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AlHazred

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Posts posted by AlHazred

  1. So, back in the day I did up 5E versions of Warhammer 40K Space Marine power armor, based on an article that examined them in a "historical" context. That article is long vanished from the Internet, and there've been new editions of both WH40K and Hero System since then, to say nothing about a Space Marine RPG (Deathwatch, from Fantasy Flight Games).

     

    I dug out the old prefab I did and took a look. Yeesh! I've refined my conversion capabilities since then, I think! I've completely redone the power armor (or "armour," since the game is British and uses the English 1.0 versions of words) and uploaded it to the Vault. I also made a pdf of the suit in a nicer printable format. Let me know what you think.

    Warhammer 40K Hero - Space Marine Power Armor (Mark VII).pdf

  2. A while back I worked up a prefab file in Hero Designer for the implants a Space Marine undergoes in the Warhammer 40K universe. I tried working backward from the description of the effects in this article. I did it for 5th edition Hero System, and then never ended up using the prefab -- the campaign for which I made it never got off the ground.

     

    Then I ran into a user on RPG.net asking about Warhammer Space Marines in Hero System 6E. I dusted off the file, updated it, and uploaded it to the repository. You can find the package here; it contains the prefab and a printout of the package deal in the old Hero 5E text box format.

     

    I also did up the Space Marine Power Armors (or is that Armours?) the same way, trying to reason backward from the descriptions. I'll have to find the file and update it as well.

  3. Don't reference books that I haven't bought and may not purchase.

     

    Don't provide non-canon material even if it's logical.

     

    Give me lots of psionics.

     

    Actually, scratch that last one. If psionics is a factor in the setting (such as Traveller or Babylon 5), then please give me lots of psionics. If it's not (such as Star Trek, or Battlestar Galactica), then please give me none.

  4. So, way back in the day (1992, to be exact), there was a computer game called Darklands, and it was the first (and, IMO, the best) open-world sandbox computer game ever developed. In Darklands, the player created a party of adventurers who wandered around medieval Germany in the 1400s. There was a meta-plot, but for the most part you journeyed around, getting quests from merchants, saving caravans from bandits, and destroying robber barons preying on the citizenry. It was a blast.

     

    Anyway, the character creation options were strict. You basically chose careers, each career giving you some skills but also advancing your character's age -- go too far and aging starts to take its toll on your stats, end too early and your character is woefully incompetent and likely to die.

     

    There was no real "magic" in the game, per the standards of ordinary fantasy. Instead, people could call upon saints for aid at certain times (not reliable, but of definite help when the circumstances called for it). And instead of wizards, alchemists would brew potions you could throw to cause an explosion, a cloud of smoke or gas, or improve your stats for a time.

     

    I always liked the alchemy system in the game. You weren't limited by "power points" -- instead, you had to pick up alchemical ingredients in the markets, and then spend an evening making what you wanted. Having a good alchemist in your party is a key part of winning the game, since a bad one will ruin components and potentially cause expensive messes at the inns where your party stays.

     

    A while back, I adapted the alchemy system for my 5E fantasy game. When 6E came around, I wasn't running fantasy anymore so I left it unconverted. Since I'm putting all of my stuff on the website, I figured I'd polish off the prefab file and post it.

     

    The system works in two parts. On the Equipment tab are the actual potions, some of which are really potent. In order to avoid legal issues, I give only a brief one-sentence description of the potion's effect, although it should be obvious what it does from the power block. On the Powers tab are the alchemical formulas. These are what the alchemist character actually buys with points.

     

    Once he has a formula in his repertoire, the alchemist must purchase the necessary ingredients (given in the formula description) and then find a nice, quiet place in which to do alchemy; inns will do, although if the roll is failed for a Medium or High Risk potion, it is likely damage will result, always including exposure to the effects of the potion itself. All alchemical operations carry some risk, although Low Risk formulas are unlikely to cause harm to passers-by. The alchemy roll is made at -1 per 5 Active Points, as all potions are tricky to create. The END cost for the formula is in Long Term END. The Extra Time modifier has been applied to each formula, reducing the time increment from 1 Day per 10 Active Points, to 1 Hour per 5 Active Points, essentially making it the same as the penalty to the Alchemy Skill roll -- in the game, alchemists can make one attempt per night. In a game adhering closely to the computer game, the GM should allow the player to try to make more than 1 potion of any given kind per night (but only one Alchemy attempt per night), at a penalty. I'd use the Charges chart on 6E1 368, and for each step down I'd modify the Alchemist's skill roll penalty by -2, so an alchemist attempting to make 6 potions at once would be at -8.

     

    This prefab makes use of the "Alternate Enchanted Item Creation Rules" on page 320 of the Fantasy Hero 6E book.

     

    The package includes the prefab file, an alchemy document (giving real point costs, Alchemy Skill roll modifications, and Long Term END costs for all of the formulas) and a potions document (giving the effects of each potion, price and weight). The package can be found here.

  5. So, this is too late for me, since the PCs in my long-running Traveller HERO campaign have been in-play for five-six years, but I got to thinking about the actual game-within-a-game of character creation.

     

    In Classic Traveller, the system was infamous for the completely random way you generated your PC. You might have joined the Army, but you could come out of the service with a decent Computer skill, or entered the Navy and become an Air/Raft driver -- if you came out at all. The Survival roll each four-year term (or each year if you used the advanced character generation tables in Book 4: Mercenary, Book 5: High Guard, Book 6: Scouts, and Book 7: Merchant Prince). However, at the end of character generation, you know how many years your guy actually saw action, or traded on other planets.

     

    HERO System, on the other hand, is highly customizable character creation system. You spend your points exactly where you want to (assuming the GM lets you) and you play exactly the guy you intended to. But the character has no actual history but what the player made up -- if the player is unfamiliar with the Traveller setting and assumptions, the character's intended background could be wildly at odds with Traveller standards (one of my players made a cyborg ex-marine, assuming Traveller space marines would be much like the Space Marines in Warhammer 40K...)

     

    If I had to start again, I'd have players go through the advanced character generation tables for their selected service. Several articles were published in RPG magazines in the 80s and 90s providing advanced character generation for CT players in non-military careers. I'd keep track of the character's history, and make a note of skills rolled each year. Then, when the player was done (mustered out, or failed a survival check and "invalided out"), I'd collate all of the skills and provide a list of potential skills for the player to spend their "profession points" on. I've been considering either a 25- or 50-point profession pool out of the starting allotment, with another 25-50 points as "hobby skill" -- other things the character picked up on the side.

     

    This would provide a character a relatively detailed history -- especially so if the GM does the homework of applying the various "police action" / "counter insurgency" / "trade war" results to his campaign's history and determines what places the character has been and what people have been met. Additionally, the character's skills will correspond to the events in the character's past.

     

    And there's plenty of room for character modification to the generated history. A player who previously had no real idea what his character's history was like might say, "Actually, I thought he'd see more combat." Then the GM and player can work together to modify the random history into something more meaningful and relevant. It beats the old "my character has been bumming around Regina for 20 years doing nothing to nobody" cases that I had...

  6. I took the opportunity to upload a new version of the battle dress suits. I got rid of complicated Linked limitations, and went instead with a Unified Power (powered system) limitation -- when you run out of juice, you're stuck with just the basic functions of an articulated metal chassis, namely that it occupies space and has mass.

  7. I've started reuploading the mass of material I had posted in the previous iteration of the board. I'm taking the opportunity to go over everything -- I'm fixing errors, cleaning up ugly power designs, and generally trying to bring my experience in HERO to bear on the materials. I've started with the Traveller material (since that's my home game) and Talislanta material (since that's always been a favorite setting of mine).

     

    As always, please let me know if and how you use the stuff, and feel free to make suggestions/requests for more!

  8. With the spirit of sharing I've observed from others, here is a write-up of Set that I used in my Urban Fantasy Champions game (the heroes had to travel the corners of the earth with Set right behind to establish the banishing spell to get rid of him). It draws heavily on the ICE Egypt book.

     

    Very nice! Do you have this in the form of a Hero Designer file, perhaps? :winkgrin:

  9. I'm late to the party as usual...

     

    As my longtime Traveller Hero campaign is gearing up for the next "season" of play (probably to start sometime late this year), this is highly relevant to my interests...

     

    I think some work needs to be done to allow for the use of some of the options in the Advanced Player's Guide (such as page 13, Mental Defense As A Characteristic, or page 70, Mental Powers As Skills) or possibly the Advanced Player's Guide 2 (page 70, Mental Combat).

  10. You need to add a Side Effect for the explosion of energy out of the gate when it opens. That was used as a plot point a couple of times, and is easy enough to add to the build. Probably a 2d6 Area Effect (Cone?), NND Does BODY Blast.

  11. So, I'm working on stuff for the last segment of my long-running Traveller Hero home game. This has been running, on-and-off, for about ten years now, and the players have had a blast running amok in the setting. I run my games without a script, seat-of-my-pants style, but incorporated the classic modules when given the chance. They don't know it, but they've done either parts of, or the entire:

    • Adventure 1-The Kinunir, by Marc Miller (1979)
    • Adventure 2-Research Station Gamma, by Marc Miller (1980)
    • Adventure 3-Twilight's Peak, by Marc Miller (1980)
    • Adventure 6-Expedition to Zhodane, by Marc Miller (1981)
    • Adventure 11-Murder on Arcturus Station, by J. Andrew Keith (1983)
    • Boxed Adventure-Tarsus, by Marc W Miller and Loren K. Wiseman (1983)
    • Double Adventure 1-Shadows, by GDW (1980)
    • Double Adventure 1-Annic Nova, by GDW (1980)
    • Double Adventure 2-Mission on Mithril, by Marc Miller (1980)
    • Double Adventure 2-Across the Bright Face, by Marc Miller (1980)
    • The Traveller Adventure Patron Encounter-Moving Day
    • The Traveller Adventure Exotic Encounter-Charter to Cratersea (highly variant)
    • The Traveller Book-Exit Visa (half of my campaign opener)
    • 76 Patrons 2-6 Players-6 Noble (the other half of my campaign opener)
    • 76 Patrons 2-6 Players-13 Courier
    • 76 Patrons 5-12 Players-19 Clerk (with four-armed screaming poo-flinging man-sized howler monkeys - it was glorious!)
    • 76 Patrons 5-12 Players-20 Peasant, Clerk
    • 76 Patrons 5-12 Players-34 Noble
    • 76 Patrons 9 or more Players-43 Smuggler, Speculator
    • JTAS #01 Amber Zone-Rescue On Ruie
    • JTAS #05 Amber Zone-Foodrunner
    • JTAS #13 Amber Zone-Lockbox
    • White Dwarf #57-Skyrig
    • Traveller's Digest #09 Grand Tour-Shoot-Out at Shudusham, by Gary L. Thomas
    • FASA A2 Action Aboard-Adventures on the King Richard
    My campaign really should be called "the flow of subsequent events" due to the number of times that this phrase led to months of follow-on roleplay, going from bad-to-worse-to-good-again-and-back-to-bad.

     

    Anyway, I've decided to go out with a bang and use the elements of the Secrets of the Ancients mega-adventure available, for free, from Mongoose. I'm thinking of using the Mongoose analogues of the last several sections of the module (parts 4-8, from the dive into the gas giant to the final confrontation), since they fit the character of the PC group better. They've been nibbling at the edges of the mystery all campaign, with Annic Nova, Research Station Gamma, and Twilight's Peak, so I don't need to provide as much of a new lead-up.

     

    My problem is, in the campaign, the Fifth Frontier War just started, and I'd love to do some war scenarios, to give a flavor of the difference in everyday life (as well as incidentally chip away at the huge fortune they've accumulated in-game ;) ). I was thinking of starting them with The Traveller Adventure patron encounter Go For Broke, to get them used to the wildly fluctuating markets of wartime, as well as giving them "more rope."

     

    My questions: is there a source of scenarios specific to the Fifth Frontier War? Has anybody run them, and if so, how did they go? Does anybody have any ideas for story elements for wartime Traveller adventuring (i.e., massive inflation, panicking non-spacers, Zho spies, etc.)?

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