Jump to content

Aroooo

HERO Member
  • Posts

    1,036
  • Joined

  • Last visited

Everything posted by Aroooo

  1. Re: Tips for New GMs Before my last move, we used to use a large jar of pennies for agents and by-standards. With one of our face to face groups we use small black jelly beans. Squished = dead. Remember, civilians count as visual cover only Aroooo
  2. Re: Aliens, as in ... well, "Aliens" Welcome to the boards! Another site to check out is http://www.serenadawn.com/AlienRPG-Contents.htm. While it was written for Fuzion, Fuzion is a... hybrid of earlier Hero versions - which means it converts very easily to Hero. Aroooo
  3. Aroooo

    Babylon 5 Hero

    Re: Babylon 5 Hero Site updated: Added Babylon 5 to the Ships section (since no one seemed to have comments). Also updated the Centauri Fighter. The all_ships.zip file as also been updated. Enjoy! Aroooo
  4. Aroooo

    Babylon 5 Hero

    Cool resource In all the years I've searched the net for B5 stuff, I never came across this till this week: http://users.rcn.com/jonathan02/b5/ Its a non-game specific guide to B5, specifically the station itself. Check it out, its very well done. Any comments on my Station writeup? Aroooo
  5. Re: [Compilation] "to Star HERO Conversions & Adaptations" Great list! I added a link at sharherofandom back to this list. And I'll say it again, if anyone wants to have their stuff hosted at starherofandom, just let me know. Aroooo
  6. Aroooo

    Babylon 5 Hero

    Babylon 5 Station Babylon 5 Val Char Cost 45 SIZE 90 54 DEF 24 45 BODY 43 35 INT 25 35 PRE 35 Characteristics Cost: 217 Cost Power END 0 Space Station: Location: In Space 0 Power Systems 267 Tokamac 790 High Energy Fusion Reactor: Endurance Reserve (790 END, 790 REC) (869 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0 15 Tokamac 790 High Energy Fusion Reactors: 7 additional reactors, 8 total (15 Active Points) 0 68 Tokamac 200 High Energy Fusion Reactor: Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0 15 Tokamac 200 High Energy Fusion Reactors: 5 additional reactors, 5 total (15 Active Points) 0 118 Reserve Power Cells: Endurance Reserve (400 END, 400 REC) Reserve: (440 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4); REC: (400 Active Points); OAF Immobile Fragile (Solar Panels; -2 1/4), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4) 0 Propulsion Systems 1 Station Keeping Thrusters: Flight 1" (2 Active Points); no Noncombat movement (-1/4), Limited Maneuverability (-1/4) 0 Tactical Systems 173 Particle Laser Cannon: Multipower, 390-point reserve, (390 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4) 14u 1) Close Range Shot: RKA 8d6, Area Of Effect (96" Line; +1), Continuous (+1) (360 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 36 16u 2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Area Of Effect (108" Line; +1), Continuous (+1) (390 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 39 5 Particle Laser Cannon: Second Cannon; Two total (5 Active Points) 0 160 Pulse Cannon Turret: Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Real Weapon System (-1/4) 8u 1) Close Range Shot: RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 18 9u 2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 21 2u 3) Interceptor Fire: Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon System (-1/4) 6 10 Pulse Cannon Turret: Three Turrets; Four Total (10 Active Points) 0 116 Plasma Cannon Turret: Multipower, 262-point reserve, (262 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4) 10u 1) Close Range Shot: RKA 10d6, Penetrating (+1/2) (225 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 22 12u 2) Long Range Shot: RKA 10d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (262 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 26 10 Plasma Cannon Turret: Three Turrets; Four Total (10 Active Points) 0 67 Twin Particle Array (Anti-Fighter): RKA 4d6, Autofire (5 shots; +1/2), Fighter Scale (suffers no SIZE DCV mods; +1) (150 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 15 15 Twin Particle Array: Five More Arrays; Six Total (one for each sector) (15 Active Points) 0 33 Mk II Defense Grid Energy Projectors (6): Multipower, 90-point reserve, (90 Active Points); all slots OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) 3u 1) Defense Mode: Missile Deflection (Any Ranged Attack), +5 to MD, Full Range (+1) (90 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) 9 3u 2) Attack Mode: RKA 4d6, Autofire (5 shots; +1/2) (90 Active Points); OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) 9 15 Mk II Defense Grid Energy Projectors (6): Five Banks; Six Banks Total (one for each section) (15 Active Points) 0 103 Mk II Defense Grid Targeting Computer: INT: 15 DEX: 20 (23) SPD: 6 (see character sheet) (155 Active Points); Costs Endurance (-1/2) 15 15 Mk II Defense Grid Targeting Computer: Five Computers; Six Total (one for each section) (15 Active Points) 0 59 8m-12m Armored Hull: +44 DEF (132 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4) Operational Systems 70 XP-7 Sensor System: Variable Power Pool (Sensor/Comm Pool), 60 base + 10 control cost, (90 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1) 60 Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 60 Active Points of Sensor VPP (120 Active Points); OIF Bulky (-1) 12 2 Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 1 Electronic Warfare Systems 46 1) Electronic Warfare Systems: Change Environment 16" radius, -5 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (139 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2) 14 15 2) ECM Systems: Suppress EW Systems 5d6 (standard effect: 15 points), Two EW Systems Simultaneously (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) 8 32 3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 37 Active Points of Suppress (65 Active Points); OIF Bulky (-1) 6 2 4) ECCM Systems: Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) 1 30 Internal Monitors: Clairsentience (Sight, Hearing And Radio Groups), 256 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Tracking, Perception point can not move through solid objects (+0) (90 Active Points); OAF Immobile (-2) 9 5 Babcom System: B5 Communications Network: HRRP (Radio Group) (12 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2) 1 25 StellarCom System: Civilian interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) 6 25 StellarCom Gold Channels: Military and Diplomatic Interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) 6 8 Fabrication Facilities: Minor Transform 5d6 (raw materials into working components), Requires A manufacturing, construction, engineering, etc. Roll (No Active Point penalty to Skill Roll; +0) (50 Active Points); Extra Time (1 Day, -4), OIF Bulky (-1) 5 Damage Control Systems 72 1) Fire Suppression System: Suppress Fire 10d6, Continuous (+1), Area Of Effect Nonselective (10" Any Area; +3/4), Conforming (+1/2) (162 Active Points); OIF Bulky (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2) [1 cc] 33 2) Blast Doors and Hull Breach Foam Seal: Entangle 10d6, 10 DEF, Cannot Be Escaped With Teleportation (+1/4) (125 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Only To Form Barriers (-1), OIF Bulky (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4) 12 Personnel Systems 70 Station Crew: Followers (2,500 50 point characters) 5 Artificial Gravity: Telekinesis (7 STR), Selective (from 0G to 1.3G; +1/4) (13 Active Points); Only to Pull Objects Straight Down to Floor (-1), Limited Area (Rotating Section Only; -1/2), Must Maintain Spin (-1/4) 1 15 Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2) 2 18 Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within one sector; -1/4) [1 cc] 15 Backup Life Support Systems: Five Backup Systems; Six Total (one for each sector) (15 Active Points) 0 12 Alien Sector: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2), Limited Area (only within Alien Sector; -1/4) [Notes: Environments not suited for most humanoids] 2 18 Alien Sector Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within Alien Sector; -1/4) [1 cc] 12 Medlab: (Total: 12 Active Cost, 12 Real Cost) +3 with Paramedics (Real Cost: 6) plus +3 with SS: Medicine (Real Cost: 3) plus +3 with SS: Xeno-Biology (Real Cost: 3) 0 10 MedLab: Four MedLabs; Five total (10 Active Points) 0 6 Security Cells: +5 DEF, Cannot Be Escaped With Teleportation (+1/4) (19 Active Points); Partial Coverage (Cell Blocks Only; -2) [Notes: Cells have 15 DEF total] 9 Transport Tubes: (Total: 44 Active Cost, 9 Real Cost) Teleportation 12", Position Shift, x2 Increased Mass, x4 Noncombat (39 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 7) plus Teleportation: Floating Fixed Location: (any travel tube stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 4 15 Core Shuttle: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1) 1u 1) Local Stops: (Total: 30 Active Cost, 7 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, x4 Noncombat (25 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 5) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2 1u 2) Long Distance Stops: (Total: 30 Active Cost, 6 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, MegaScale (1" = 1 km; +1/4) (25 Active Points); Extra Time (5 Minutes, -2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 4) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2 Skills/Labs/Other 100 Labs: as defined by players or GM (100 points) (100 Active Points) 10 9 Reputation (A port of call - home away from home for diplomats, hustlers, entrepreneurs, and wanderers. Humans and aliens wrapped in two million, five hundred thousand tons of spinning metal - all alone in the night. ) 14-, +3/+3d6 Station Main Computer [Notes: Includes Skills, Programs, and Talents listed below] Powers Cost: 2083 Cost Skills 3 Auto Repair System: Electronics 16- 3 Auto Repair System: Mechanics 16- 3 Babcom Database: KS: Archived Recent News 16- 3 Babcom Database: KS: Current News 16- 3 Babcom Database: KS: Entertainment Database 16- 10 Command and Control Systems: Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 17- 5 Encryption System: Cryptography 17- 5 Fire Control System: Rapid Autofire 4 IIF System: KS: Ship Identification 17- 4 Navigation Computers: AK: Epsilon Sector 17- 4 Navigation Computers: AK: Hyperspace Beacon System 17- 5 Navigation Computers: Navigation (Hyperspace, Space) 17- 3 Security System: Security Systems 16- 3 Semi-Autonomous Self Correcting Computer System: Computer Programming 16- 40 Tactical Combat Computer: +5 with All Combat Skills Cost: 98 Cost Programs 1 Attack Target 1 Diagnose Station Malfunction 1 Locate Target 1 Monitor Comm Systems; Report Anomalies 1 Monitor Sensor Systems; Report Anomalies 1 Open Slot 1 Open Slot 1 Open Slot 1 Operate Defense Grid 1 Operate ECM/ECCM Systems 1 Operate Jump Gate 1 Operate Maintenance/Camera Bots 1 Repair Station's Systems 1 Scan and Record Data 1 Schedule Station Events 1 Search Reference Material/Databanks 1 Send Emergency Signal if Crew Incapacitated 1 Send Emergency Signal if Specific Protocols Not Met Program Cost: 18 Cost Talent 3 Calculator: Lightning Calculator 3 Clock: Absolute Time Sense 3 Instant On Feature: Lightsleep 5 Memory Core: Eidetic Memory 4 Backup Memory Core: Eidetic Memory (5 Active Points); Only to backup primary core (-1/4) 3 Range Finder: Absolute Range Sense 4 Scanner: Speed Reading (x10) 16 Translator: Universal Translator 16-, Accessible through the Babcom System (+0) (20 Active Points); Knowl Languages Only (-1/4) Talents Cost: 41 Total Character Cost: 2457 Val Disadvantages 95 DNPC: Station Inhabitants 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x262,144 DNPCs) 15 Distinctive Features: Babylon 5 (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 30 Hunted: Shadows or Drakh (depending on timeline) 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25 Physical Limitation: Can Not Move Out of Lagrange Point (All the Time, Fully Impairing) 10 Reputation: Nexus for the Fight of Light vs. Darkness, 11- 15 Social Limitation: Diplomatic Station: Subject to Wants and Desires of Foreign Governments (Frequently, Major) 20 Social Limitation: EarthForce Station: Subject to Orders (Very Frequently, Major) 25 Watching: Enemies of EarthForce/Earth Dome 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) Disadvantage Points: 235 Base Points: 200 Experience Required: 2022 Total Experience Available: 0 Experience Unspent: 0
  7. Aroooo

    Babylon 5 Hero

    Babylon 5 Station updated Here is a revised station. Added damage control systems and expanded the computer functions. Comments? Aroooo
  8. Re: Stargate Hero I'm not real happy with DC's P90. This is what I did for the modern weapons thread over in the Other Genre's forum: P90 (5.7x28mm) Tactical SMG: (Total: 100 Active Cost, 29 Real Cost) Killing Attack - Ranged 1d6+1, Limited Armor Piercing (up to 20 PD armor only, not vs. Vehicle DEF, FF, FW; +1/4), +2 Increased STUN Multiplier (+1/2), 4 clips of 50 Charges (+3/4), Autofire (20 shots; +1 1/2) (80 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Limited Range (200m effective range; -1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 21) plus Reduced Recoil Impulse: +2 OCV (10 Active Points); OAF (-1), Only to negate Autofire mods (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Sights (optical and/or laser): +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) Although I am going to rework it now that DC has introduced the Piercing abililty. Aroooo
  9. Aroooo

    Babylon 5 Hero

    Babylon 5 Babylon 5 Val Char Cost 45 SIZE 90 54 DEF 24 45 BODY 43 35 INT 25 35 PRE 35 Characteristics Cost: 217 Cost Power END 0 Space Station: Location: In Space 0 Power Systems 267 Tokamac 790 High Energy Fusion Reactor: Endurance Reserve (790 END, 790 REC) (869 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0 15 Tokamac 790 High Energy Fusion Reactors: 7 additional reactors, 8 total (15 Active Points) 0 68 Tokamac 200 High Energy Fusion Reactor: Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0 15 Tokamac 200 High Energy Fusion Reactors: 5 additional reactors, 5 total (15 Active Points) 0 118 Reserve Power Cells: Endurance Reserve (400 END, 400 REC) Reserve: (440 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4); REC: (400 Active Points); OAF Immobile Fragile (Solar Panels; -2 1/4), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4) 0 Propulsion Systems 1 Station Keeping Thrusters: Flight 1" (2 Active Points); no Noncombat movement (-1/4), Limited Maneuverability (-1/4) 0 Tactical Systems 173 Particle Laser Cannon: Multipower, 390-point reserve, (390 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4) 14u 1) Close Range Shot: RKA 8d6, Area Of Effect (96" Line; +1), Continuous (+1) (360 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 36 16u 2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Area Of Effect (108" Line; +1), Continuous (+1) (390 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 39 5 Particle Laser Cannon: Second Cannon; Two total (5 Active Points) 0 160 Pulse Cannon Turret: Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Real Weapon System (-1/4) 8u 1) Close Range Shot: RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 18 9u 2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 21 2u 3) Interceptor Fire: Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon System (-1/4) 6 10 Pulse Cannon Turret: Three Turrets; Four Total (10 Active Points) 0 116 Plasma Cannon Turret: Multipower, 262-point reserve, (262 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4) 10u 1) Close Range Shot: RKA 10d6, Penetrating (+1/2) (225 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 22 12u 2) Long Range Shot: RKA 10d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (262 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 26 10 Plasma Cannon Turret: Three Turrets; Four Total (10 Active Points) 0 67 Twin Particle Array (Anti-Fighter): RKA 4d6, Autofire (5 shots; +1/2), Fighter Scale (suffers no SIZE DCV mods; +1) (150 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 15 15 Twin Particle Array: Five More Arrays; Six Total (one for each sector) (15 Active Points) 0 33 Mk II Defense Grid Energy Projectors (6): Multipower, 90-point reserve, (90 Active Points); all slots OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) 3u 1) Defense Mode: Missile Deflection (Any Ranged Attack), +5 to MD, Full Range (+1) (90 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) 9 3u 2) Attack Mode: RKA 4d6, Autofire (5 shots; +1/2) (90 Active Points); OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) 9 15 Mk II Defense Grid Energy Projectors (6): Five Banks; Six Banks Total (one for each section) (15 Active Points) 0 103 Mk II Defense Grid Targeting Computer: INT: 15 DEX: 20 (23) SPD: 6 (see character sheet) (155 Active Points); Costs Endurance (-1/2) 15 15 Mk II Defense Grid Targeting Computer: Five Computers; Six Total (one for each section) (15 Active Points) 0 59 8m-12m Armored Hull: +44 DEF (132 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4) Operational Systems 70 XP-7 Sensor System: Variable Power Pool (Sensor/Comm Pool), 60 base + 10 control cost, (90 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1) 60 Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 60 Active Points of Sensor VPP (120 Active Points); OIF Bulky (-1) 12 2 Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 1 Electronic Warfare Systems 46 1) Electronic Warfare Systems: Change Environment 16" radius, -5 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (139 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2) 14 15 2) ECM Systems: Suppress EW Systems 5d6 (standard effect: 15 points), Two EW Systems Simultaneously (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) 8 32 3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 37 Active Points of Suppress (65 Active Points); OIF Bulky (-1) 6 2 4) ECCM Systems: Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) 1 30 Internal Monitors: Clairsentience (Sight, Hearing And Radio Groups), 256 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Tracking, Perception point can not move through solid objects (+0) (90 Active Points); OAF Immobile (-2) 9 5 Babcom System: B5 Communications Network: HRRP (Radio Group) (12 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2) 1 25 StellarCom System: Civilian interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) 6 25 StellarCom Gold Channels: Military and Diplomatic Interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) 6 8 Fabrication Facilities: Minor Transform 5d6 (raw materials into working components), Requires A manufacturing, construction, engineering, etc. Roll (No Active Point penalty to Skill Roll; +0) (50 Active Points); Extra Time (1 Day, -4), OIF Bulky (-1) 5 Personnel Systems 70 Station Crew: Followers (2,500 50 point characters) 5 Artificial Gravity: Telekinesis (7 STR), Selective (from 0G to 1.3G; +1/4) (13 Active Points); Only to Pull Objects Straight Down to Floor (-1), Limited Area (Rotating Section Only; -1/2), Must Maintain Spin (-1/4) 1 15 Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2) 2 18 Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within one sector; -1/4) [1 cc] 15 Backup Life Support Systems: Five Backup Systems; Six Total (one for each sector) (15 Active Points) 0 12 Alien Sector: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2), Limited Area (only within Alien Sector; -1/4) [Notes: Environments not suited for most humanoids] 2 18 Alien Sector Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within Alien Sector; -1/4) [1 cc] 12 Medlab: (Total: 12 Active Cost, 12 Real Cost) +3 with Paramedics (Real Cost: 6) plus +3 with SS: Medicine (Real Cost: 3) plus +3 with SS: Xeno-Biology (Real Cost: 3) 0 10 MedLab: Four MedLabs; Five total (10 Active Points) 0 6 Security Cells: +5 DEF, Cannot Be Escaped With Teleportation (+1/4) (19 Active Points); Partial Coverage (Cell Blocks Only; -2) [Notes: Cells have 15 DEF total] 9 Transport Tubes: (Total: 44 Active Cost, 9 Real Cost) Teleportation 12", Position Shift, x2 Increased Mass, x4 Noncombat (39 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 7) plus Teleportation: Floating Fixed Location: (any travel tube stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 4 15 Core Shuttle: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1) 1u 1) Local Stops: (Total: 30 Active Cost, 7 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, x4 Noncombat (25 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 5) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2 1u 2) Long Distance Stops: (Total: 30 Active Cost, 6 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, MegaScale (1" = 1 km; +1/4) (25 Active Points); Extra Time (5 Minutes, -2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 4) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2 Skills/Labs/Other 100 Labs: as defined by players or GM (100 points) (100 Active Points) 10 9 Reputation (A port of call - home away from home for diplomats, hustlers, entrepreneurs, and wanderers. Humans and aliens wrapped in two million, five hundred thousand tons of spinning metal - all alone in the night. ) 14-, +3/+3d6 Station Main Computer [Notes: Includes Skills, Programs, and Talents listed below] 40 1) Tactical Combat Computer: +5 with All Combat Powers Cost: 2018 Cost Skills 4 AK: Hyperspace Beacon System 17- 4 AK: Epsilon Sector 17- 5 Cryptography 17- 3 Electronics 16- 4 KS: Ship Identification (IFF System) 17- 3 Mechanics 16- 5 Navigation (Hyperspace, Space) 17- 3 Security Systems 16- 10 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 17- 1 WF: Ship's Weapons Skills Cost: 42 Cost Programs 1 Attack Target 1 Diagnose Station Malfunction 1 Locate Target 1 Monitor Comm Systems; Report Anomalies 1 Monitor Sensor Systems; Report Anomalies 1 Open Slot 1 Open Slot 1 Open Slot 1 Operate Defense Grid 1 Operate ECM/ECCM Systems 1 Repair Station's Systems 1 Scan and Record Data 1 Search Reference Material/Databanks 1 Send Emergency Signal if Crew Incapacitated 1 Send Emergency Signal if Specific Protocols Not Met Program Cost: 15 Cost Talent 3 Lightning Calculator 3 Absolute Time Sense 3 Lightsleep 5 Eidetic Memory 3 Absolute Range Sense 4 Speed Reading (x10) 16 Universal Translator 16-, Accessible through the Babcom System (+0) (20 Active Points); Knowl Languages Only (-1/4) Talents Cost: 37 Total Character Cost: 2329 Val Disadvantages 95 DNPC: Station Inhabitants 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x262,144 DNPCs) 15 Distinctive Features: Babylon 5 (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 30 Hunted: Shadows or Drakh (depending on timeline) 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25 Physical Limitation: Can Not Move Out of Lagrange Point (All the Time, Fully Impairing) 10 Reputation: Nexus for the Fight of Light vs. Darkness, 11- 15 Social Limitation: Diplomatic Station: Subject to Wants and Desires of Foreign Governments (Frequently, Major) 20 Social Limitation: EarthForce Station: Subject to Orders (Very Frequently, Major) 25 Watching: Enemies of EarthForce/Earth Dome 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) Disadvantage Points: 235 Base Points: 200 Experience Required: 1894 Total Experience Available: 0 Experience Unspent: 0
  10. Aroooo

    Babylon 5 Hero

    Re: Babylon 5 Hero For those of you waiting for this, I present my first draft of the Babylon 5 Station written up for Hero. Its fairly inclusive, and includes the main computer, although that still needs some work I think. Aroooo
  11. I know this sounds contradictory, but do movement powers for bases cost END? The Orbital Military Base (SH pg 229) has thrusters (flight, 3", lim. maneuverability; 5 real points) listed for 0 END; but no reduced END cost advantage. Thanks as always! Aroooo
  12. Re: Best HERO Products for Military SF Campaigns As a first step I would go with TUV. Its a great vehicle resource. It was invaluable to me for working on my B5 stuff. Like Steve said, it covers all sorts of vehicle designs, with plenty of samples (and cool art) to work from. From there I'd probably get Spacer's Toolkit. Lot of good gear. Even if you don't use any of it, it gives you solid examples for building your own gear. Then, search the Star Hero and Other Genre forums. I remember several conversations on military SF that listed lots of good references (both print and the internet). As for settings like TE or AW, that all depends on how much you like the background story and 'universe.' Personally, I liked AW and TE, even though I will probably not run a game in either setting any time soon. I will say this though, if memory serves, AW is out of print, and is not likely to be reprinted. I think the same goes for TE. So, if you see copies and have the cash, I'd pick them up just to have as resources. Oh, if you do make up your own campaign/universe, please let me know and I'll add it the the list of resources at starherofandom. Aroooo
  13. Re: Mimm (sci-fantasy game) This is really nice. I'd like to put a reference up at the star hero fandom site. What url would you like me to reference? Aroooo
  14. Re: Something Star Hero needs, but hasn't-PT2 I never advocated buying other companies products to get deck plans. There are tons available on the net for free. Sure, they may not be TE or AW specific, but for the aspect of storytelling, of giving the PC's something to use to visualize their home in space, they work just fine. Given the time it takes to make deck plans, I don't expect DOJ to include them in Star Hero products. I just don't see it as financially viable, given the labor vs. volume of sales involved. Yes, we'd like them. Yes, they would probably get a few more sales. But as Bucky said, the sci-fi gaming genre is a minority market. As a person who does not play a lot of supers games, I'd much rather see DOJ/Steve/anyone else's efforts go into making really good 'Champions' and general 'Hero' products to sell to a larger fan base. I'll buy them, and I'll get use out of them too. And if it keeps DOJ around that much longer (being one of the 'old timer's crowd'), the happier I'll be. Appologies if I ranted. Aroooo
  15. Re: Something Star Hero needs, but hasn't-PT2 I could certainly do a few. All I would need would be a sketch of the ship and its dimensions. (I did one for B5 BTW.) Aroooo
  16. Re: Robotech HERO (spec. Invid Invasion) Just updated the Robotech page with the latest info I have: http://www.starherofandom.com/h_robotech/index.php Aroooo
  17. Aroooo

    Babylon 5 Hero

    Re: Babylon 5 Hero Sorry, JMS. Not enough coffee yet And thanks for the movie info. I knew you would chime in with it Aroooo
  18. Aroooo

    Babylon 5 Hero

    Re: Babylon 5 Hero Thanks for the kudos! As for movie, I know there is one being pitched by MJS, but I don't know how far its gotten - script, filming, etc. If I find anything in my touring of the net today I'll let you know. Aroooo
  19. Re: Something Star Hero needs, but hasn't-PT2 I've kept quite through these threads, because I think the subject has been talked to death. I will say that I do agree that TE could have put a little more emphasis on the player character 'ship classes,' but I'll live with the lack. There are so many web resources for ship deck plans that in the long run I don't think the lack matters. And from the 'story' viewpoint Spence uses in his example, those available plans should be more than suffficent for a GM to tell a good story. Aroooo
  20. Aroooo

    Babylon 5 Hero

    Re: Babylon 5 Hero Added the Maintenance Pod, Camera Bot, and Breaching Pod to the Ships section. The all_ships.zip file updated as well. Enjoy! Aroooo
  21. Serenity Moved to Fall FYI... http://www.scifi.com/scifiwire/art-main.html?2004-11/23/13.00.film Aroooo
  22. Re: Small Starship: Mjölnir Pretty cool. If you would, email me the biggger jpg to tony@aroooo.com. Aroooo
  23. Aroooo

    Babylon 5 Hero

    Re: Babylon 5 Hero A holiday update: Updated all the existing ship files for 1) megascale movement (x100 was just too slow, as I discovered in my pbem game); 2) fixed an error with the package files and the templates; 3) a few minor ship tweaks here and there, but nothing major (except for the megascale adjustment noted above). Added HD files for the rest of the ships already created. Also included one zip file of all the ships, for easy downloading. Enjoy! Aroooo
×
×
  • Create New...