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Eodin

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Posts posted by Eodin

  1. Re: Organization: UNION

     

    The UNION HQ is located close to the UN building in New York, but there are minor branches and safe houses across the world. (The entrance is through a clothing store, like "The Man From Uncle", and then a series of doors like "Get Smart".)

     

    New Agents who are being called in for a mission receive notice one of two ways: either a colored (blue or purple) envelope from "Aunt Mildred" asking them to come for a visit, or a Business Card handed to them at their current location. (This was necessary for characters like Ivan, who was on the racing circuit rather than home.)

    Once they've been in the biz and checked out, they are given a radio watch (like the Man From Uncle) for contact and mission purposes. The watches transmit encoded messages on a secure channel.

     

    The published missions these agents went through included Border Crossing and Merchants of Terror from HERO, as well as conversions of TS002 RapidStrike, TS003 Lady In Distress (a favorite for all), TS004 Operation Fastpass, TS005 Orient Express (also a group favorite), and TS006 Ace of Clubs, and Dr. Yes from Dragon Magazine. Then there were the homegrown missions to Saudi Arabia to stop a weapons sale, to France to handle a problem "troubleshooter", and various others I dont' remember at the moment. Too bad we all graduated from college and had to go our separate ways. ;)

    The flavor of the campaign was a bit Man From Uncle and a bit James Bond. AJ Parker (my character) was a Q stand-in when I ran missions, and one mission he created a Looker Flashgun prototype for use in a mission. (If you've seen the movie "Looker" you know what I mean.)

    Very few missions occurred inside the US. Most occurred in Europe, Africa, and the Middle East.

     

    Agents not on a mission receive a standard pay. Agents on covert missions receive "hazard pay" and "success bonuses" as incentives. Those agents with a "day job" have to be able to drop what they're doing when called in by the agency.

  2. Re: An idea on how to make characters

     

    Of course you COULD give the player the option to roleplay the origin as a Noteworthy (10pt), Skilled (40 point) or Compentent (75pt). At least you can have PS: Fast Food Cashier 11- ;)

     

    GM to Noteworthy Tim: "You're asking if the strange man wants fries with that, and he gets mad and blasts you. What's your ED?..." ;)

  3. Re: Organization: UNION

     

    And I'm trying to figure out why the export from Hero Designer is running together...

     

    In the meantime, I've rolled my own HDv2 export template for UBB format. Not as nice as HTML, but it's more legible that the faulty export I _was_ getting.

  4. Re: Organization: UNION

     

    Rene Baptiste LeClerc

     

    Val..Char...Cost

    13...STR....3

    14...DEX....12

    13...CON....6

    10...BODY...0

    18...INT....8

    10...EGO....0

    13...PRE....3

    10...COM....0

     

    4....PD.....1

    4....ED.....1

    4....SPD....16

    6....REC....0

    26...END....0

    20...STUN...-4

     

    6"..RUN....0

    2"..SWIM...0

    2 1/2"..LEAP...0

     

    Characteristics Cost: 46

     

     

     

    Cost Martial Arts Maneuver

    3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls

    3 Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 23 STR for holding on

    4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    5 Strike: 1/2 Phase, +1 OCV, +3 DCV, 2 1/2d6 Strike

    Martial Arts Cost: 15

    Cost Skill

    2 WF: Small Arms

    3 WF: General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

    3 Combat Driving 12-

    2 TF: Common Motorized Ground Vehicles, Small Motorized Boats

    2 TF: Parachuting, Basic, Small Wind-Powered Boats

    1 Breakfall 8-

    3 Stealth 12-

    1 Survival (Temperate/Subtropical) 8-

    3 Shadowing 13-

    3 Concealment 13-

    3 Criminology 13-

    3 Cryptography 13-

    5 Deduction 14-

    1 Bugging 8-

    1 Security Systems 8-

    3 KS: Law Enforcement 12-

    2 KS: Aikido 11-

    2 KS: Canada 11-

    3 KS: Terrorist Organizations 12-

    2 PS: Anti-Terrorist Consultant 11-

    2 Navigation (Land, Marine) 8-

    3 Interrogation 12-

    3 Streetwise 12-

    1 Language: French (imitate dialects; literate) (6 Active Points)

    1 Language: English (fluent conversation) (2 Active Points)

    2 Language: Arabic (basic conversation; literate)

    Skills Cost: 60

    Cost Perk

    1 Fringe Benefit: UNION Agent

    3 Fringe Benefit: Security Clearance

    1 Fringe Benefit: Weapon Permit (where appropriate)

    Perks Cost: 5

     

     

    Val Disadvantages

    0 Normal Characteristic Maxima

    10 Hunted: UNION 8- (Mo Pow, NCI, Watching)

    20 Social Limitation: Subject To Orders (Very Frequently, Major)

    10 Hunted: various Terrorist organizations 8- (As Pow, Harshly Punish)

    5 Psychological Limitation: Hatred of Terrorist Organizations (Uncommon, Moderate)

    5 Reputation: Rough Treatment of Terrorists, 11- (Known Only To A Small Group)

    Disadvantage Points: 50

     

    Base Points: 50

    Experience Required: 26

    Total Experience Available: 26

    Experience Unspent: 0

    Total Character Cost: 126

     

    Height:1.93 m

    Hair:Brown

    Weight:89.00 kg

    Eyes:Green

    Appearance:

    Personality:Rene HATES terrorist groups with a passion, for reasons he refuses to explain. In paramilitary circles, his reputation regarding his treatment of terrorists is less than sterling.

    Quote:

    Background:Rene (Re-nay') is a French Canadian who served his country in the army and as an Anti-Terrorist consultant. During one of his consultations, he and UNION joined forces. Seeing a means to continue his fight against terrorists, Rene eagerly joined UNION.

    Powers/Tactics:

    Campaign Use:

  5. Re: Organization: UNION

     

    Ivan Raberhaven

     

    Val..Char...Cost

    20...STR....10

    17...DEX....21

    13...CON....6

    15...BODY...10

    18...INT....8

    10...EGO....0

    13...PRE....3

    10...COM....0

     

    5....PD.....1

    3....ED.....0

    3....SPD....3

    7....REC....0

    26...END....0

    32...STUN...0

     

    6"..RUN....0

    2"..SWIM...0

    4"..LEAP...0

     

    Characteristics Cost: 62

     

     

     

    Cost Martial Arts Maneuver

    Karate

    4 1) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike

    5 2) Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike

    4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Arts Cost: 13

     

    Cost Skill

    European Race Car Driver

    2 1) PS: Race Car Driver 11-

    2 2) KS: European Race Car Circuit 11-

    7 3) Combat Driving 14-

    5 4) TF: Common Motorized Ground Vehicles, Parachuting, Basic, SCUBA, Small Motorized Boats, Two-Wheeled Motorized Ground Vehicles

    3 5) Mechanics 13-

    3 Traveler

    1 1) AK: Austria (2 Active Points) 11-

    1 2) AK: France (2 Active Points) 11-

    1 3) AK: Germany (2 Active Points) 11-

    1 4) AK: Italy (2 Active Points) 11-

    1 5) AK: Spain (2 Active Points) 11-

    UNION Agent

    2 1) WF: Small Arms

    3 2) PS: Racecar Mechanic 12-

    2 3) KS: UNION Organization 11-

    3 4) KS: World Politics and Events 12-

    1 5) Bureaucratics 8-

    1 6) WF: Blades

    3 7) +1 with Pistols

    3 8) Stealth 12-

    3 9) Shadowing 13-

    3 10) Concealment 13-

    3 Linguist

    1 1) Language: English (fluent conversation) (2 Active Points)

    1 2) Language: French (fluent conversation) (2 Active Points)

    0 3) Language: German (idiomatic; literate) (5 Active Points)

    1 4) Language: Italian (fluent conversation) (2 Active Points)

    1 5) Language: Russian (basic conversation; literate) (2 Active Points)

    1 6) Language: Spanish (fluent conversation) (2 Active Points)

    3 Disguise 13-

    1 KS: East Germany 8-

    1 KS: KGB 8-

    1 KS: Photography 8-

    3 Streetwise 12-

    3 +1 with Karate

    Skills Cost: 71

    Cost Perk

    3 Fringe Benefit: Security Clearance

    1 Fringe Benefit: UNION Agent Perks Cost: 4

     

     

     

    Val Disadvantages

    0 Normal Characteristic Maxima

    10 Hunted: UNION 8- (Mo Pow, NCI, Watching)

    20 Social Limitation: Subject To UNION Orders (Very Frequently, Major)

    10 Hunted: Italian Mafia 8- (Mo Pow, NCI, Watching)

    5 Psychological Limitation: Pyrophobia (Uncommon, Moderate)

    5 Distinctive Features: Burn scars on arms and chest (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    Disadvantage Points: 50

     

    Base Points: 50

    Experience Required: 50

    Total Experience Available: 50

    Experience Unspent: 0

    Total Character Cost: 150

     

    Height:1.78 m

    Hair:Brown

    Weight:84.00 kg

    Eyes:Brown

    Appearance:

    Personality:Ivan is a born race car driver, and that's his passion. Unfortunately, he's also deathly afraid of fire, as part of his experience in the burning car.

    Quote:

    Background:Ivan (ee-van') is a German race car driver who raced in the European Grand Prix circuit. One year he was approached by black suits to throw one of the races he was in. When he refused and won the race, his visitor told him he would regret that choice. In his next race, his car was boobytrapped (by the Italian Mafia), and it exploded while he was driving. Ivan survived, and was taken for treatment. He had suffered severe burns to his arms and chest, and he was in rehab for a while. When he returned to racing, his black suits reminded him the penalty for failure to work with them. Ivan decided to take a short break from racing, working on car engines and doing a little gambling at the casinos. His bill got too high for him to pay, and he tried some borderline-legal means to repay it. UNION got involved during an unrelated mission, and gave Ivan a choice. Come to work for them, and they'd also pay his bills, or be left to his own devices. After some grumbling, Ivan decided to join UNION.

    Powers/Tactics:

    Campaign Use:

  6. Re: Organization: UNION

     

    Friedrich Mueller

     

    Val..Char...Cost

    13...STR....3

    20...DEX....30

    13...CON....6

    8...BODY...-4

    13...INT....3

    10...EGO....0

    18...PRE....8

    18...COM....4

     

    3....PD.....0

    3....ED.....0

    3....SPD....0

    6....REC....0

    26...END....0

    22...STUN...0

     

    6"..RUN....0

    2"..SWIM...0

    2 1/2"..LEAP...0

     

    Characteristics Cost: 50

     

     

    Cost PowerEND

    15 Luck 3d6 \n0Powers Cost: 15

     

     

    Cost Skill

    2 WF: Small Arms

    6 +2 with Pistols

    3 Linguist

    0 1) Language: German (idiomatic; literate) (5 Active Points)

    1 2) Language: English (completely fluent) (3 Active Points)

    1 3) Language: French (fluent conversation) (2 Active Points)

    3 4) Language: Russian (completely fluent; literate) (4 Active Points)

    0 5) Language: Yiddish (fluent conversation) (2 Active Points)

    3 PS: UN Language Translator 12-

    3 Traveler

    1 1) AK: Eastern Europe (2 Active Points) 11-

    1 2) AK: France (2 Active Points) 11-

    1 3) AK: Germany (2 Active Points) 11-

    1 4) AK: Russia (2 Active Points) 11-

    1 5) AK: United States (2 Active Points) 11-

    1 6) AK: Western Europe (2 Active Points) 11-

    2 KS: UNION Organization 11-

    3 KS: World Politics and Events 12-

    3 Bureaucratics 13-

    3 Conversation 13-

    3 Persuasion 13-

    3 Seduction 13-

    3 High Society 13-

    1 Combat Driving 8-

    3 Electronics 12-

    3 Mechanics 12-

    Skills Cost: 55

    Cost Perk

    1 Fringe Benefit: UNION Agent

    3 Fringe Benefit: Security Clearance

    1 Contact: Hans Detmer, UN Translator 8- Perks Cost: 5

     

     

     

    Val Disadvantages

    0 Normal Characteristic Maxima

    10 Hunted: UNION 8- (Mo Pow, NCI, Watching)

    20 Social Limitation: Subject To Orders (Very Frequently, Major)

    10 Psychological Limitation: Overconfident (Common, Moderate)

    5 Distinctive Features: Handsome (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    5 DNPC: Woman of the moment 8- (Slightly Less Powerful than the PC)

    Disadvantage Points: 50

     

    Base Points: 50

    Experience Required: 25

    Total Experience Available: 25

    Experience Unspent: 0

    Total Character Cost: 125

     

    Height:1.73 m

    Hair:Black

    Weight:69.00 kg

    Eyes:Brown

    Appearance:Think German version of Cary Grant.

    Personality:Friedrich is a ladies man, and is skilled as a translator and contact man. (Think Cary Grant from North by Northwest.)

    Quote:"We have a saying back in Germany..."

    Background:Friedrich is a West German who came to the UN as a translator. He found himself swept in some espionage activities, but his amazing luck and skill saved the day. He was soon recruited into UNION.

    Powers/Tactics:

    Campaign Use:

  7. Re: Organization: UNION

     

    Dr. Frank Garrison

     

    Val..Char...Cost

    10...STR....0

    13...DEX....9

    10...CON....0

    13...BODY...6

    18...INT....8

    13...EGO....6

    10...PRE....0

    10...COM....0

     

    5....PD.....3

    3....ED.....1

    3....SPD....7

    6....REC....4

    20...END....0

    23...STUN...0

     

    7"..RUN....2

    3"..SWIM...1

    2"..LEAP...0

     

    Characteristics Cost: 47

     

     

     

    Cost Martial Arts Maneuver

    Army Commando Training

    3 1) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls

    4 2) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike

    4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND Martial Arts Cost: 11

     

    Cost Skill

    Ex-Army

    2 1) KS: The Military/Mercenary/Terrorist World 11-

    2 2) KS: Army History And Customs 11-

    2 3) PS: Soldier 11-

    3 4) Tactics 13-

    3 5) Climbing 12-

    3 6) Stealth 12-

    2 7) TF: Parachuting, Advanced, Parachuting, Basic

    3 8) WF: Small Arms, Knives

    4 9) +2 OCV with Army .45

    9 10) Demolitions 16-

    1 11) TF: SCUBA

    3 12) SS: Civil Engineering 12-

    Relief Effort Doctor

    3 1) PS: Doctor 13-

    5 2) Paramedics 14-

    3 3) SS: Medicine 13-

    2 4) SS: Chemistry 11-

    3 5) SS: Immunology 12-

    UNION Agent

    1 1) Language: French (fluent conversation) (2 Active Points)

    2 2) KS: UNION Organization 11-

    3 3) KS: World Politics and Events 12-

    1 4) Bureaucratics 8-

    0 Language: English (idiomatic; literate) (5 Active Points)

    1 Language: Italian (basic conversation)

    1 Language: German (basic conversation)

    1 Language: Sudanese (basic conversation)

    Skills Cost: 63

    Cost Perk

    1 Fringe Benefit: UNION Agent

    3 Fringe Benefit: Security Clearance Perks Cost: 4

     

     

     

    Val Disadvantages

    0 Normal Characteristic Maxima

    10 Hunted: UNION 8- (Mo Pow, NCI, Watching)

    20 Social Limitation: Subject To UNION Orders (Very Frequently, Major)

    5 Distinctive Features: Bald and Ex-Army (Easily Concealed)

    5 Psychological Limitation: Enjoys Blowing Up Bad Guys (Uncommon, Moderate)

    10 Hunted: US Military 8- (Mo Pow, NCI, Watching)

    Disadvantage Points: 50

     

    Base Points: 50

    Experience Required: 25

    Total Experience Available: 25

    Experience Unspent: 0

    Total Character Cost: 125

     

    Height:1.82 m

    Hair:Bald (normally brown)

    Weight:70.00 kg

    Eyes:Brown

    Appearance:Frank is bald, and looks like an army man.

    Personality:Frank loves to help the needy, and he loves to blow bad things up.

    Quote:"Time to bring in the surgeon..."

    Background:Frank Garrison served in the army, blowing things up. When his hitch was over, he decided to become a doctor. As a doctor, he spent his time on relief efforts in 3rd world countries. On one such stint in Sudan, he had to choose between his calling as a doctor and his army training when a local warlord started taking relief goods for his own use and letting his people starve. When Frank made his choice, the warlord was no more, and in came UNION, who had been watching the warlord. Frank was recruited into UNION, and splits his time between relief efforts and covert missions.

    Powers/Tactics:Frank is an expert at demolitions, and can be called on to provide an explosive solution to a problem.

    Campaign Use:

  8. Re: Organization: UNION

     

    AJ Parker

     

    Val..Char...Cost

    10...STR....0

    14...DEX....12

    10...CON....0

    10...BODY...0

    18...INT....8

    13...EGO....6

    10...PRE....0

    12...COM....1

     

    4....PD.....2

    2....ED.....0

    3....SPD....6

    4....REC....0

    20...END....0

    20...STUN...0

     

    6"..RUN....0

    2"..SWIM...0

    2"..LEAP...0

     

    Characteristics Cost: 35

     

     

     

    Cost Martial Arts Maneuver

    4 Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike

    4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 Martial Arts Cost: 12

     

    Cost Skill

    1 Bugging 8-

    1 Bureaucratics 8-

    1 Combat Driving 8- [Notes: Cars and Trucks]

    1 Combat Piloting 8- [Notes: Multi-Engine Aircraft]

    3 Computer Programming 13-

    1 Criminology 8-

    5 Deduction 14-

    3 Demolitions 13-

    5 Electronics 14-

    1 Forensic Medicine 8-

    5 Inventor 14-

    3 CK: Paris 12-

    3 Scholar

    1 1) KS: Karate (2 Active Points) 11-

    1 2) KS: UNION Organization (2 Active Points) 11-

    2 3) KS: World Politics and Events (3 Active Points) 12-

    0 Language: English (idiomatic; literate) (5 Active Points)

    3 Language: French (idiomatic) (4 Active Points)

    3 Lockpicking 12-

    3 Paramedics 13-

    4 PS: Engineer 14-

    3 SS: Electrical Engineering 13-

    1 SS: Mechanical Engineering 8-

    3 Security Systems 13-

    10 +2 with INT-Based Skills

    2 WF: Small Arms

    3 +1 with Pistols

    2 Weaponsmith (Firearms) 13-

    Skills Cost: 74

    Cost Perk

    1 Fringe Benefit: UNION Agent

    3 Fringe Benefit: Security Clearance Perks Cost: 4

     

     

     

    Val Disadvantages

    0 Normal Characteristic Maxima

    10 Hunted: UNION 8- (Mo Pow, NCI, Watching)

    20 Social Limitation: Subject To Orders (Very Frequently, Major)

    10 Hunted: KGB 8- (Mo Pow, NCI, Watching)

    10 Psychological Limitation: Womanizer; Can't Resist A Pretty Face (Common, Moderate)

    Disadvantage Points: 50

     

    Base Points: 50

    Experience Required: 25

    Total Experience Available: 25

    Experience Unspent: 0

    Total Character Cost: 125

     

    Height:1.84 m

    Hair:Red

    Weight:69.00 kg

    Eyes:Brown

    Appearance:AJ looks a lot like McGyver, but with reddish hair.

    Personality:AJ has two loves - women and technology. In his mind, their's usually a technological solution to ANY problem.

    Quote:"McGyver was right on..."

    Background:Born July 3, 1957. AJ grew up in Texas in the US, and attended UTAustin with a degree in Electrical Engineering. Shortly after college, he travelled overseas, and spent some time in Paris. While there, he tried to help a fellow traveller, and found himself at odds with the French Underground organized crime. He was able to get himself and the fellow traveller safely away, which brought him to the attention of UNION. (The traveller was a UNION contact.) AJ joined UNION, has been splitting his time between the UNION technical labs and covert missions.

    Powers/Tactics:

    Campaign Use:

  9. Re: Organization: UNION

     

    Axamander Tobias Teach

     

    Val..Char...Cost

    13...STR....3

    18...DEX....24

    10...CON....0

    10...BODY...0

    13...INT....3

    10...EGO....0

    13...PRE....3

    14...COM....2

     

    3....PD.....0

    2....ED.....0

    3....SPD....2

    5....REC....0

    20...END....0

    22...STUN...0

     

    6"..RUN....0

    2"..SWIM...0

    2 1/2"..LEAP...0

     

    Characteristics Cost: 37

     

     

     

    Cost Martial Arts Maneuver

    Aikido

    4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    5 2) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    5 3) Strike: 1/2 Phase, +1 OCV, +3 DCV, 2 1/2d6 Strike

    3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls Martial Arts Cost: 17

     

    Cost Skill

    International Jewel Thief

    3 1) Climbing 13-

    3 2) Concealment 12-

    3 3) Lockpicking 13-

    3 4) Security Systems 12-

    7 5) Stealth 15-

    3 6) Streetwise 12-

    3 7) Disguise 12-

    3 8) Shadowing 12-

    6 9) +2 with Lockpicking, Security Systems, Concealment

    2 10) KS: Jewelry 11-

    International Jetsetter

    2 1) AK: France 11-

    2 2) AK: West Germany 11-

    1 3) AK: East Germany 8-

    3 4) High Society 12-

    3 5) Conversation 12-

    3 6) Seduction 12-

    Aikido Practitioner

    3 1) Breakfall 13-

    2 2) KS: Aikido 11-

    3 3) +1 with Aikido

    3 Combat Driving 13-

    3 TF: Hanggliding, Parachuting, Basic, SCUBA, Small Wind-Powered Boats

    1 CuK: East Germany 8-

    2 KS: Linguistics (Bachelor of Arts degree) 11-

    3 Linguist

    0 1) Language: English (imitate dialects; literate) (6 Active Points)

    1 2) Language: French (completely fluent) (3 Active Points)

    1 3) Language: German (completely fluent) (3 Active Points)

    1 4) Language: Italian (fluent conversation) (2 Active Points)

    1 5) Language: Spanish (fluent conversation) (2 Active Points)

    UNION Agent

    2 1) WF: Small Arms

    3 2) +1 with Pistols

    3 3) PS: Jewelry Appraiser 12-

    3 4) KS: UNION Organization 12-

    3 5) KS: World Politics and Events 12-

    1 6) Bureaucratics 8-

    1 7) KS: KGB 8- Skills Cost: 90

     

    Cost Perk

    3 Fringe Benefit: Security Clearance

    1 Fringe Benefit: UNION Agent

    2 Contact: Fence 11- Perks Cost: 6

     

     

    Cost..Equipment..END

    CR2 Blackjack: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (Blackjack; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) 0

    CR250 Glock 17: (Total: 28 Active Cost, 9 Real Cost) RKA 1d6+1, 16 Charges (+0) (20 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 6) plus +1 with Ranged Combat, Required Hands One-Handed (+0) (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks, Required Hands One-Handed (+0) (3 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 1) [16]

    CR200 Wrist Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4) 0

    CR500 Shoe Burglary Kit: +2 with all Burglary Skills (10 Active Points); IIF (-1/4)

    CR2000 Acetylene Torch Pen: Multipower, 40-point reserve, (40 Active Points); all slots 1 Continuing Fuel Charge lasting 5 Minutes (-1/2), IAF (-1/2)

    u 1) Acetylene Flame: RKA 1d6, Required Hands One-Handed (+0) (15 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), No Range (-1/2), Real Weapon (-1/4) 0

    u 2) Cut Hole: Tunneling 8" through 8 DEF material (40 Active Points); Extra Time (5 Minutes, To Cut Hole; -2), OAF (-1), Limited Power tunnels through thickness of safe wall only (-1) 0

    Equipment costs shown above are for reference only, and are not included in Total Cost.

     

    Val Disadvantages

    0 Normal Characteristic Maxima

    10 Hunted: UNION 8- (Mo Pow, NCI, Watching)

    20 Social Limitation: Subject To UNION Orders (Very Frequently, Major)

    10 Hunted: French Underground Crime 8- (As Pow, NCI, Limited Geographical Area, Capture)

    10 Psychological Limitation: Likes To Mock/Fool/Annoy The Brass (Common, Moderate)

    Disadvantage Points: 50

     

    Base Points: 50

    Experience Required: 50

    Total Experience Available: 50

    Experience Unspent: 0

    Total Character Cost: 150

     

    Height:1.75 m

    Hair:Brown

    Weight:73.00 kg

    Eyes:Brown

    Appearance:Tobias is suave, sophisticated, and looks much like Robert Wagner in "It Takes A Thief."

    Personality:Tobias is the classic, suave cat burglar. He doesn't much care for the spy biz, and doesn't mind giving UNION the short end when possible, although he won't let the bad guys win either.

    Quote:"UNION - Where crooks keep the world safe from other crooks..."

    Background:Axamander Tobias Teach, known to close friends as Tobias, was born in the United States. At age 18, he traveled to France and attended college in Paris, getting his degree in Linguistics. While there, he found his estranged father, and learned his father was a jewel thief. He spent time with his father, learning his father's craft. Unfortunately, the two were noticed by the French Underground, a criminal organization, who wanted their cut of the jobs. The two refused, and barely got away. Tobias' father has since passed away from natural causes, but the French Undergound wants Tobias for the "stolen profits" it feels it deserves.Tobias continued his trade and playboy and jewel thief, but he made the mistake of attempting to rob jewels that were part of a spy sting, and was caught. He was offered a deal - work for UNION as an operative, or go to jail. He chose working for UNION.

    Powers/Tactics:Tobias' skill is combat is limited, so he provides support to those who are more combat oriented.

    Campaign Use:

  10. Back in 1983ish, I was co-running "Espionage", and the organization for the spies was UNION. UNION stands for United Nations Intelligence Operatives Network. Started secretly by members of the UN Security Council, they started with ex-spies from trusted orgs (CIA, MI-5, etc.) and then recruited or blackmailed others into the organization. Of the six player agents, AJ Parker and Dr. Frank Garrison and Rene Baptiste LeClerc were recruited; Axamander Tobias Teach and Ivan Raverhaben were blackmailed.

     

    Espionage was 50 Base plus up to 50 in Disads. I have converted the six characters to 5E, and kept them at the 50/50 level (but including their earned experience points).

  11. Re: Need Espionage Plot Hooks!

     

    Espionage-related...

    * An armored car carrying state documents mysteriously disappears between point A and point B. Where did the vehicle disappear, and why?

    * A marine is found dead outside a popular nightclub, with incriminating letters to a foreign power. If he was on the take, why are the papers on his body?

    * A local irish pub is burned to the ground, and someone left 'The Saint' halocard and a name..."Smithe" (with an e).

    * A Russian emigrant is in the hospital in a coma, victim of a mugging. The only thing they took was his coat.

  12. Re: Got my DC in mail today

     

    Does the new DC contain any sample scenarios? Are they the same as the ones in the 4e DC or new ones?

     

    J

    running his players through the Bogeyman murders right now...

     

    No, there are no scenarios in DC 5th Ed. Like all the Genre books, just sample characters and villains, along with plot seeds.

  13. My copy of DC from the online store arrived today. Yay! It's bigger than Star Hero, but not as big as Fantasy Hero.

     

    I was comparing it with Danger International, and there IS a different feel. Not wrong, just different.

     

    Dark Champions has tons of useful and delicious info, but the 'feel' of the book is more 'Dark Champions'. Re-reading through Danger International, it has more of an 80s, world traveler, kind of feel. More James Bond, Soldiers of Fortune, Bring 'Em Back Alive kind of feel.

     

    The adventures in the back of Danger International - The Network/Night of the Ninja and Merchants of Terror kind of set the tone. Plus lots of great maps in the adventures. Sigh!

     

    So over the next few days, between baby feedings and work, I'm going to happily read Dark Champions. Thanks Steve! :)

  14. Re: On Ranking Spells

     

    A few guidelines on conversion? Not exactly' date=' but I do have a few things to keep in mind when doing the conversion.[/quote']

    Here's my 2 cents...

     

    DJ Traits: Mental, Physical, and Spiritual.

    Categories: Mnemonic and Reasoning (Mental), Muscular and Neural (Physical), and Metaphysical and Psychic (Spiritual)

    Attributes: Capacity, Power, and Speed.

     

    The problem here is subsittuting the appropriate Hero stat for the DJ one.

    Mental, Mnemonic = INT

    Mental, Reasoning = INT

    Physical, Muscular = STR

    Physical, Neural = CON

    Spiritual, Metaphysical = EGO

    Spritual, Psychic = EGO

     

    That done with' date=' Castings require the appropriate skill, and the appropriate level of skill (STEEP in DJ parlance). For example, a Grade V casting requirsd a STEEP of 51 or better to use. But, the actual probability progression is not linear. Once a caster is able to use higher Grade Castings (by progressing from a STEEP of 40 to a STEEP of 41 frex) the Difficulty Rating (DR) of lower Grade Castings improves one step. So our caster would have the base chance (41%) to use Grade IV Castings, but double the chance (82%) to use Grade III Castings. (From a DR of Hard to a DR of Moderate.) Further complicating matters are Full Practitioners, who get a DR shift of one better on each Casting Grade, and can use Castings of a Higher Grade than would normally be available according to STEEP.[/quote']

    IMHO, Since the change is non-linear, you'll need to base this on the Requires A Magic Roll, -1/x Active Points, and just come "close". You could also add in a CHA Minimum to cast the spell, if it fits with Mythus Magic. There's an article on using INT Mins for spells in one of the Digital Hero issues.

     

    In addition' date=' certain schools are further limited in who can use their Castings. To use Priestcraft Castings one must chose an Ethos (sorta approximately kinda like Alignment, but not really) and then take a Vow of Faith with an appropriate deity within a specific pantheon. You cannot use Castings from a different Ethos than the one you chose. To use Sorcery or Witchcraft Castings one must make a Pact, and they are strictly enforced. You can have only one Pact at a time, and you can only have a Pact for Sorcery or Witchcraft. Not both.[/quote']

    Aside from any points gained by a Vow/Pact/etc, that's just normal fare in FH. A priest casts priest spells, a wizard casts wizard spells. If a Vow or Pact gives the caster more END to cast the spell, or a better chance to cast spells, you could do something like Sorceror's Pact: +10 END (5 AP), Only For Casting Sorcery Spells (-1), Cost: 2 PLUS +1 to Sorcery Magic Roll (2 AP), Cost: 2. Total Cost: 4 points. The character would have to purchase this Pact (aka Talent) with character points.

     

    Casting time matters. The only instantaneous Castings are Eyebites, and those are only available through Witchcraft. The casting time for the other types of Casting are:

    Charm: 3 seconds (a short phrase and a simple gesture. No materials needed)

    Cantrip: 15 seconds (longer phrasing and more complex gestures. Some materials needed)

    Spell: 30 seconds. (longer, more complex phrasing and gestures. Materials definitely needed)

    Formula: 150 seconds (two and a half minutes). (The required materials can get involved and expensive)

    Ritual: 5 minutes. (Words, gestures, and materials definitely needed. Lots of them, and often quite involved.)

    Use the appropriate Extra Time Limitation.

     

    As a general guideline' date=' the longer a Casting takes to cast the more powerful it's going to be for its Grade. So a Grade I Ritual will be more powerful than a Grade I Charm. You really don't want to let a villain complete a Grade IX Ritual aimed at your party.[/quote']

    You might want to have a campaign-defined "Timing Cost" as a guideline. So if your Grade 1 spells have a "Timing Cost" cap of 20 points, you could have a Fire Bolt Charm up to 30 Points (RKA 2d6 (30 AP); Extra Time (Full Phase; -1/2) = 20 points) or a Fire Bolt Formula of 60 Points (RKA 4d6 (60 AP); Extra Time (Two and 1/2 Minutes; -2) = 20 points.

     

    Unless permanent and /or instantaneous the duration of a Casting's effect depends on the caster's level of skill. The Divine Light Cantrip (hurts creatures susceptible to sunlight or ultraviolet light such as such as vampires) for example (Grade III' date=' Ethos of Sunlight) lasts for a minimum of 93 seconds for a caster with the minimum STEEP of 31.[/quote']

    I'd use what Fantasy Hero and FH Grimoire do. Uncontrolled, Zero END, and make the duration of the uncontrolled based on how well the caster made his roll. IE Divine Light lasts 2 minutes, +1 minute per +1 point the caster makes his casting roll by.

     

    (I was going to say that a Priest (Priestcraft Full Practitioner) would get 63 seconds at a STEEP of 21' date=' but then I remembered that those who take the Priest Vocation start with a base Priestcraft STEEP of 24, and can usually add an Attribute score of 16 or 17 assuming an even division of the Trait score among the Attribute. Which means a Priest could start out with a STEEP of 40 or higher in his chosen ethos, and may have an even higher STEEP depending on age and if he used the option to convert one bonus skill to extra STEEP. (An 80 year old Priest with no adventuring experience and a Spiritual Metaphysical Capacity of 28 could have a Priestcraft STEEP of 70. Dangerous chap.))[/quote']

    Allow the use of another characteristic roll as complementary to the casting roll.

     

    Range and area of effect (where such apply) are also dependent on STEEP. The Divine Light Cantrip has a range of one foot per point of STEEP and the area of effect is one foot radius per point of STEEP. So at a STEEP of 31 the range is 31 feet' date=' and the area of effect is a circle 31 feet in radius.[/quote']

    Again, as per FH and FH Grimoire, use Limited Range (3" + 1" per +1 point by which the casting roll is made; -1/4) or Limited Range (1" per point of casting roll above 11; -1/4) or similar. For Area Effect, buy a large enough area effect and then say Limited Area (1" radius per per +1 point by which the casting roll is made; -1/4) or Limited Area (1" radius per point of casting roll above 11; -1/4). Of course, that assume the actual Area of Effect would be much larger without this limitation.

     

    A caster can have a certain number of Known Castings' date=' and a number of [b']Recallable[/b] Castings. Known Castings are those the caster can start casting straight off. Recallable Castings are those the caster has to remember how to cast before he can start casting them. Which could take awhile. ("While you were trying to remember that Spell the Evil High Priest's minions killed us and he turned us into wraiths."). He can have any number of Studyable castings in his books. Castings can be used from books, but there can be penalties (beyond the need for the book of course). Sloppy handwriting exacts a cost for instance. And we're talking about the kind of tomes you read on a reading stand BTW. Them thing's heavy.[/Quote]

    That's where you have to have multiple mechanisms, which are IMHO independent of Grade.

    Known Castings are the spells the caster buys normally.

    You could put Recallable Castings in a Multipower, with a limitation on the Reserve like Recall From Memory: Requires INT Roll to recall a slot (-1/2), or make the player define whether the spell is Known or Recallable, and place the Recallable limitation on all Recallable spells.

    Casting From Books is another matter.

     

    ONE THING you might do is just forget about pigeonholing spells into the Mythus Magick defined Grades. Sleep and Read Magic are both 1st level D&D spells (v1 anyway), but in Hero they work out to about 4th (Sleep) and 1st(Read Magic). If I try to make Sleep stay a 1st level spell in HERO, I run into playability issues. So convert the spells to HERO, then apply YOUR criteria for a Grade. Food for thought. :)

     

    So here's a few examples, just to give you an idea.

    PassWall: 6" Tunneling through 6 DEF (30 AP); Extra Time (Spell, 30 seconds; -1 1/2); Law of Sympathy (Incantations (-1/4), Gestures(-1/4), Requires A Magic Skill Roll With No AP Penalty (-0)), Known Spell (-0). Total Cost: 10 points. Grade = (30/2.5)/10 = 1.2 which rounds up to 2.

     

    StoneSpear: RKA 2d6 (30 AP); Extra Time (Charm, Full Phase; -1/2); Law of Sympathy (Incantations (-1/4), Gestures(-1/4), Requires A Magic Skill Roll With No AP Penalty (-0), OIF (sharp piece of stone; -1/2)), Limited Range (3" + 1" per +1 point by which the casting roll is made; -1/4), FH Spell (-1/2), Known Spell (-0). Total Cost: 9 points. Grade = (30/1.5)/10 = 2

     

    Listen To Stone: Clairsentience to Sound Group (20 AP), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2; Lasts 3 minutes, plus 1 minute per +1 point casting roll made by) (40 AP); Spell (Extra Time (30 Seconds; -1 1/2) and Focus (pinch of sand, OIF; -1/2) ), Law of Sympathy (Incantations (-1/4), Gestures(-1/4), Requires A Magic Skill Roll With No AP Penalty (-0)), Recallable Casting (Requires An INT Roll to remember, full phase action; -1/2). Total Cost: 10 points. Grade = (40/2.5)/10 = 1.6, which rounds up to 2.

     

    And if you wanted to enforce the planar aspect, say that all draw from the plane of earth, so effective Grade is +1 (or Grade 3).

  15. What would be the cost of two alternative limitations?

    Example: Spell of Woodthrust: RKA 1d6; Incantations, Gestures, Requires Magic Roll, and

    either OAF (Wooden staff; -1) OR Extra End (x3 END; -?) and

    either Extra Time (Full Phase; -1/2) OR Concentration (x1/2DCV; -1/2).

     

    In other words, the caster has two variables:

    One - if he has his staff, he casts it at normal END, but without the staff it's at x3 END. In other words, Variable Lim with two fixed possiblities?

    Two - if he takes the full phase to cast the spell, he's at normal CV, but if he wants a half-phase, he has to concentrate. In other words, Variable Lim with two fixed possiblities?

     

    So are those really variations of Variable Limit, or are they a limited limitaion, and what would the 5E values of those 2 lims be?

  16. Re: A new take on "Deadly Blow"

     

    I have two questions about this variant. First, are there any possible rules violations associated with this version of deadly blow?

     

    None that are obvious. CSLs can be used to add damage, and a limit for use and circumstances are perfectly legal. You may want to have variations for weapon group (ie Bows, Blades) as well as ranged and HTH levels.

     

    and second' date=' if you were a player, would you consider this version of the talent worth taking?[/quote']

    If it were a low fantasy campaign and you disallowed the Deadly Blow in Fantasy Hero, it might be worth it. But it's only adding +1DC - if my character's levels haven't maxed the damage out already - so I'd probably spend my points somewhere else.

     

    An alternative would be, since you're GM, not to allow more than +1d6 under any circumstances, and to rewrite it as follows:

    My Deadly Blow: KA +1d6; OIF (woo; -1/2), Limited (Does Not Increase Base, Adds After STR, CSLs, etc.; -1/2), -2, -1/2, or -0 based on circumstances.

     

    Or you could prohibit buying more than +1d6 with all but the Very Limited Circumstances (e.g. Dragonslayer).

     

    And for more realistic campaigns, limit the maximum dice purchased to +1d6 or the weapon's normal damage, whichever is less. So a dagger could only be +1/2d6 Deadly Blow, not +1d6, and a hairpin could only be +1 pip.

  17. Re: On Ranking Spells

     

    A 21% chance is roughly an 8- roll in HERO; a 42% chance is roughly a 10- roll in HERO.

    If you have a Grade 1 spell, which I guess at 10 Real Points and 15 Active Points, that's a -1 to the casting roll at -1/10 Active. If you have a Grade 2 spell, which I guessed at 20 Real and 30 Active that's a -3 to the casting roll. If the character's normal magic roll is 11-, then his chance to cast the Grade 1 spell is (11-1) or 10-, and his chance to cast the Grade 2 is (11-3) or 8-. So that seems to fit.

  18. Re: On Ranking Spells

     

    Only being familiar with what you and Captain Obvious have stated, the best you can hope for is close. I know from converting D&D spells, Arcanum spells, and several other systems that the closest you can usually come is the feel and power level. Like the old D&D sleep spell that used to be 1st level - it's power level in HERO was in no way first level.

    You can do things like 'if it pulls from elemental planes, add 1 class; if it pulls from outer planes, add 2 classes' when its a matter of special effects in HERO but your system makes those kinds of things cost more. But I agree, don't go crazy trying to be exact. YMMV :)

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