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Banakles

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Posts posted by Banakles

  1. I just want to be able to blind myself with fletching when I roll badly firing an arrow.  That there is the Rolemaster experience.

    Had a character drop two arrows, break a bow string, then in frustration draw his sword and leap through the window to attack, only to get stuck in the window and have his right hand hacked off, while trying to extricate himself. Promptly surrendered after that. The bandit leader let him live, and walked away laughing his head off.

    The character spent the rest of his days as a left handed swordsman, who constantly hunted the wilds for that particular bandit.

    Never did find him.

    Generally played MERP over RM, we always loved the system, but as a standby or "let's have a break" system. The players in my group seemed to get attached to their characters, and didn't like seeing them die or be maimed in battle.

    So we used systems that favoured character survival, mainly AD&D, Palladium Fantasy, and Chivalry and Sorcery.

    The players for some reason treat their characters the same way they do their online characters; as an investment in time. They seem very disappointed when all the effort and time they put into building the character and earning experience etc. is ended by the character's death.

    I'm not sure why this is so, but it is true for most of my gaming group.

     

    I digress, MERP and RM criticals and fumbles were and still are AWESOME!!!!    :)

  2. Yeah, I got that I think. But here's the part I don't get.

     

     

     

    It sounds like you're saying that you will take a number from the MERP game, divide it by 5, and get a quantity, call it X. Then the character spends from 1 to 4 pts on a Life Support: Immunity to X Diseases or Poisons (filling in X with whatever the actual number is.) Then when the character is exposed to a poison or disease, they get a random roll of some kind to see if it's one they are immune to. If so, they can record it by name and the character is ever after immune to that specific thing. If not, I guess you have to record that too, as "NOT Immune to ____" In any case, once they hit that maximum number of immunities, that's it; they're not immune to any other poisons or diseases.

     

    If that's not what you're saying, I don't know what you are saying; and if that IS what you are saying, I think it strange.

     

    Lucius Alexander

     

    And that's the opinion of someone who thinks a palindromedary is pretty normal.

    Well ... I was saying something like that.

    Given that they did not have immunity to all poisons, I was going to work with the theory that they were immune to some and arrive at a the number of those by dividing their MERP resistance bonus by 5 to determine that number, however I was going to allow the player to choose which poisons his charactzer was immune to.

    "Was" is the operative word because it was only a thought and I hadn't got much further with it than what you see typed here.

    Urlord's suggestion made far more sense to me, I just couldn't see it because of my unfamiliarity with Hero System. I hadn't actually read anything in the rules that dealt speciifically with how poisons affect a character.

  3. "Psions are the power of the individual formed into usable effects. This is in no way similar to Mentalism. Mentalism uses the Primal Essence within a person, while Psions uses the will of the person alone."  --- Spell User's Companion p.8

     

    Mental Defense would work against Psions and possibly some specific spell effects in the three realms of magic.

     

    From what I was reading, the racial bonuses for Essence, Channelling and Mentalism resistance apply to all magic effects from the particular realm of magic. Most races have some sort of resistance or vulnerability in this regard.

    While I can't actually find a way to create this type of blanket resistance to a realm of magic, I expect it would be rather costly in CP's.

     

    Now my understanding of these resistances in MERP/RM and the intention behind them is that they were meant to represent such things as Frodo struggling to stay alive and resist the morgul blade that had wounded him, his further struggle against the allure of the One Ring, Arwen's and Meriadoc's struggle against the Black Breath after they slew the Witchking, the hobbits under the Barrowwight's power in the Barrow Downs. These are the sorts of things I envision the MERP/RM resistances applying to. The physical side of magic such as dodging a fireball, or avoiding a rain of icicles, etc. are in the physical realm and would best be avoided using physical means rather than metaphysical means.

    Therefore I think the Power Defense option fits this scenario better. It is not too costly in CP, it is flexible enough to represent different racial levels of resistance, is limited enough to not upset the game balance and can be readily adapted to any new realm of magic should they be introduced.

  4. They get Immunity to Disease in General for 2 pts? How did they do that?

     

     

    I'm confused and I don't know what you are doing here exactly.

     

     

     

     

    I could be wrong about what "Mentalism" means in this context, but if it includes things like Telepathy, Mental Illusions, or Mind Control, you might want to use Mental Defense rather than Power Defense. If Mentalism includes such things and ALSO includes Drains, Transformations, etc. you might want to house rule that Mental Defense protects against those because they still have the "special effect" of Mentalism.

     

    Lucius Alexander

     

    Channeling the Mental Essence of a palindromedary

    I got the Life Support Immunity to All Terrestrial Diseases wrong it is 5 points.

     

    Ok.. sorry I thought I mentioned that I am starting a Fantasy Hero game set in Middle Earth and I'm trying to figure out how to give the races the abilities they supposedly have in Middle Earth (according to MERP/RM).

     

    MERP lists two realms of magic: Essence and Channelling. Rolemaster introduced Mentalism as a third, and some MERP modules included it in creature and NPC descriptions afterwards.

    Quoted from the books:

     

    "THE REALM OF ESSENCE: The Essence is that which is common to all things, living and dead, organic and inorganic. It has been characterized by many names—the Tao, Magic, the Unified Field, etc. It represents a force and order that defines the ways of the world. Changes in the patterns of the Essence dictate the flow of events, and the course of life itself. It is a power beyond the grasp of any being. Nonetheless, some who become one with the Essence find ways of manipulating its patterns on a temporary basis. This fleeting strength allows them to redefine the reality around them, molding elements and wielding very real power. Thus, the spells of those who are of the realm of Essence can be both beautiful and lethal, affecting one or many. In the end, however, the normal patterns will always prevail, and only the effects will remain to tell the tale."  -- Spell Law of Essence p.3

     

    "THE REALM OF CHANNELING: Channeling is the power of the deities of a given world as channeled through their followers or other spell users. It is religious in nature and independent of the Essence. A spell user of Channeling draws directly on the power of his deity, even though this “usually” does not require the conscious cooperation of the deity. Thus spells of this realm do not necessarily reflect the nature of the deity as long as the spell user is using relatively subtle spells (i.e., healing, detection, etc.). More powerful and significant spells such as death spells and the revival of the dead might require the active consent of a deity, depending upon the world system being used by the Gamemaster."  -- Spell Law of Channelling p.3

     

    "THE REALM OF MENTALISM: The mind is an amazing tool—yet, no one uses it to its full capacity. Mentalism spell users strive to use their minds in ways few even contemplate. By using the very personal power locked within themselves, Mentalism users are able to channel the power of the Essence through their own mental corridors; thus, manipulating and bending the reality that surrounds them. In a sense, they act as very minute imitations of the deities above, giving power not to clerics, but retaining it and directing its manipulation. Mentalism users are masters of the Essence within themselves. Because Mentalism users are not deities, however, they work within the limitations of their worldly bodies, their own senses, and perceptions. Rarely are they able to direct their spells beyond themselves or one target. Nonetheless, the power of the Mentalism user can reach great heights. They are masters of thought, gatherers of presence and

    inner strength. Even though their focus is generally limited to singular targets, their abilities regarding personal confrontations are considerable indeed ... for, it is the Mentaism user who seeks to fulfill the destiny of his own mind."  -- Spell Law of Mentalism p.3

     

    There were apparently a number of other realms which were introduced into RM over the years, one was called Psions, there was also Elementalism, Arcane, I'll see if I can find any definitions for the them.

  5. What do you guys think of Power Defense used as such:

     

    4       Magic Resistance:  Power Defense (8 points) (8 Active Points); Only Works Against Essence Magic Rare attack (-1)

     

    4       Magic Resistance:  Power Defense (8 points) (8 Active Points); Only Works Against Channelling Magic Rare attack (-1)

     

    4       Magic Resistance:  Power Defense (8 points) (8 Active Points); Only Works Against Mentalism Magic Rare attack (-1)

     

    I've gone with rare attack on the limitation because, overt use of magic is/was rare in Middle Earth except in cases of dire need, uncommon has the same cost, common caost 5 CP's and Very Common 6 CP's.

     

    It limits magic resistance to Drains, Transfers, Transforms and related attacks, to my mind this represents magic resistance quite well.

     

    The resistance to physical types of magic, i.e. Magic Missile, Fireball, Lightning bolt should be handled as mundane attacks (albeit with a magical origin).

     

    Having each realm, Essence, Channelling and Mentalism require it's own resistance power, allows the GM to introduce new realms of magic later in the game, without significant changes to the mechanic.

     

    Thoughts and Suggestions, Please?

  6. Conversion for stats from RM to Hero is definitely divide by 5. A RM 100 should equal a Hero 20.

     

    For racial bonuses, you can divide those by 5 and add it as a bonus to the Hero characteristic.

    Yeah that's what I ended up doing, the divide by 3 came from one of the RM books, can't remember which, the stat bonuses just seemed a bit high. Anyway I did up  spreadsheet using the divide by 5 rule and others I found online or within the books themselves. And have generally got the racial stat mods worked out. I did a quick comparison with the converted stat modifiers and the stat mods given in RM4, and to convert RM4 to Hero (stat mods) simply divide by 2.

     

    For racial resistances to cold and heat, I chose to go with Life Support: Safe Environment, this way they are largely immune to the effects of intense heat and/or cold, depending on race, but can still take damage from a fire or ice attack.

     

    The elves got Life Support: Immunity to all Terrestrial Diseases

    But I'm not sure how to do Essence, Channelling, Mentalism, Poison and Disease Resistance.

    I was actually considering ignoring Essence, Channelling and Mentalism Resistance.

    Damage Negation or Damage Reduction seems a bit expensive for Poison and Disease Resistance, particularly when the elves get Disease Immunity for 2 points.

     

    I just had the thought that I could take the MERP/RM bonuse divide it by 5 and use the result as the number of specific poisons or diseases the character is immune to.

    The cost is relatively low compared to Damage Negation/Reduction.

    The character has some hope that any poison or disease he/she is exposed to is one that he/she is immune to.

    Perhaps I could do something similar with Essence, Channelling and Mentalism.

  7. I like this setting.  probably missed it, but have you given much thought to the Evil Overlords efforts to ensure control of his empire?

     

    Real world examples are readily available.

     

     

    Currency: Mint new coinage (the Overlord Gold Coin), pass laws banning the use of other forms of currency, including barter. Offer an amnesty period where old coins can be exchanged for new.

    Economy: Encourage the expansion of industries, particularly those producing war materials, at the expense of others, award Overlord contracts to particular businesses, encourage competition amongst bidders for these contracts.

    Land Onwership: Encourage or oversee the wholesale purchase of large tracts of farm or grazing land by the wealthy, (encourage the use of slave labour to run these large plantations etc.), disenfranchising the small farmholder (who is pretty much independent). This creates a large body of dispossessed persons who need a means to feed themselves and their families. Offer them, work on plantations or in factories at really shiity rates, to be paid in Overlord Gold Coins.

    Religion: you cannot eradicate a religion, but you can subvert it, insist upon all religious positions being approved by the Evil Overlord. Gradually control of the church will shift o the Overlord as sycophants gain higher and higher church postions.

    Language: Pass a law making one language the offical language of the empire, and conduct all business and have all documentation use this language and no other.

    Literature: Pass a law prohibiting the publishing of any material unless The Evil Overlord has approved of it, the processing of the approval request and the issuing of an approval notice incur fees, (Overlord Gold only, no foreign coins).

    Learning: "If you want to change (destroy) a culture in one generation, how would you do it?" "Change the way they educate their children." Introduce compulsory mass education, teaching only the offical language, the Overlords version of history, ensure that geographic knowledge is limited, mathematics and literacy should also be limited. Encourage rote learning, with correct and incorrect answers only.

    Communications: Establish the Overlords Empire wide Postal Service, charging reasonable fees and ensuring timely delivery. In short order the Overlord will control all the majority, if not all communications and be able to limit the proliferation of ideas.

    Consolidate: gradually introduce laws to reinforce or support the above, incidentally making counter or revolutionary activities illegal.

     

    Education is the key, though. Conquerors who have sued some or all of these ideas successfully include:

    Alexander the Great, he took greek philosphy with him

    Rome, with the policy "all roads lead to Rome" The romans actively exported their culture, making everywhere they conquered "Rome".

    The colonial powers used a combination of economic incentive backed up with military might followed by enforced education to destabilise the local culture then rebuild it as a satellite culture of the homeland.

    and it continues to this day.

     

    Make the Evil Overlord the consumate manipulator with a cadre of elite bureacrats under him :)

     

    Then again this would be too hard to fight and your heroes would have to be teachers as well as warriors.

  8. I am starting a Middle Earth Campaign for my group. We're all new to Hero System, and apparently they found the combination of a modern Dark Champions setting and a new rules system too complicated. So we've agreed to continue to learn HS but with a familiar setting, Middle Earth.

    I have gone through my Rolemaster and MERP books and worked up racial templates. There seems to be two rates of conversion for the stats and stat bonuses, divide by 3 and divide by 5, I opted for the latter.

    I took the Racial Quickness Bonus from RM and the average height for a race in MERP and applied them respectively to the Base Movement Rate table and the Stride Modification table (Campaign Law p.14) to get an average racial mod for running. The resulting average racial running speeds were:

     

    Race                     Running

    Dwarf                                     6m

    Harfoot Hobbit                       7m

    Fallohide Hobbit                    8m

    Stoor Hobbit                          6m

    Umli                                       7m

    Half-Elf                                  12m

    Sylvan Elf                              11m

    Sindar Elf                              13m

    Noldor Elf                              13m

    Most Men                              10m

    Haradan (northern)               11m

    Haradan (southern)               12m

    Lossoth                                  9m

    Half-Orc                                 9m

    Half-Troll                                12m

    Forest and Stone Trolls         14m

    Hill Trolls                                17m

    Snow Trolls                            18m

    Cave Trolls                             20m

    Mountain Trolls                      25m

     

    Trolls amy be slow but they take really big steps, so run little hobbit run. :)

     

    PS: my spelling and grammar may be a tad off today, as I am currently high as a kite on endone, (sneezed and threw my back out) :)

  9. The game has been paused, for now. I noticed the players were not responding to messages in our DC FB group. So I asked if they were losing interest for some reason.

    Apparently they were having difficulties learning the Hero System Rules and with the setting.

    To them a modern setting is far too complicated to deal with when they have to learn a new set of rules.

    My suggestion was to switch to a familiar setting and keep using the Hero System, once the players are familiar with them we can revisit the DC campaign again.

    So the setting chosen was Middle Earth, so I'll be starting a new thread in the Fantasy Hero forum.

  10. I have heard (and since dispelled) a rumor that one of our local security companies had gained limited police powers and were actually patrolling some sections of town as backups to the Sacramento PD. That would have been an "in" for this sort of progressive privatization of police forces. Luckily, that rumor is nothing more than that. One local company is composed almost entirely of former police officers, candidates that have completed the POST academy, and off-duty law enforcement officers. Even though they have no official recognition, they also have a lot of friends in the local agencies around town. They have been known to use force exceeding their technically legal mandate without more that the proverbial slap on the wrist.

     

    The point of all this is, this could very well be the inspiration for the genesis of privatized police forces in a cyberpunk\dystopian future setting. Not much of a step from fringe law enforcement to private cops. All it would take is the right amount of political and economic pressure applied at just the right moment. The right moment could be St Louis style riots, natural disaster, etc. If the world is already going to crap, it could be something like food or medicine riots. Season to taste.

    My son was a bouncer for several years in Brisbane and Ipswich, and according to him there were negotiations taking place with the Queensland Police Service and a particular security company (can't remember which), in regard to having security officers patrol the Brisbane CBD as first responders to nightclub incidents. Apparently the plan was for the security company to provide foot patrols equipped with pretty much the same gear a police officer was equipped with (excepting firearms and taser), they were to patrol the CBD and respond when a Nightclub called for assistance (a unified comm system was to be implemented). They would then assist the inhouse security deal with the problem until police arrived on scene.

    Whether this plan was put into place or not I cannot say, but it could be used as an early step towards corporate law enforcement, a precursor to actively backing up the police.

  11. In real life, this kind of arrangement would bring all sorts of scrutiny.  The FBI would be there in two seconds flat, investigating a buttload of illegal operations.  While that sort of system wouldn't necessarily be illegal, you probably couldn't get that sort of system set up without violating all sorts of federal laws.

    Maybe the TPP will change that.

     

    In the Kazei 5 timeline 2019 is the year Australia passes laws stating that "replicants are to be accorded all the same rights and privileges as natural born humans" p.310

    Therefore they must have a work visa, be paid a fair wage and pay taxes.

    This was in an effort to stem the tide of replicants imported to work in the country.

     

    If the warnings about the TPP are true, then the corporation(s) importing replicants would be able sue the Australian Government for passing laws that interfere with corporate profit generation.

    Apparently one reason Australia did this (in the setting) is because it was suffering financially, in the timeline these laws apparently helped to stabilise the Australian Economy.

    But under a TPP being sued at this critical period would ruin the economy and probably cause political chaos as well, the corporations might be able to step in and act as saviours to the Australian people, or could instigate a hostile takeover on a national level.

    How Australian citizens would react to either event is difficult to determine, but I could see some sort of resistance to either option being mounted.

    We are notoriously laid back and far from patriotic, however that has been changing over the last few decades with each new generation being more highly strung and recently with the anti-terror campaign in the media, patriots seem to be crawling out of the woodwork. Even so most of this is usually expressed on social media, where the individual can be anonymous and safe, so perhaps we would sit by and meekly accept a corporate takeover of govenrment and infrastructure, (including law enforcement).

  12. Thanks for the input guys... I am currently reworking military package deals, the frequent references to CQB training got me interested in how to define CQB itself and the training in game.

    What do you want to define in game terms? A skill/ability to conduct CQB successfully/advantageously? Teamwork is frighteningly important: knowing to the centimetre where your team mates are going to be when you make dynamic entry into a room is vital so you don't suffer blue-on-blue incidents. Personal proficiency with your weapon is key. Knowing where you're going to need to go, and where to point your weapon is important; that'd be a PS, I reckon, or just "Tactics".

     

    Hand-to-hand Martial arts outside the "fantastical" (Gun-fu) have little to do with conducting CQB efficiently:

     

    Whether PSLs are relevant will depend on whether there are penalties being applied for gunplay at close quarters, dynamic situations, snap shooting and poor lighting and visibility. Some ability to mitigate the effects of flashbangs seems to be important to today's SF soldiers, since they do like to disorient their targets... Target discrimination (plain ol' PER rolls, mostly, I guess) can be reallly important in some CQB scenarios: not shooting the hostages or the innocent bystanders is generally considered a Good Thing . Perception in general to recognise threats, both obvious and subtle, before they become actually dangerous ("Is that a gat you have there, Mrs Innocent Bystander, or just your handbag?")

     

    It'll depend on how gritty and nitty you want to get with your room-to-room fighting. Will a PS giving a small bonus on some rolls be more use than a single CSL, and is it worth the extra trouble of rolling the supplemental skill all the time?

     

    So Teamwork, PS: CQB? and/or Tactics

    Perhaps some of the ranged manoeuvres from Gun-fu.

    I'd use the DC CQB penalties for weapon size (p.193), so maybe PSL's would be appropriate.

     

    It is nearly impossible to account for all the variables, but a combination of martial maneuvers, CSLs, and PSLs work just fine. If you want to use the optional DC rules, that is just another variable to add to the list.

     

    To even try simulate something like the chaos of an infiltration would require some outside the comfort zone thinking. Get rid of the maps/minis for the first phase or two, at least. The infiltration team should have a plan. Deviating from that plan could really be a problem. Require PER checks for those first two phases in order to discriminate between Friend/Foe/Hostage. Mostly, demand an instant decision based on obvious factors. Gun/No Gun, Teammate/Other, are all factors to consider in a Shoot/Don't Shoot situation. No hostages\sensitive materials makes it much easier. Toss a flashbang or frag grenade into the room and go in shooting anything that moves.

     

    Hero's very ordered initiative structure makes it even more difficult to simulate that sort of thing. If the PC, who has an Initiative of 18 fails to act, the NPC might have to wait until 12 in order to respond to the lack of action. It may be harsh, but the first phase of combat should probably be a "use it or lose it" scenario. You either shoot, dodge or stand there with a stunned expression while the bad guy riddles you and your team with bullets.

     

    After the first couple of phases, the infiltration team is going to get their bearings enough to run it like a normal combat. You can even bring out the minis and map if you like. You can also skip the hi-jinks above if you are running something more cinematic. 

     

    Just my take on it, based on some pretty intense training that I participated in about two decades ago. I just remember how chaotic it was at first and how drilling down on the basics made it less chaotic. As with any combat, chaos is going to exist. You can try to control it with intel and procedure but I refer back to one of Murphy's laws; no plan survives first contact.

    Manoeuvres, CSLs and PSLs

    PER Checks

    "Use it or Lose it for the first phase", I like

     

    So from both your input I'm getting, (correct me if I'm wrong):

     

    CQB should be Use it or lose it for the first phase, requiring PER checks to identify  targets, with a Weapon size penalties (DC p.193)

     

    CQB training teaches PS: CQB and/or Tactics, Teamwork, CSLs and PSLs, and Ranged Manoeuvres.

     

    CQB Training Package Deal

    Cost     Ability

    4          +2 OCV with weapon of choice

    3          +1 vs weapon size modifier in CQB (this covers any weapon the character is familiar with, hence the 3 points per level cost)

    3          +1 vs movement penalty while shooting (this covers any weapon the character is familiar with, hence the 3 points per level cost)

    3          Teamwork 11-

    2          PS: CQB

    3          Tactics 11-

    Total Coast of Package Abilities: 18

     

    Complications

    Value    Complications

    None

    Total Value Of Package Complications: 0

     

    Options

    Value     Ability

    +2         Observant: +1 PER with Sight Group

    +10       Martial Arts: CQB (10 points worth of manoeuvres) (CQB is a stripped down version of Gun-fu, (need to design this))

     

    Suggestions? Comments? Be ruthless :)

  13. Last session:

     

    We spent this session (only a few hours long as everyone was rather tired) transferring characters to hand written character sheets, as the players voiced their preference for hand written over computer printed character sheets, (they like to be able to write/erase on their character sheet) I have to agree here.

    So, no adventuring, but we sat down and went through their character sheets. I'd also added in the sectional armour option so we reworked their armour and figured out the coverage provided and protection provided.

    The players had not fully utilised their resource points, so we worked out the initial equipment in their armouries and their primary field kit.

    I also set the opening scene for the next session, "news reports have mentioned a new drug hitting the streets, and the random violence associated with it."

    One of the players has decided to use his PS: Paramedic to try and locate the main distribution point for the drug, so far he has narrowed it down to the South-side. :)

  14. I find repeated references to Close Quarters Battle in my reading, in some it is referred to in the same breath as unarmed self defence, bayonet drill or other techniques.

    DC has the option of applying a penalty to DEX for purposes of determining who shoots first, based on weapon length.

    The background reading on Commando Training (Fairbairn, Sykes etc.) describes methods of shooting on the move, unarmed combat, etc.

     

    Options I can think of for defining CQB:

    1. The DC optional Rule
    2. a KS and/or PS
    3. a variant of a particular martial art (Commando Training, Marine Corps Martial Arts Program, or Gunf-Fu)
    4. one or more custom martial art manoeuvres
    5. a combination of CSL's and PSL's
    6. a combination of some or all of the above.

     

    How would you define CQB in game terms?

  15. That's an add-on to another package, obviously, given the "-1       -1 to Fringe Benefit: Military Rank".

    Yes, sorry.

     

    SASR selection is open to all Army personnel, so add to whatever military package deals your character already has.

    I've opted to use the Hero Traveller templates as a basis for military packages, they need a little tweaking to make them contemporary and to provide some differentiation between each nations forces.

     

    Have also uploaded the HD package deal

  16. Ok have finally sorted out the SASR package deal, add it to the basic military package deal.

     

    SPECIAL AIR SERVICE REGIMENT (SASR)

    The Special Air Service Regiment is a special missions unit with unique capabilities within the Australian Defence Force.

    Operating under the motto 'Who Dares Wins' the Special Air Service Regiment (SASR) is a direct command unit of the Special Operations Command with a demanding role.

    SASR personnel are specially selected and highly trained to act with discretion and discipline in situations that may have national and strategic consequences. Personnel are required to work in small teams for extended periods, often without support.
    SASR can trace its beginnings back to the Australian Z Special Unit and Independent Commando Companies that fought during World War II. On 25 July 1957, the 1st Special Air Service Company, Royal Australian Infantry, was raised at Campbell Barracks in Western Australia. In 1964, 1st Special Air Service Company was expanded to become the Special Air Service Regiment.
    SASR is tasked to provide special operations capabilities in support of the Australia's national interests. This includes providing unique capabilities to support sensitive strategic operations, special recovery operations, training assistance, special reconnaissance and precision strike and direct action.
    Force elements from SASR have served in various major conflicts (including Borneo, Vietnam, Afghanistan and Iraq) and provide support to peace enforcements and peacekeeping operations (including Rwanda, Somalia, Cambodia and Timor-Leste (East Timor)). In addition to international operations, SASR remains prepared to meet domestic and offshore counter-terrorism tasks.

     

    The size of the SASR is classified and its reported strength varies, with figures of between 500 to 700 personnel appearing in different sources. Based at Campbell Barracks in Swanbourne, it is a battalion-sized element and is known to be made up of a regimental headquarters, four sabre squadrons, an operational support squadron, a base squadron and a signals squadron. Two sabre squadrons maintain the regiment's war-fighting capability and train for operational contingencies, while a third squadron is maintained on rotation for counter terrorist or recovery operations in support of State or Federal police forces. The existence of the SASR's fourth sabre squadron has been reported in the media but has never been officially acknowledged. The regiment is currently believed to be organised as follows:

    • Regimental headquarters

    • 1 Squadron

    • 2 Squadron

    • 3 Squadron

    • 4 Squadron

    • Base Squadron

    • Operation Support Squadron

    • 152 Signal Squadron

    Each sabre squadron is approximately 90-strong and is divided into three troops (Water Troop, Free-Fall Troop and Land Troop). A troop comprises four patrols with five or six operators in each patrol and is commanded by a captain with each patrol commanded by a sergeant. For surveillance operations the SASR usually operates in patrols; however, for CT operations it usually employs larger force elements. Support personnel include signallers, mechanics and technicians, medical staff, storemen, drivers, caterers and various specialists. It was reported in 2012 that six female soldiers were being trained in the United States for their work with 4 Squadron. As of 2003, 152 Signal Squadron comprised four troops.

    While the SASR is a regular army unit, it also has a pool of Army Reserve personnel. These soldiers are former regular Army members of the SASR or specialists.

    The SASR regiment has high personnel standards, and selection into the regiment is considered the most demanding of any entry test in the Australian Army. Members of the SASR are required to work in small teams for extended periods and often without support, and are specially selected for their ability to work in this environment, rather than as individuals. Selection is open to all serving Australian Defence Force personnel. After initial screening candidates must complete the "Special Forces Barrier Test", which tests their physical fitness. About 80 to 85 percent of applicants pass this phase. Successful candidates then continue on to the 21-day SASR selection course conducted at Bindoon, Western Australia which assesses both the individual's strength and endurance (mental and physical), as well as overall fitness, ability to remain calm in combat, and to work effectively in small teams. The course is conducted by staff from the Special Forces Training Centre, which was established in 1998. Only 25 to 30 percent pass selection. These candidates then progress onto the 18 month reinforcement cycle, during which they will complete a range of courses including weapons, basic patrolling, parachuting, combat survival, signaller/medic, heavy weapons, demolitions, method of entry, and urban combat, before posting to a sabre squadron if successful. Officers must complete additional courses to qualify as an officer in the regiment, with requisite expertise in operations, administration and command. Most candidates are generally in their late-20s and are on average older than most soldiers. Despite a possible reduction in rank, SASR operators receive significant allowances, which make them among the highest-paid soldiers in the Australian Defence Force, with a trooper (equivalent to a private) earning about $100,000 per annum.

    All members of the SASR are parachute qualified, and each member of a patrol has at least one specialisation, including medic, signaller, explosive expert or linguist. Each of the three sabre squadrons works on a three-year training and operational cycle, although the system is flexible and can be accelerated or varied depending on operational requirements and deployments. In the first year new members of the regiment develop their individual skills and practice the new techniques they have been taught, while more experienced members undertake advanced courses. In the second year mission skill sets for conventional warfare are trained, while in the third year clandestine tasks are practiced and the squadron becomes the online counter terrorist squadron. Counter terrorist training includes close quarters battle (CQB), explosive entry, tubular assault (in vehicles such as in buses, trains and aircraft) and in high rise buildings, as well as room and building clearance. This training is conducted in a range of advanced facilities, including electronic indoor and outdoor CQB ranges, outdoor sniper range, and urban training facilities at Swanbourne. Additional facilities include a special urban complex, vertical plunging range, method of entry house, and simulated oil rig and aircraft mock-ups in order to provide realistic training environments for potential operational scenarios. SASR personnel also provide training in weapons handling and the use of explosives to intelligence agents and members of elite police units at Swan Island in Victoria.

    The SASR maintains close links with special forces from the United States, United Kingdom and New Zealand, regularly participating in joint exercises and individual personnel exchange programs with the British SAS and SBS, as well as the New Zealand SAS, US Navy SEALs and United States Special Forces. The regiment also regularly conducts exercises with and trains soldiers from South East Asian nations, and participates in exercises with regional special forces. From 1992 this has included close links with the Indonesian Kopassus, a relationship which has at times been politically controversial. Since its formation the SASR has lost more men in training than in combat, due to the nature of the training regime. In 2014, the regiment celebrated its 50th anniversary. During this period 48 soldiers have been killed during operations or in training accidents, while another 20 died in "other circumstances". More than 200 have been wounded. The names of those killed are recorded on a plaque on a memorial made of a large piece of granite outside the SASR headquarters at Campbell Barracks, known as "The Rock".

     

    SASR PACKAGE DEAL

    Abilities

    Cost     Ability

    6         +6 STR

    10       +5 DEX

    7         +7 CON

    3         +3 INT

    5         +5 PRE

    4         Running +4m

    1         Swimming +2m

    4        +2 OCV with firearm of choice

    12      +6 versus Range Modifier with Firearms

    3        Climbing

    3        Combat Driving

    3        Demolitions

    2        +2 to KS: The Military/Mercenary/Terrorist World

    2        KS: SAS History and Traditions

    3        Lockpicking

    10      Martial Arts: Commando Training (10 points worth of manoeuvres)

    2        Navigation (Land)

    3        Paramedic

    2        PS: SAS Trooper 11-

    10      Survival (Desert, Mountains, Temperate/Subtropical, Tropical, Arctic/Sub-Arctic)

    7        Stealth +2

    4        Systems Operation (choose 2 categories)

    5        Tracking +1

    8        TF: Basic Parachuting, Advanced Parachuting, SCUBA, Small Motorised Boats, Small Rowed Boats, Wheeled Military Vehicles, Snow Skiing, Two-Wheeled Motorised Ground Vehicles.

    4        WF: Common Melee Weapons, Grenade Launcher, Heavy Machine Guns, Shoulder Fired

    6        6 points worth of skills from the following list: Autofire Skills, Bureaucratics, Climbing, Combat Driving, Combat Skill Levels, Computer Programming, Concealment, Demolitions,

              Electronics, Mechanics, Paramedics, Persuasion, Security Systems, Skill Levels, Stealth, Transport Familiarity, Weapon Familiarity, Weaponsmith, additional categories for Survival,

              additional categories for Systems Operation, additional categories for Navigation, any Background skills

    -1       -1 to Fringe Benefit: Military Rank

    5         Fringe Benefit: Security Clearance

    Total Cost Of Abilities: +133

     

    Complications

    Value    Complications

    None

    Total Value Of Package Complications: 0

     

    Options

    Value     Ability

    0           Medic: choose Paramedics

    0           Signaller: choose Computer Programming, Cryptography, and Systems Operation

    0           Explosives Expert: choose Demolitions, KS: Improvised Explosive Devices

    0           Linguist: choose Language(s)

    0           Operations/Intelligence: PS: Mission Planning and Logistics (INT Roll)

    0           Water Troop: choose SS: Hydrography, and Navigation (Marine)

    0           Free Fall Troop: choose Navigation (Air), and Combat Piloting (Para-gliders, Wing-suits. Etc.)

    0           Land Troop: choose extra levels in Stealth, and Navigation (Land)

  17. Here is my version of the Special Air Service Regiment Package Deal/Template add it to the basic military package deal.

     

     

    SPECIAL AIR SERVICE REGIMENT (SASR)

    The Special Air Service Regiment is a special missions unit with unique capabilities within the Australian Defence Force.

    Operating under the motto 'Who Dares Wins' the Special Air Service Regiment (SASR) is a direct command unit of the Special Operations Command with a demanding role.

    SASR personnel are specially selected and highly trained to act with discretion and discipline in situations that may have national and strategic consequences. Personnel are required to work in small teams for extended periods, often without support.
    SASR can trace its beginnings back to the Australian Z Special Unit and Independent Commando Companies that fought during World War II. On 25 July 1957, the 1st Special Air Service Company, Royal Australian Infantry, was raised at Campbell Barracks in Western Australia. In 1964, 1st Special Air Service Company was expanded to become the Special Air Service Regiment.
    SASR is tasked to provide special operations capabilities in support of the Australia's national interests. This includes providing unique capabilities to support sensitive strategic operations, special recovery operations, training assistance, special reconnaissance and precision strike and direct action.
    Force elements from SASR have served in various major conflicts (including Borneo, Vietnam, Afghanistan and Iraq) and provide support to peace enforcements and peacekeeping operations (including Rwanda, Somalia, Cambodia and Timor-Leste (East Timor)). In addition to international operations, SASR remains prepared to meet domestic and offshore counter-terrorism tasks.

     

    The size of the SASR is classified and its reported strength varies, with figures of between 500 to 700 personnel appearing in different sources. Based at Campbell Barracks in Swanbourne, it is a battalion-sized element and is known to be made up of a regimental headquarters, four sabre squadrons, an operational support squadron, a base squadron and a signals squadron. Two sabre squadrons maintain the regiment's war-fighting capability and train for operational contingencies, while a third squadron is maintained on rotation for counter terrorist or recovery operations in support of State or Federal police forces. The existence of the SASR's fourth sabre squadron has been reported in the media but has never been officially acknowledged. The regiment is currently believed to be organised as follows:

    • Regimental headquarters

    • 1 Squadron

    • 2 Squadron

    • 3 Squadron

    • 4 Squadron

    • Base Squadron

    • Operation Support Squadron

    • 152 Signal Squadron

    Each sabre squadron is approximately 90-strong and is divided into three troops (Water Troop, Free-Fall Troop and Land Troop). A troop comprises four patrols with five or six operators in each patrol and is commanded by a captain with each patrol commanded by a sergeant. For surveillance operations the SASR usually operates in patrols; however, for CT operations it usually employs larger force elements. Support personnel include signallers, mechanics and technicians, medical staff, storemen, drivers, caterers and various specialists. It was reported in 2012 that six female soldiers were being trained in the United States for their work with 4 Squadron. As of 2003, 152 Signal Squadron comprised four troops.

    While the SASR is a regular army unit, it also has a pool of Army Reserve personnel. These soldiers are former regular Army members of the SASR or specialists.

    The SASR regiment has high personnel standards, and selection into the regiment is considered the most demanding of any entry test in the Australian Army. Members of the SASR are required to work in small teams for extended periods and often without support, and are specially selected for their ability to work in this environment, rather than as individuals. Selection is open to all serving Australian Defence Force personnel. After initial screening candidates must complete the "Special Forces Barrier Test", which tests their physical fitness. About 80 to 85 percent of applicants pass this phase. Successful candidates then continue on to the 21-day SASR selection course conducted at Bindoon, Western Australia which assesses both the individual's strength and endurance (mental and physical), as well as overall fitness, ability to remain calm in combat, and to work effectively in small teams. The course is conducted by staff from the Special Forces Training Centre, which was established in 1998. Only 25 to 30 percent pass selection. These candidates then progress onto the 18 month reinforcement cycle, during which they will complete a range of courses including weapons, basic patrolling, parachuting, combat survival, signaller/medic, heavy weapons, demolitions, method of entry, and urban combat, before posting to a sabre squadron if successful. Officers must complete additional courses to qualify as an officer in the regiment, with requisite expertise in operations, administration and command. Most candidates are generally in their late-20s and are on average older than most soldiers. Despite a possible reduction in rank, SASR operators receive significant allowances, which make them among the highest-paid soldiers in the Australian Defence Force, with a trooper (equivalent to a private) earning about $100,000 per annum.

    All members of the SASR are parachute qualified, and each member of a patrol has at least one specialisation, including medic, signaller, explosive expert or linguist. Each of the three sabre squadrons works on a three-year training and operational cycle, although the system is flexible and can be accelerated or varied depending on operational requirements and deployments. In the first year new members of the regiment develop their individual skills and practice the new techniques they have been taught, while more experienced members undertake advanced courses. In the second year mission skill sets for conventional warfare are trained, while in the third year clandestine tasks are practiced and the squadron becomes the online counter terrorist squadron. Counter terrorist training includes close quarters battle (CQB), explosive entry, tubular assault (in vehicles such as in buses, trains and aircraft) and in high rise buildings, as well as room and building clearance. This training is conducted in a range of advanced facilities, including electronic indoor and outdoor CQB ranges, outdoor sniper range, and urban training facilities at Swanbourne. Additional facilities include a special urban complex, vertical plunging range, method of entry house, and simulated oil rig and aircraft mock-ups in order to provide realistic training environments for potential operational scenarios. SASR personnel also provide training in weapons handling and the use of explosives to intelligence agents and members of elite police units at Swan Island in Victoria.

    The SASR maintains close links with special forces from the United States, United Kingdom and New Zealand, regularly participating in joint exercises and individual personnel exchange programs with the British SAS and SBS, as well as the New Zealand SAS, US Navy SEALs and United States Special Forces. The regiment also regularly conducts exercises with and trains soldiers from South East Asian nations, and participates in exercises with regional special forces. From 1992 this has included close links with the Indonesian Kopassus, a relationship which has at times been politically controversial. Since its formation the SASR has lost more men in training than in combat, due to the nature of the training regime. In 2014, the regiment celebrated its 50th anniversary. During this period 48 soldiers have been killed during operations or in training accidents, while another 20 died in "other circumstances". More than 200 have been wounded. The names of those killed are recorded on a plaque on a memorial made of a large piece of granite outside the SASR headquarters at Campbell Barracks, known as "The Rock".

     

    SASR PACKAGE DEAL

    Abilities

    Cost     Ability

    6         +6 STR

    10       +5 DEX

    7         +7 CON

    3         +3 INT

    5         +5 PRE

    4         Running +4m

    1         Swimming +2m

    4        +2 OCV with firearm of choice

    12      +6 versus Range Modifier with Firearms

    3        Climbing

    3        Combat Driving

    3        Demolitions

    2        +2 to KS: The Military/Mercenary/Terrorist World

    2        KS: SAS History and Traditions

    3        Lockpicking

    10      Martial Arts: Commando Training (10 points worth of manoeuvres)

    2        Navigation (Land)

    3        Paramedic

    2        PS: SAS Trooper 11-

    10      Survival (Desert, Mountains, Temperate/Subtropical, Tropical, Arctic/Sub-Arctic)

    7        Stealth +2

    4        Systems Operation (choose 2 categories)

    5        Tracking +1

    8        TF: Basic Parachuting, Advanced Parachuting, SCUBA, Small Motorised Boats, Small Rowed Boats, Wheeled Military Vehicles, Snow Skiing, Two-Wheeled Motorised Ground Vehicles.

    4        WF: Common Melee Weapons, Grenade Launcher, Heavy Machine Guns, Shoulder Fired

    6        6 points worth of skills from the following list: Autofire Skills, Bureaucratics, Climbing, Combat Driving, Combat Skill Levels, Computer Programming, Concealment, Demolitions,

              Electronics, Mechanics, Paramedics, Persuasion, Security Systems, Skill Levels, Stealth, Transport Familiarity, Weapon Familiarity, Weaponsmith, additional categories for Survival,

              additional categories for Systems Operation, additional categories for Navigation, any Background skills

    -1       -1 to Fringe Benefit: Military Rank

    5         Fringe Benefit: Security Clearance

    Total Cost Of Abilities: +133

     

    Complications

    Value    Complications

    None

    Total Value Of Package Complications: 0

     

    Options

    Value     Ability

    0           Medic: choose Paramedics

    0           Signaller: choose Computer Programming, Cryptography, and Systems Operation

    0           Explosives Expert: choose Demolitions, KS: Improvised Explosive Devices

    0           Linguist: choose Language(s)

    0           Operations/Intelligence: PS: Mission Planning and Logistics (INT Roll)

    0           Water Troop: choose SS: Hydrography, and Navigation (Marine)

    0           Free Fall Troop: choose Navigation (Air), and Combat Piloting (Para-gliders, Wing-suits. Etc.)

    0           Land Troop: choose extra levels in Stealth, and Navigation (Land)

  18. Security Guards in Australia are required to undertake a nationally standardised and accredited training course.

    Security Guards in Australia have no more powers than the average citizen, although the police are generally quite accommodating during situations where a security guard has detained an offender.

    Crowd Controllers (Bouncers) are required to undertake a crowd controllers course.

    Numerous other courses are available at various institutions, NSTA is one of these, and incidentally is directly responsible for getting training standardised across Australia.

    I just had a look at some of the course available, interesting.... although I am now way too old for that industry. :)

  19. Not really, it's something that is also VERY genre locked. So your list there works for modern settings, but doesn't work very well for Fantasy and some things may not work for SciFi.

     

     

    Fantasy Versions

     

    Tomb Robber

    Required: PS: Tomb Robber, KS: Tomb Robbing, KS: Legends and Lore

    Recommended: AK: (Local) Country, KS: (Local) Culture, KS: (Local) Theology, Language(s): (Local)

    Related: KS: Scroll Research, Conversation, Persuasion, Streetwise

    Notes: Contacts (other Tomb Robbers), Shovel and Pick

     

    Travelling Performer

    Required: Acrobatics, Breakfall, PS: Travelling Performer

    Recommended: PS: Specialty Area (Aerialist, Clown, Jongleur, Animal Tamer, etc.), AK: Locations visited (cities, regions, etc), Climbing, KS: Circus History

    Related: Bureaucratics (contract negotiations), also see similar professions (such as Prestidigitator)

    Notes: The Traveler enhancer is commonly taken,

     

    Wet Nurse or Serving Woman

    Required: PS: Child Care, Paramedics (Healing)

    Recommended: Instructor, KS: Children's Entertainment, PS: Housekeeping

    Related Skills: See Teacher for other possible skills.

    Notes: Perk: Positive Reputation: Good with Children, DNPC is a standard disadvantage.

     

    Charioteer or Wagoneer

    Required: TF: (chosen vehicle type), PS: Driver, Animal Handling: (Choose type)

    Recommended: Combat Driving, Mechanics (Wainwright), KS: (chosen vehicle type)

    Related Skills: Conversation (for drivers that carry passengers), Language: (local languages), Shadowing, Streetwise

    Notes: Coach drivers may take WF: Small Arms and/or Martial Arts, depending on how dangerous the neighborhood is. Bump of Direction is a useful Talent, though few drivers have it.

     

    Inquisitor

    Required: Bureaucratics, Conversation, Oratory, PS: Lawyer, Fringe Benefit: Low Justice

    Recommended: Criminology (familiarity), Deduction, Interrogation, Persuasion

    Related Skills: Acting, High Society, KS: (area of speciality)

    Notes: Interrogation is used by Inquisitors when trying to extract information from an unwilling individual.

     

    Archive Keeper

    Required: PS: Archivist, Research, KS: General Knowledge, KS: Cataloging & Classification, Literacy

    Recommended: KS: (Scholarly Area), Bureaucratics, Conversation

    Related: Deduction, PS: Teacher

    Notes: Scholar Enhancer is common, as is Cramming and Speed Reading

     

    Blank (can't think of a fantasy equivalent for a Network Administrator, yet)

    Required:

    Recommended:

    Related:

    Notes:

     

    Priest

    Required: PS: Priest, KS: (own religion), Oratory

    Recommended: Conversation, Persuasion, KS: Theology

    Related: High Society or Streetwise (depending on social status), SS: (players choice) (familiarity)

    Notes: Most priests should take Fringe Benefit: Right to Marry and Membership (the clergy). Social Limitation: Vow Of Celibacy optional, depending on religion in question.

     

    Prestidigitator

    Required: Sleight of Hand, Oratory, KS: Prestidigitation, PS: Travelling Performer

    Recommended: KS: Specialty Area (Small Illusions, Close up magic, escapism, card tricks, etc.), Concealment, Lockpicking.

    Related: Stealth, KS: Ventriloquism, KS: Stagecraft

    Notes: Rivalry: Other Travelling Performers is common (it’s a very competitive business), and/or Perk: Reputation

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