded. Zack was nicked for a BODY point of damage by a shot to the shoulder, but his machismo won't let him admit he's injured. The group advances, surprising the next wave of mercs moving up to reinforce the first group of mercs. During the firefight, a longer, bloodier one this time, Joe Cannon takes a solid shot to the vitals area, stunning him despite his armor, combat luck and damage reduction. This arouses his ire. After the next bunch of mercs are put down, Joe draws his combat blade (aka the BFK or Big F-ing Knife), and he goes into the chamber with the shot mercs to finish the job up close and personal with the one merc that made the mistake of shooting him in the vitals, closing the hatch behind him. That concluded the session, and the next one should complete the story arc of this adventure.
  16. Re: Persuasion Restrainable? I can think of at least one instance where a character was able to Dodge while still asleep. Levels in DCV (Only While Sleeping)?
  17. Re: Quote of the Week from my gaming group... Quotes from session #3 of my Traveller Hero game. The PCs have discovered a 5000 displacement ton research station hidden in the Oort Cloud of the Singer system in District 268. They snuck aboard with some fancy flying and then hiding the Arcadia behind an asteroid passing near the station. --------------------------------------------- After sneaking aboard through a garbage disposal bay, then blowing away two unsuspecting guards with a frag grenade and some assault rifle bursts, they capture a waste disposal technician with a stutter. Tech: "D-d-d-d-don't h-h-h-hurt m-me!" Bennington: "Great. We've captured a janitor." Cannon: "Yeah, but he's gotta know where everything is." --------------------------------------------- A little later on, the interrogation is not going quickly. Tech: "You're looking f-f-for the c-c-c-c-c-c..." Owens: "Computer?" Tech: "Thank you. You n-n-need to g-go to the l-l-l-l..." Owens: "Left?" Tech: "Thank you." Bennington: "I love this guy. Can we keep him when we leave?" --------------------------------------------- Cannon (OOC) to Lupo's PC: "Don't you have any wolf powers?" GM (Me): "What, like Wonder Wolf powers activate sort of abilities?" --------------------------------------------- The party finds out there are fifty mercenaries guarding the station. Lupo: "I sense an enormous firefight coming up." --------------------------------------------- They ride up the elevator, ready for a fight, listening to "The Girl from Ipanema" Owens (OOC): "I guess muzak is eternal." --------------------------------------------- The big fight gets going against the first batch of mercenaries. I only got a few gems down. Lupo: "There's too many! Kill them faster!" Cannon (OOC) to Lupo's PC: "Use your wolf powers! Impress Joe! C'mon, you can do it." Owens to Bennington: "What about your hypocritic oath?" After taking a solid shot to location 13 which stuns him, Cannon says OOC "Let me know when it's my turn to lay down some hate on Captain Deady McDeadpants." Cannon: "I love it when they can't fight back."
  18. Re: Persuasion Restrainable? I have to admit, I've never seen anyone try that in any game I've played or GM'd. The fact that he wouldn't accept a GM call that he was being unreasonable and demanded an appeal to a "higher authority" is an extremely childish approach to take. Steve Long, the Supreme Court of the Hero System.
  19. Steve

    Iconic Villains

    Re: Iconic Villains So true!
  20. Re: Traveller Hero: Traders of the Spinward Marches Actually, there are also card sharps. See this wikipedia entry. What's funny is that another term for card sharp is mechanic.
  21. Re: Traveller Hero: Traders of the Spinward Marches Placeholder for the Arcadia's write-up.
  22. Re: Traveller Hero: Traders of the Spinward Marches Placeholder for Celeste, NPC Cargo Officer/Communications Officer
  23. Re: Traveller Hero: Traders of the Spinward Marches And last (but not least) of the PCs, the ship's mechanic and resident gunslinger/card sharp, Owens. [b]Marshal Owens[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [3] 15 DEX 15 15 12- OCV 5 DCV 5 13 CON 6 13 12- 12 BODY 4 12 11- 18 INT 8 18 13- PER Roll 13- 8 EGO -4 8 11- ECV: 3 13 PRE 3 13 12- PRE Attack: 2 1/2d6 10 COM 0 10 11- 5 PD 2 5/8 5/8 PD (0/3 rPD) 4 ED 1 4/7 4/7 ED (0/3 rED) 3 SPD 5 3 Phases: 4, 8, 12 6 REC 0 6 26 END 0 26 26 STUN 0 26 8 RUN 4 8" END [2] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 47[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 5 [b][i]Lucky Guy[/i][/b]: Luck 1d6 - END=0 [b]POWERS Cost: 5[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Combat Skills 6 1) +2 with firearms 3 2) Fast Draw (Small Arms) 12- 3 3) WF: Blades, Handguns, Rifles, Shotguns, Thrown Grenades People Skills 2 1) [b][i]Lady Killer:[/i][/b] +1 with Interaction Skills (5 Active Points); Only Works On Women (-1) 3 2) Bribery 12- 3 3) Conversation 12- 3 4) Persuasion 12- 3 5) Seduction 12- 3 6) Streetwise 12- 3 7) Trading 12- Outlaw Skills 2 1) Gambling (Card Games) 13- 3 2) Stealth 12- 2 3) Survival (Urban) 13- Technology Skills 12 1) [b][i]Repair Shortcuts:[/i][/b] Penalty Skill Levels: +6 vs. Time modifiers with All Technology Skills (18 Active Points); Requires An Inventor Skill Roll (-1/2) 8 2) [b][i]Jury-Rigging:[/i][/b] Penalty Skill Levels: +4 vs. Materials and Equipment modifiers with All Technology Skills (12 Active Points); Requires An Inventor Skill Roll (-1/2) 3 3) Electronics 13- 3 4) Inventor 14- (5 Active Points); Only For Jury-Rigging Repairs (-1/2) 3 5) Mechanics 13- 2 6) PS: Ship Engineering 11- 3 7) Security Systems 13- 7 8) Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, Radar, Sensor Jamming Equipment) 13- 3 9) TF: Science Fiction & Space Vehicles, Small Motorized Ground Vehicles 4 10) Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets) 13- Everyman Skills 0 1) Acting 8- 0 2) AK: [Home Planet] 11- 0 3) AK: [Home Region-Aslan Hierate, Imperium, etc] 11- 0 4) AK: Spinward Marches 8- 0 5) Climbing 8- 0 6) Concealment 8- 0 7) CuK: Native Culture 11- 0 8) Deduction 8- 0 9) KS: [Player's Choice] 8- 0 10) Language: Native language [Players Choice] (idiomatic) 0 11) Language: Galanglic (completely fluent) 0 12) Paramedics 8- 0 13) PS: [Player's Choice-Job or Hobby] 8- 0 14) Shadowing 8- [b]SKILLS Cost: 87[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 2 Appearance: Piercing Eyes (A medium-sized group) 11-, +2/+2d6 3 Contact 12- 5 Traveller's Aid Society (TAS) Membership [b]PERKS Cost: 10[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 8 Combat Shooting 10 Double Tap 4 Environmental Movement (no penalties in Zero-G) 6 Combat Luck (3 PD/3 ED) [b]TALENTS Cost: 28[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Distinctive Features: Scar running from left eye through cheek to midpoint between mouth and ear. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Ex-Lover's Family 8- (As Pow, Capture) 15 Hunted: Reimark Crime Family: Wanted for outstanding gambling debts. 8- (Mo Pow, Harshly Punish) 5 Money: Poor 5 Psychological Limitation: Dislike of Vilani/Psionics (Uncommon, Moderate) 10 Psychological Limitation: Gambling Addiction (Uncommon, Strong) 10 Psychological Limitation: Sucker For A Pretty Face (Uncommon, Strong) 5 Reputation: Shoddy Workmanship, 8- 5 Social Limitation: Petty Criminal (Occasionally, Minor) [b]DISADVANTAGES Points: 75[/b] Base Pts: 100 Exp Required: 2 Total Exp Available: 4 Exp Unspent: 2 Total Character Cost: 177
  24. Re: Traveller Hero: Traders of the Spinward Marches The Arcadia's ship's doctor, a man with a mysterious background. [b]Matthew Benington - Max Bently, Joseph Cartwright, Brian Trainer[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [3] 15 DEX 15 15 12- OCV 5 DCV 5 15 CON 10 15 12- 13 BODY 6 13 12- 18 INT 8 18 13- PER Roll 13- 11 EGO 2 11 11- ECV: 4 15 PRE 5 15 12- PRE Attack: 3d6 10 COM 0 10 11- 6 PD 3 6/9 6/9 PD (0/3 rPD) 4 ED 1 4/7 4/7 ED (0/3 rED) 4 SPD 15 4 Phases: 3, 6, 9, 12 6 REC 0 6 30 END 0 30 28 STUN 0 28 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 68[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 5 [b][i]Blow Slipping[/i][/b]: Physical Damage Reduction, Resistant, 25% (15 Active Points); HTH Combat Attacks Only (-1/2), STUN Only (-1/2), Must Be Aware Of Attack (-1/4), Requires A DEX Roll (No Active Point penalty to Skill Roll; -1/4), Not Vs Dim Mak (-1/4) - END=0 5 [b][i]Lucky Guy[/i][/b]: Luck 1d6 - END=0 1 [b][i]Relaxation Techniques[/i][/b]: Life Support (Sleeping: Character only has to sleep 1 hour per night) - END=0 [b]POWERS Cost: 11[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Vilani Combat Arts 4 1) Arm Sweep/Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Counterpunch/Riposte: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 23 STR to Disarm 4 4) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 1 5) Weapon Element: Blades, Empty Hand [b]MARTIAL ARTS Cost: 17[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Combat Training 4 1) Penalty Skill Levels: +2 vs. Range Modifier with firearms 2 2) +1 with EGO Roll 3 3) Fast Draw (Small Arms) 12- 6 4) WF: Common Martial Arts Melee Weapons, Small Arms, Blades, Off Hand Medical Training 3 1) Paramedics 13- 2 2) SS: Biology 11- 3 3) SS: Medicine 13- 2 4) Systems Operation (Medical Systems) 13- Spycraft Skills 3 1) Acting 12- 3 2) Bugging 13- 3 3) Cryptography 13- 3 4) Disguise 13- 3 5) High Society 12- 3 6) Mimicry 13- 3 7) Security Systems 13- 3 8) Seduction 12- 3 9) Sleight Of Hand 12- 3 10) Stealth 12- 3 11) Streetwise 12- 2 12) Survival (Urban) 13- 1 13) TF: Commercial Spacecraft & Space Yachts, EVAC Suits, Personal Use Spacecraft Everyman Skills 0 1) AK: [Home Planet] 11- 0 2) AK: [Home Region-Aslan Hierate, Imperium, etc] 11- 0 3) AK: Spinward Marches 8- 0 4) Climbing 8- 0 5) Concealment 8- 0 6) Conversation 8- 0 7) CuK: Native Culture 11- 0 8) Deduction 8- 0 9) KS: The Espionage World 11- 0 10) KS: Vilani Combat Arts 8- 0 11) Language: Native language [Players Choice] (idiomatic) 0 12) Language: Galanglic (completely fluent) 0 13) Persuasion 8- 0 14) PS: Combat Medic 11- 0 15) PS: Tradecraft 8- 0 16) Shadowing 8- [b]SKILLS Cost: 61[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 2 Appearance: Well-built (A medium-sized group) 11-, +2/+2d6 2 Contact (Contact limited by identity, Good relationship with Contact) 11- 2 Deep Cover [b]PERKS Cost: 6[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 4 [b][i]Expert Sniper:[/i][/b] Deadly Blow: +1d6 (only with rifles) 4 [b][i]Swordmaster:[/i][/b] Deadly Blow: +1d6 (only with swords) 6 Combat Luck (3 PD/3 ED) [b]TALENTS Cost: 14[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 0 Normal Characteristic Maxima 5 Distinctive Features: Style: (Not Concealable; Noticed and Recognizable; Detectable By Large Group; Not Distinctive In Some Cultures) 5 Distinctive Features: Tattoo (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Imperium Intelligence 8- (Mo Pow, NCI, Watching) 10 Hunted: Raphael Guzman-CEO Guzman/Stark Pharmacudicals 8- (As Pow, Kill) 10 Psychological Limitation: Secretive (Common, Moderate) 15 Psychological Limitation: Code of the Assassin (Common, Strong) 10 Social Limitation: Secret Identity (Occasionally, Major) 10 Social Limitation: Subject To Orders (Occasionally, Major) [b]DISADVANTAGES Points: 75[/b] Base Pts: 100 Exp Required: 2 Total Exp Available: 4 Exp Unspent: 2 Total Character Cost: 177
  25. Re: Traveller Hero: Traders of the Spinward Marches The Vargr starpilot, Lupo. [b]Lupo - 'Lupo' 'Snarl'[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [3] 18 DEX 24 18 13- OCV 6 DCV 6 15 CON 10 15 12- 12 BODY 4 12 11- 18 INT 8 18 13- PER Roll 14-/20- 8 EGO -4 8 11- ECV: 3 15 PRE 5 15 12- PRE Attack: 3d6 10 COM 0 10 11- 5 PD 2 5/8 5/8 PD (0/3 rPD) 3 ED 0 3/6 3/6 ED (0/3 rED) 3 SPD 2 3 Phases: 4, 8, 12 6 REC 0 6 30 END 0 30 27 STUN 0 27 9 RUN 0 9" END [2] 2 SWIM 0 2" END [1] 3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward [b]CHA Cost: 54[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 4 [b][i]Vargr Claws[/i][/b]: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) (5 Active Points); Reduced Penetration (-1/4) - END=1 6 [b][i]Vargr Legs[/i][/b]: Running +3" (9" total) - END=1 6 [b][i]Vargr Ears[/i][/b]: +3 PER with Hearing Group - END=0 3 [b][i]Vargr Ears[/i][/b]: Ultrasonic Perception (Hearing Group) - END=0 6 [b][i]Vargr Nose[/i][/b]: +3 PER with Smell/Taste Group - END=0 10 [b][i]Vargr Nose[/i][/b]: Tracking with Smell/Taste Group - END=0 3 [b][i]Vargr Senses[/i][/b]: +1 PER with all Sense Groups - END=0 [b]POWERS Cost: 38[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Combat Training 3 1) Combat Driving 13- 3 2) Combat Piloting 13- 1 3) Tactics 8- 4 4) WF: Small Arms, Blades, Vehicle Weapons Experienced Spacer 3 1) Electronics 13- 3 2) Mechanics 13- 3 3) Navigation (Hyperspace, Space) 13- 0 4) PS: Zero-G Operations 11- 3 5) Systems Operation 13- 1 6) SS: Hyperspace Physics 8- 1 7) TF: Commercial Spacecraft & Space Yachts, EVAC Suits, Military Spacecraft, Personal Use Spacecraft, Small Motorized Ground Vehicles Outlaw Skills 0 1) KS: Imperial Law Enforcement 11- 3 2) Shadowing 13- 3 3) Sleight Of Hand 13- 3 4) Stealth 13- 3 5) Streetwise 12- 2 6) Survival (Urban) 13- Everyman Skills 0 1) Acting 8- 0 2) AK: [Home Planet] 11- 0 3) AK: [Home Region-Aslan Hierate, Imperium, etc] 11- 0 4) AK: Spinward Marches 8- 0 5) Climbing 8- 0 6) Concealment 8- 0 7) Conversation 8- 0 8) CuK: Native Culture 11- 0 9) Deduction 8- 0 10) KS: [Player's Choice] 8- 0 11) Language: Native language [Players Choice] (idiomatic) 0 12) Language: Galanglic (completely fluent) 0 13) Paramedics 8- 0 14) Persuasion 8- 0 15) PS: [Player's Choice-Job or Hobby] 8- [b]SKILLS Cost: 39[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 3 Contact: Jamie Johanson (Good relationship with Contact) 11- 1 Reputation: Hotshot Pilot (A medium-sized group) 11-, +1/+1d6 5 Access to Pirate Haven [b]PERKS Cost: 9[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 4 Environmental Movement (no penalties in Zero-G) 3 Lightning Calculator 24 Hotshot Pilot (Star Hero) 6 Combat Luck (3 PD/3 ED) [b]TALENTS Cost: 37[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 0 Normal Characteristic Maxima 10 Distinctive Features: Unusual Markings (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Vargr (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 5 Hunted: Imperial Law Enforcement 8- (As Pow, NCI, Watching) 10 Hunted: Vargr Corsair Band 8- (As Pow, Capture) 5 Physical Limitation: Night Blindness (Infrequently), Slightly Impairing 10 Psychological Limitation: Pack Mentality (Common, Moderate) 5 Reputation: Former Pirate, 8- 5 Rivalry: Professional (Pilot of Grendel) , Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 5 Social Limitation: Minority (Frequently, Minor, Not Limiting In Some Cultures) 5 Social Limitation: Petty Criminal (Occasionally, Minor) 10 Vulnerability: 1 1/2 x Effect PRE attacks (Common) [b]DISADVANTAGES Points: 75[/b] Base Pts: 100 Exp Required: 2 Total Exp Available: 4 Exp Unspent: 2 Total Character Cost: 177
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