Jump to content

Weldun

HERO Member
  • Posts

    1,327
  • Joined

  • Last visited

Everything posted by Weldun

  1. Re: Military Promotions On a side note, as a part of running this game I have been designing the various mecha and equipment in the interlock system. Well, take a look at the M.A.C. II "Monster". See those guns on it's back. Those are Mark 7, 16in/50 cal guns. Yes, the same guns as mounted on the Iowa-class Battleship.
  2. Re: Military Promotions The PFC and Lance Corporal comes from the bizzare RDF practice of putting Privates in fighter planes. The Lance Corporal is a kind of "Flight Captain" rank. The Master Chief Petty Officer rank is a holdover from early attempts to unify the rank structure (which only succeeded at the enlisted ranks) and at that level the Naval side won out, but Sgt Majors were bumped up the pay scale.
  3. Re: Military Promotions Sorry, this probably belongs in General Roleplaying.
  4. A little background: I'm running a Robotech game in the post-macross period, using the Mekton-Z system. However, I have been using a "brownie point" system in which the characters earn or lose points based upon mission completion. For now I don't have a problem, as I am putting them through the RDF equivalent of the Top Gun program (the Accelerated Training Program, or ATP), after which they will form a special forces team. The ranking system being used is shown below. E-1: Private (PVT) E-2: Private, Second Class (P2C) E-3: Private, First Class (P1C) E-3: Lance Corporal (LCPL) E-4: Corporal (CPL) E-5: Sergeant (SGT) E-6: Staff Sergeant (SSGT) E-7: Gunnery Sergeant (GSGT) E-8: First Sergeant (1SGT) E-9: Master Chief Petty Officer (MCPO) E-9: Sergeant Major (SGM) O-1: Third Lieutenant (3LT) O-2: Second Lieutenant (2LT) O-3: First Lieutenant (1LT) O-4: Lieutenant Commander/Captain (LCDR/CAPT) O-5: Commander/Major (MAJ) O-6: Lieutenant Colonel (LTCOL) O-7: Captain/Colonel (CPT/COL) O-8: Commodore/Brigadier General(COM/BDGEN) O-9: Rear Admiral/Major General (RADM/MAJGEN) O-10: Vice Admiral/Lieutenant General (VADM/LTGEN) O-11: Admiral/General Now I have two corporals, two staff sergeants and a gunnery sergeant and of those, it's one of the corporals who is showing the greatest leadership ability (which is a headache in of itself). My questions are: What rank should the commander of an elite, but newly formed, special forces unit be. This unit is trained not only in the operation of Valkyries but also destroids and conventional vehicles, as well as infantry operations, and each member also has a seperate MOS (Specialty). How should I determine when to give them a promotion given that, as I understand it, s4 types tend to advance more slowly to prevent the unit from becoming "top heavy." For anyone interested, I am using the Brownie Point system from page 108 of Robot Warriors, an old Hero supplement from the old I.C.E. days.
  5. Re: Shadows into Light I'll leave it to Fireleaper to recap the last couple of episodes, but I thought that I would give a few of my thoughts on the game so far, particularly the make up of our circle. As mentioned earlier, there are five "roles" (Scholar, Traveler, Seeker, Champion and Speaker) that the members of a circle traditionally follow, but I'm finding that our groups various entries into each of these roles have some interesting literary/role-playing opportunities. Our Scholar is a juvenile Chinese dragon who is quite naive about the world at large, so we have a character that plays not only the role of the Sage, but also the Innocent. Our Traveler holds his position by virtue of a pair of possessed vehicles. A Duesenberg that, due to the Rakshasa inside it, can outrun a McLaren F1 and a C-130 Hercules that is possessed by the Dream of a Dragon, which complains about not having it's guns. What makes this character interesting is that he is a U.S. Marshal that was one of the first U.S. Marshals. The character's background includes having been the bodyguard of a previous Archmage. So while the character can be said to have no powers relating to his role within the circle, he can also be described as "uniquely qualified", as he has traveled much of the world. Our Seeker (played by me) might fit his role quite well, but is a bit of a fish out of water due to coming from an alternate universe (the Shadowrun setting), but also lives by a code which being in the circle has forced forced him to violate. He is also the only spellcaster in a mystically oriented group, which I think is great, as it shows that a "mystic" background does not need to automatically mean "mage". Interestingly, in his role as seeker, he tends to rely more on conventional investigation techniques, with some assensing and astral tracking backing it up. He has only once called on a spirit to perform an astral search (mind scan). For a Champion, the reflex would be to go for some form of magical knight with arcane armour and a "hoopy" sword, but our Champion is Brother Lung, a Buddhist monk of the Five Celestial Dragons temple. He's also a reincarnated Dragon, but as a Buddhist he, of course, will not take a life and will only resort to violence in the defence of others, which goes great with the ideals of the Council of Shadows, but it does create some great roleplaying opportunities. And last, but certainly not least, we come to our Speaker. This character has a singular ability to extract information from people through the course of a conversation and is forgotten by anyone who is out of contact with him for more that a few minutes (Hooray for "The Circle is Never Broken"). But this character is becoming the personification of a "God of the Crowd". Much of his powers and weaknesses stem from "the Crowd" and as such he has lost a considerable amount of his individuality. So we have our interpersonal expert who is slowly becoming an impersonal personification of the huddled masses. As you can see, we have some interesting characters that provide excellent role-playing opportunities not only in how they interact with each other, but in of themselves.
  6. Re: Evil org bases on chess pieces. Wasn't this the organisation for GENOCIDE?
  7. Re: Quote of the Week from my gaming group... Not Always. I think that there was ONE time that it didn't at least. I think it was his Traveller game. Oh, no. Wait, I forgot how my Vargr captain had to christen his ship. Never mind.
  8. Weldun

    CHAR: Tempest

    Re: CHAR: Tempest I've recently borrowed my friend's copy of Teen Champions and I thought that I would take a swing at writing up Tempest as a Ravenswood Freshman. [b]Tempest - Robin Lemick, Robin Harrington.[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 30 STR 20 30 15- HTH Damage 6d6 END [1] 15 DEX 15 15 12- OCV 5 DCV 5 20 CON 20 20 13- 12 BODY 4 12 11- 13 INT 3 13 12- PER Roll 12- 14 EGO 8 14 12- ECV: 5 15 PRE 5 15 12- PRE Attack: 3d6 14 COM 2 14 12- 15 PD 1 15/19 15/19 PD (8/12 rPD) 15 ED 3 15/19 15/19 ED (8/12 rED) 3 SPD 5 3 Phases: 4, 8, 12 10 REC 0 10 40 END 0 40 40 STUN 3 40 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 6 LEAP 0 6" 6" forward, 3" upward [b]CHA Cost: 89[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 7 [b][i]Casual Strength[/i][/b]: Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR - END= 24 [b][i]Supertough Skin[/i][/b]: Armor (8 PD/8 ED) - END=0 12 [b][i]Flight[/i][/b]: Flight 6" - END=1 5 [b][i]Polarized Vision[/i][/b]: Sight Group Flash Defense (5 points) - END=0 15 [b][i]Lightning Powers[/i][/b]: Multipower, 30-point reserve, (30 Active Points); all slots Increased Endurance Cost (x3 END; -1) - END= 1u 1) [b][i]Lightning Bolt Form[/i][/b]: Teleportation 15" (30 Active Points); Increased Endurance Cost (x3 END; -1) - END=9 1u 2) [b][i]Lightning Blast[/i][/b]: Energy Blast 6d6 (30 Active Points); Increased Endurance Cost (x3 END; -1) - END=9 8 [b][i]Ravenswood Costume[/i][/b]: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2) - END=0 15 [b][i]Image Inducer[/i][/b]: Shape Shift (Sight Group), Instant Change, 1 Continuing Fuel Charge lasting 1 Day (+1/2) (22 Active Points); IAF (-1/2) - END=[1 cc] 13 [b][i]School Pin[/i][/b]: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x16) (40 Active Points); Only With Others Who Have Mind Link (-1), IAF (-1/2), Sense Affected As Radio And Hearing Groups, Not Mental Group (-1/2) - END=0 [b]POWERS Cost: 101[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 0 Acting 8- 1 Breakfall 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 1 Criminology 8- 0 Deduction 8- 1 KS: The Superhuman World 8- 1 Language: English (imitate dialects; literate) 1 Language: French (fluent conversation; literate) 2 Language: Spanish (fluent conversation; literate) 0 Paramedics 8- 0 Persuasion 8- 0 PS: Student 11- 0 Shadowing 8- 0 Stealth 8- [b]SKILLS Cost: 7[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 1 Fringe Benefit: Passport 2 Deep Cover [b]PERKS Cost: 3[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 5 Dependent NPC: Thunder and Lightning 8- (As powerful as the PC; Group DNPC: x2 DNPCs) 20 Hunted: Ravenswood Staff 11- (Mo Pow, NCI, Mildly Punish) 10 Physical Limitation: Medically Resistant Skin (Infrequently, Greatly Impairing) 15 Psychological Limitation: Easily Embarrassed (Common, Strong) 10 Psychological Limitation: Feels That He Needs To Make Up For His Parents Criminal Past (Common, Moderate) 10 Social Limitation: Minor (Under 16) (Frequently, Minor) 15 Social Limitation: Secret Identity, Robin Lemick (Frequently, Major) 5 Social Limitation: Really Robin Harrington, Son of Thunder and Lightning (Occasionally, Minor) 10 Susceptibility: Strong Magnetic Fields 1d6 damage per Turn (Uncommon) [b]DISADVANTAGES Points: 100[/b] Base Pts: 100 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 200
  9. Weldun

    Fallen Son

    Re: Fallen Son Nightwalker: Due to there being no malice or magic within her aura, as per the OP, Nightwalker would place the child in the care of his circle's Champion, a Buddhist Monk, while he tracked down Prof. Hammond. Nightwalker is well aware that an aura can be masked. If his team-mates asked what he was doing, he would reply "my appointed duty." He's a part of a mystical team with five members, but only trusts each member to a limited extent. If he is at all able to confirm the Professor's claim, he would probably try to kill the child in secret. He has no qualms killing if he believes it to be necessary (Psych Lim: Casual Killer [Common, Moderate]) and would probably enlist the aid of his circle's Speaker, The Stranger, who also has little problem "doing what is necessary."
  10. Re: Quote of the Week from my gaming group... We later realized that it would probably be better calling it 2pts Flash Defence (Sight Group), Inherent (+¼). 2pts Active, 2pts Real. If you take the sunglasses off of the character, they INSTANTLY whip out another pair and put them on.
  11. Re: Quote of the Week from my gaming group... Pronounced "cosine". Hey, I was making some of these up on the fly. Let's see, what were there? D.O.S.P.A (United States of America): Department Of Superhuman and Paranormal Activities. In this continuum, the Metahuman Registration Act was actually passed. C.O.S.I.N (Confederated States of America): Confederate Organization for Superhuman Integration/Neutralization. R.O.S.P.A (Republic of Texas and California): Republic of Texas and California Office of Superhuman and Paranormal Affairs. M.I.S (Imperial Europe): Ministère Impérial de Superhumains. (Imperial Ministry of Superhumans.) M.I.13 (British Empire): Directorate of Military Intelligence, Section 13. (Marvel Comics aren't the only one's to notice that 13 and 18 weren't used.) I.R.A.S.K (Rossiyskaya Imperiya): Imperskaya Rossiyskaya Armeyskaya, Sverhchelovecheskaya Korporaciya. (Imperial Russian Army, Superhuman Corp.) The Great Empire of Japan also lacked a D.O.S.P.A equivalent, due to all Japanese Superhumans being declared Samurai in direct service to the Emperor. The Chinese Emperor had the Forbidden Legion, a similar group. Just to weird out the U.S. readers, I've attached a map of North America for you. (Some of my players may notice that a couple of details have changed. This is to avoid a certain trope.)
  12. Re: Shadows into Light The "legal" part is simply to draw on the metaphysical aspect of that event. If we simply destroyed it ourselves, it would have less of an impact upon the site in thaumaturgical terms. By having demolished by a court order or some other means of representative authority (the law of the land) it won't simply have been destroyed, it will have been unmade. Yay! I'm guessing Vampires. Nightwalker's got a rule about them...
  13. Re: Quote of the Week from my gaming group... So every episode of Kingdom City (Featuring the Skeleton Crew) aired during sweeps week?
  14. Re: Quote of the Week from my gaming group... I long ago took to calling it that other game. Great material, crappy system that hasn't seen any serious updating for 25 years! But yeah, I use a LOT of their stuff in my games.
  15. Re: The Alien Hall of Fame 1 (Overall). Tenctonese/Newcommers, Cybertronians (Gen1), Vorox, Yautja, Tarlok (No Links Available). 2 (Television). Tenctonese/Newcommers, Cybertronians (Gen1), Zentraedi, Experiment-626/Stitch. 3 (Movies). Tenctonese/Newcommers, Yautja, Experiment-626/Stitch. 4 (Print). Vorox,Tarlok (No Links Available), Treecats.
  16. Re: Shadows into Light Joy! Rapture! Oh, Hagadorn was being sarcastic.
  17. Weldun

    Tee Hee.

    Re: Tee Hee. Do I get to slap upside the back of your head this Saturday?
  18. Re: Is it really so wrong? So in summary, I have used... Furby - Killer Furbys created by the Black Harlequin. Care Bears - 4 Mutant Bear-cubs with nasty dispositions and specialized psionic powers which were symbolized on the fur of their bellies. T-Rex - Buck and Ginger are currently missing, so that might have thrown my PCs, but I doubt it. Cobra-La - I even lifted the movies plot. I know, I have no shame. In the pipe are Alvin and the Chipmunks - A classic case of a "No-Brainer", that one. BraveStarr - I'm thinking as a politically motivated supervillain, however. Wild West C.O.W.-Boys of Moo Mesa - But I'm still not sure how I'm going to implement these, but I want to, you know? Visionaries - Possibly as a European group. Wuzzles - I don't want to give too much away. The Inhumanoids - Again, I don't want to give too much away. (This is a kids-show and yet I could use it "strait out of the box" and not ruin the semi-gritty feel of the campaign.) The ones even I won't touch! Skysurfer Strike Force But now I'm looking for more toy/cartoon-based inspiration for me to twist so it fits my campaign.
  19. Re: Quote of the Week from my gaming group... Oh! A new character for Freakville.
  20. Re: Quote of the Week from my gaming group... :love:
  21. Re: Quote of the Week from my gaming group... You see, now I'm confused. If we had actually "Googled" her, we would have known that, but because she's married we shouldn't? I couldn't resist continuing the innuendo...
  22. Re: .50 cal Longarm I owe you rep for that, Ian. Unfortunately game canceled due to a player being (unexpectedly) out of state.
  23. Re: .50 cal Longarm I just realized that I put this in the wrong area. Could I please ask a moderator to move this thread to General Roleplaying, thank you.
  24. Re: .50 cal Longarm The game is tonight and I'm going with a .300 Weatherby Magnum in a bullpup rifle. With a muzzle energy of about 5.7 kJ on a 66cm (26in) barrel, and an introduction date of 1944, it should do quite nicely.
  25. Re: .50 cal Longarm I'm also trying to follow the cardinal rule of RPG encounter equipment. Never give the antagonists a "shiny" that you are not willing to have the PCs claim as loot.
×
×
  • Create New...