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Archade

HERO Member
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Everything posted by Archade

  1. Hey guys … here's my take on an Astromech Droid as a race package -- any suggestions or critiques? -------------------------- Droid (Astromech): Also referred to as an astro droid or mech, is a repair droid that served as an automated mechanic on starships. These compact droids use tool-tipped appendages stored in recessed compartments. Many starfighters rely on astromech copilots to control flight and power distribution systems. In addition to its piloting duties, could calculate hyperspace jumps and perform simple repairs. Most astromechs were only able to communicate in writing, conveyed via another computer system, or through a special code of clicks, bleeps, and similar sounds, known as binary. Starting Characteristics: STR 8, CON 13, INT 13, PRE 5, PD 8, ED 8, BODY 15, END 40. 16pts Language: Basic (4 pts, literate. 0pts Durachrome Form: Resistant Protection (8PD, 8ED). 24pts Artificial Life Form: (life support total). 35pts Automaton: Takes BODY Only (no effect from stun, no STUN characteristic, takes damage on the droid damage chart below). 45pts Automaton: Does Not Bleed (does not lose additional BODY below 0). 15pts Dense Structure: Knockback Resistance -4m. 4pts Photoreceptor Relays: Eidetic Memory. 5pts Computer Interlink: Analyze Computers (15+INT/5 or less, analyze). 9 pts Base Programming: 12 points of the any of the following – computer programming, electronics, mechanics, PS astrogator, security systems, systems operation, transport familiarity. 12pts Distinctive Features (Droid): concealable with effort, noticed and recognizable. -10pts Physical Limitation: Can only speak binary (very frequent, slight). -20pts Physical Limitation: No hands (very frequent, great). -25pts Social Complication (Droid): restricted civil rights, suffers from prejudice, very frequent/minor. -15pts Circuit Overload: Vulnerable to Electricity (common, x2 damage). -20pts Mechanical Gait: Running -2m (10m total). -2pts Option – Onboard Computer Systems (Absolute Time Sense, Lightning Calculator). Variable Option – Utility Claw (5 STR, OAF -1, No Fine Movement or Manipulation -1, Character cannot use own STR -¼). 2 pts Option – Holoprojector: Eidetic Memory (5 pts, OIF -½, only to remember things received/transmitted -½, only up to 30 minutes of recordings -½, Sight Group Images (5 pts. OIF -½, set effect only received/broadcast images -1, only up to 30 minutes of recordings -½). 4 pts Option – Fire Extinguisher: Dispel (4d6 vs fire powers, expanded effect + variable effect all fire powers simultaneously +4, 60 pts), limited range (6m, - ¼), 4 charges (-1). 26 pts Option – Radar Sensors (radar radio group, discriminatory, increased arc of perception 360 degrees, telescopic +14 versus range modifiers, 32 active points), OIF (-½), concentration 0 DCV throughout -1, costs END to maintain -½. 11 pts Option – Utility Saw (HKA 1d6, 15 pts), No STR Mod -½, no knockback -¼. 9 pts Option – Rocket Boosters (Flight 10m, 10 pts) OIF -½, limited maneuvrability -¼, 4 continuing charges of up to 1 turn each -½. 4 pts Total: 165 points plus Options ; Complications 92 points (+42 points to character creation)
  2. Okay ... next thing I'm doing is statting up stormtroopers! What do you think of what I have here for the trusty E-11 blaster rifle, and stormtrooper armor? E-11 Blaster Rifle: Multipower (45 pts), 100 Charges (+ ¾), Focus (OAF, -1), Real Weapon (-¼), extra time – full phase to change firing settings (- ½). 29pts Blaster Fire: 2d6+1 RKA (35 pts), 350m Range, Autofire 3 (+¼), OAF (-1), Real Weapon (-¼). 2f Stun Ring: Blast (9d6 vs ED, 45 pts), STUN only (-0), OAF (-1), Real Weapon (-¼), reduced range 20m (-¼), organic beings only (-¼), requires multiple charges x10 (-¾). 1f Targeting Scope: +2 OCV (2pts), +4 RMod (4pts). 6pts = 38pts/760 credits and Plastoid Armor: Resistant Protection (4 PD, 6 ED, 15pts), focus (OIF, -½), real armor (-¼), full coverage (-0), half mass (6 kg, -½). 7 pts Comlink: HRRP (12 pts), focus (OIF, -½), imperial frequencies only (-½), affected as hearing and radio group (-½), requires Systems Operation roll (-½). 4pts Enhanced Visor: +2 PER with sight group (4pts), focus (OIF, -½), no peripheral vision (-½). 2pts Nightvision (5pts), focus (OIF, -½), no peripheral vision (-½). 2pts Filtration System: Extended Breathing (1 END/minute, 2 pts), focus (OIF, - ½). 1pt = 16 pts/320 credits I'd love some feedback, especially if I did the multipower blaster right (it's been 30 years since I built one of those) -- thanks!
  3. Sorry ... posted it from my Word document -- I'll make it larger going forward.
  4. Here's how I did the force and the dark side ... The Force Skill: The Force is a skill that characters can take – 3 Points buys the skill with a (9 + EGO/5) roll. For each 2 points the skill roll is increased by +1. When using force powers, the skill roll suffers a -1 per 10 Active points in the power. The Force skill can also been used for non-power related abilities, such as a check to see force ghosts, or unlock a holocron, at the GM’s discretion. When developing or modifying existing force powers, a force practitioner requires time to meditate and align their spirits – after medition of 1 day per 10 active points in the new or modified power, a Force Skill check is needed, with the usual -1 modifier for every 10 Active Points. The Dark Side: The dark side of the force is an easy path to power, but at great personal cost. Most jedi adherents have to practice a monastic existence and constantly strive to a purity of being to stave off the temptations of the dark side. Any time the Force skill is used, if a 3 or an 18 is rolled, the force wielder gains a Dark Side Point. If the wielder uses the force to kill a sentient being or commit a blatantly evil act they also gain a Dark Side Point (which means even good jedi need to fight off the temptation of the dark side now and then). These points bestow the following effects: 10 Points – The Power of the Dark Side (For every 10 Dark Side Points, the force user gains a +1 Skill Level with the Force Skill. These can be used to improve Force Skill checks). 20 Points – Tainted By The Dark Side (Physical Limitation - minor disfigurements, such as yellow eyes or pale skin, concealable with effort, causes reaction). 30 Points – Lured By The Dark Side (Psychological Limitation – desire to use the force, especially to harm or overwhelm enemies, EGO check at +5 to overcome compulsion, common/moderate) 40 Points – The Power of the Dark Side (Aid 3d6, boost force powers, costs 2 END/phase to maintain, only aid self) 50 Points – Dark Side Initiate (Perk, may unlock certain powers such as force lightning) 60 Points – Much Anger In You (enraged in combat, common, will use most powerful attacks including the force, 11- to become enraged, 8- to recover) 70 Points – Seduced By the Dark Side (Psychological Limitation – consumed by evil, character becomes NPC if not already, can no longer attempt to remove Dark Side Points, common/total) 80 Points – Consumed By The Dark Side (Physical Limtation – major disfigurement such as melted features, demonic countenance, withered or consumed limbs, Limitations above do not grant extra character points, and cannot be bought off with experience points. To remove Dark Side Points, it requires intense meditation and purification – for each full day of meditation with no other activity, a force user may attempt a Force Skill check, without using Skill Levels and further suffering a -1 penalty for every 10 points of Dark Side Points they have. If they are successful, they may remove 1 Dark Side Point. If you reduce your Dark Side Point levels below the threshholds listed above, the effects are lost.
  5. I'm an old, old, old HERO system user that is coming back to 6th edition, and I'm trying to build a Star Wars game. This is a great thread -- thanks! Here's a sample racial template... Aqualish (Walrus Man): Tusked bipeds from the planet Ando whose appearance combine aspects of arachnids and pinniped aquatic mammals. Aqualish have a reputation for being nasty, crude and aggressive, and they generally pursue off-world careers as mercenaries, bounty hunters, and pirates. The Aqualish people are made up of three distinct races which included the Aquala, the Ualaq and the Quara, with the same baseline genetic structure. All Aqualish have two facial tusks which curve down over their mouths, and some are born with a second set of eyes. These facial tusks are highly sensitive to heat and cold, and are used for cracking open the hard shells of shellfish or burrowing through the swampy loam of their homeworld. These species are well known for their hair-trigger tempers that flare without reason. Anthropologists believe that the streak of rage can be dated back to the species' earliest evolutions. Starting Characteristics: DEX 8, CON 13, PRE 8, PD 4, STUN 24. 3pts Language: Aqualish (4pts, literage). 0pts Amphibious: Life Support (expanded breathing: underwater, safe environment: high pressure, intense cold). 8pts Awkward Gait: Running -2m (10m total). -2pt Thin Blood: Physical Complication (blood does not cauterize, slashing weapons do +1 BODY damage, infrequent/slight. -10pts Option – Four Eyes: +1 Sight Group PER. +2pts Option - Fair Swimmer: Swimming +2m. +2pts Option – Aquatic Hunter: Survival (aquatic). +2pts Option – Quarrelsome: Psychological Complication (easily angered and violent, infrequent/moderate). -10pts Total: 11 pts Plus Options, Complications -12 pts
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