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Banakles

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  1. I've done an options package for the HCPD here use the DC package deal and just replace the Options section with this new options package.
  2. 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
  3. Assault, I have already done an options pack to replace the Dark Champions Police Officer Package Deal options. I read the Hudson City section on Law Enforcement and made an options pack for each Bureau, Division, Squad or Specialty. I don't know if it will be useful to you when you do the Police. Aussiefying the Police is on my to do list as well. Queensland Police first, then the Feds, ASIO, ASIS, other State Police and finally the other half dozen Intelligence agencies we apparently have.
  4. It's true, I speak a very little German and know a couple of words from other languages. My son studied Indonesian at school, and has forgotten most of it. My brother studied Indonesian in the Army, he probably still uses it as he married an Indonesian girl. Oh..and a friend speaks fluent French, but she grew up in France. But amongst all the people I know we're the only ones with any foreign language skills. Most Australians don't see the need to learn another language, they assume first that they will not need it in Australia, second that if they go overseas nearly everybody speaks English as a second language. Oh.. and the older generations (me included) are fussy about our spelling, however the younger generations (my kids) aren't fussed, if spell check accepts it their happy. Ok Still working on the Australian Military Package Deals but here is the Organisation and Rank Structure for the Australian Army
  5. Version 1.0

    28 downloads

    This is an effort to explain the organisation and rank structure of the Australian Army. I expect to do the same for the Navy and Airforce. Package Deals will follow shortly.
  6. I am slowly assembling a list of package deals for my campaign, including the military, it's a heroic level campaign but they should still be useful. I'll post them as I finish them. In the meantime here is a list of Australian English military slang and a shorter list that may be more up to date.
  7. Somethings Real The Australian Military Three branches of service, Army , Navy and Airforce Special Units: The Special Air Service Regiment (SASR), 1st and 2nd Commando Regiments, Clearance Diving Teams CDT-1 and CDT-4, Special Operations Engineer Regiment (SOER) and Regional Force Surveillance Units RFSU's Counterterrorist Taskforces: Tactical Assault Group (East) (2 Commando, CDT-1 and SOER personnel) and Tactical Assault Group (West) (SASR, CDT-4 and SOER personnel) RFSU's patrol the far northern regions of Australia. Civilian Security: In an effort to release soldiers for more critical roles, some roles have been outsourced to civilian agencies, for example base security (not all installations) is provided by private security companies. beginning in late 2015 and continuing into 2016 combat roles are becoming available to female personnel, a quick look at the bottom of the general requirements page on the Defence Jobs Website for each job will tell you when they become available.
  8. I've modified the options for the Police Officer Package Deal in DC, in an effort to accurately reflect HCPD Officer serving in different bureaus, divisions or task forces. Just replace the existing options list with this one. Uploaded the HD6 template as well HCPD Options Package Options Roll Description Cost; 0 1) Aberdeen Anti-Robbery Task Force: Choose AK: Aberdeen International Airport and KS: Airport Procedure and Operations (1 Active Points) 0 2) Counter-Terrorism Bureau:Choose Bureaucratics, Deduction, Research and KS: Military/Mercenary/Terrorist World (1 Active Points) 0 3) Criminalistics Bureau - Bomb Squad: ;Skill choices must include Demolitions and SS:Arson/Explosion Investigation (1 Active Points) 0 4) Criminalistics Bureau - Crime Lab Technician: ;Choose PS: Forensic Scientist, PS: Photography, SS: Forensic Medicine and any or all of the following: SS: Arson/Explosion Investigation, SS: Serology, SS: Document Analysis, SS: Forensic Linguistics, SS: Graphology, SS: Chemistry, SS: Pharmacology, SS: Fiber/Hair Analysis, SS: Fingerprint Analysis, SS: Firearms Ballistics, SS: Glass Analysis, SS: Shadow Analysis, SS: Photo/Video Analysis, SS: Print And Impression Identification, SS: Geology, KS: [Area] Soil Variability (1 Active Points) 0 5) Criminalistics Bureau - Crime Scene Technician (CST): ;Choose PS: Crime Scene Technician, PS: Photography, SS: Bloodstain Interpretation, SS: Glass Analysis, SS: Print And Impression Identification (1 Active Points) 0 6) Criminal Justice Bureau: ;Choose Bureaucratics, Charm, Conversation, Persuasion and KS: Federal Law (1 Active Points) 0 7) Detective Bureau: ;Choose Deduction, Interrogation and Shadowing, also see Perks (1 Active Points) Notes: All Detectives regardless of Division or Task Force take this option in addition to any other options. 0 8) Detective Bureau - Citywide Task Force: ;Choose Teamwork, also see Perks (1 Active Points) 0 9) Detective Bureau - Homicide Division: ;Choose KS: Crime - Serial Killers and Serial Killing, KS: Homicide and/or other related KS's. (1 Active Points) 0 10) Detective Bureau - Major Crimes Divison: ;Choose any or all of the following KS: Criminals - Costumed or Weird, and/or other related KS's. (1 Active Points) 0 11) Detective Bureau - Narcotics Division: ;Choose KS: Crime - Narcotics and KS: Organised Crime - Drug Cartels and Drug Trafficking, and/or other related KS's (1 Active Points) 0 12) Detective Bureau - Robbery & Burglary Division: ;Choose KS: Robbery and Burglary, KS: Robbery Crews, KS: Car Theft Rings, KS: Cat Burglars, and/or other related KS's (1 Active Points) 0 13) Detective Bureau - Robbery-Homicide Division: ;Choose KS: Robbery and Burglary, KS: Robbery Crews, KS: Car Theft Rings, KS: Cat Burglars, KS: Homicide, and/or other related KS's (1 Active Points) 0 14) Detective Bureau - Vice Division: ;Choose KS: Vice World and any of the following KS: The Sex Trade, KS: Gambling, KS: Child Pornography, KS: Sexual Slavery, KS: People Trafficking, and/or other related KS's (1 Active Points) 0 15) Housing Bureau: ;Choose Teamwork, AK: [select neighbourhood] +1, and/or other related KS's (1 Active Points) 0 16) Internal Affairs Bureau: ;Choose KS: Police Corruption, Shadowing +1 (1 Active Points) 0 17) Organised Crime Bureau: ;Choose KS: Organised Crime, and/or any of the following: KS: Korean Gangs, KS: Chinese Tongs, KS: The Mafia, KS: Hispanic Street Gangs,KS: Mexican Cartels, KS: The Yakuza, KS: The Organizatsiya, KS: Vietnamese Gangs, KS: Outlaw Motorcycle Gangs, KS: Jamaican Posses, KS: Freetown Street Gangs, KS: Colombian Cartels, and/or other related KS's (1 Active Points) 0 18) Patrol Bureau: ;Just the standard package deal (1 Active Points) 0 19) Patrol Bureau - Park Police Division: ;Choose AK: LeMastre Park, KS: The Homeless and either TF: Two Wheeled Muscle-Powered vehicles or Riding: Horses (1 Active Points) 0 20) Personnel Bureau: ;Choose Bureaucratics, Charm and Conversation (1 Active Points) 0 21) Public Information and Community Affairs Bureau: ;Choose Charm, Conversation, Oratory and Persuasion (1 Active Points) 0 22) Special Operations Bureau - SWAT: ;Choose Combat Skill Levels, Tactics, Teamwork and Weapon Familiarity (in whatever combination or arrangement desired) (1 Active Points) 0 23) Special Operations Bureau - Aviation Division: ;Choose Combat Piloting, Navigation (Air), Systems Operation, Transport Familiarity and Vehicle Weapon Familiarity (in whatever combination or arrangement desired) (1 Active Points) 0 24) Special Operations Bureau - Water Police Division: ;Choose Combat Driving, Navigation (Marine), Systems Operation, Transport Familiarity and Vehicle Weapon Familiarity (in whatever combination or arrangement desired) (1 Active Points) 0 25) Special Operations Bureau - Hostage Negotiation Division: ;Choose PS: Hostage Negotiator, Charm, Conversation and Persuasion (1 Active Points) 0 26) Special Operations Bureau - Canine Division: ;Choose Animal Handling (Canines), Teamwork (only with canines) (1 Active Points) 0 27) Support Bureau - Clerk: ;Choose Bureaucratics and Systems Operation (1 Active Points) 0 28) Support Bureau - Evidence Repository: ;Choose Bureaucratics, Security Systems and also see Perks (1 Active Points) 0 29) Support Bureau - Mechanic: ;Choose Mechanics: Automobile Engines or Mechanics: Helicopter Engines, and any other related KS's (1 Active Points) 0 30) Support Bureau - Electronics Technician: ;Choose Electronics, Systems Operation and any other related KS's (1 Active Points) 0 31) Support Bureau - Computer Science Technician: ;Choose Computer Programming, Systems Operation and any other related KS's (1 Active Points) 0 32) Training Bureau: ;Choose Bureaucratics, Conversation, Instructor and Persuasion (1 Active Points) 0 33) Transportation Bureau: ;Choose KS: [City] Railway System (1 Active Points) 0 34) Undercover Cop: ;Choose Acting and Disguise (1 Active Points) 0 35) Vigilantism Task Force: ;Choose KS: [city] Vigilantes and/or related KS's (1 Active Points) 0 36) Youth Crime Task Force: ;Choose KS: Youth Crime, KS: [specific] Street Gang (1 Active Points) 15 1) Somethings Wrong Here.........: Danger Sense (self only, out of combat, Intuitional) 11- 2 1) Detective Bureau: Fringe Benefit: Police sergeant 2 2) Detective Bureau - Citywide Task Force: Fringe Benefit: Concealed Weapon Permit (where appropriate) 1 3) Support Bureau - Evidence Repository: Fringe Benefit: Security Clearance 5 1) Corrupt Cop: Social Complication: Harmful Secret Infrequently, Minor
  9. Version 1.0

    144 downloads

    This package only includes options for the Dark Champions Police Officer Package Deal. I have renamed some of the options from DC and have added others to represent each of the Bureaus, Divisions and Taskforces within the HCPD as described in Hudson City: The Urban Abyss. Just replace the original options with this options package.
  10. The opportunity to go crazy with wildly different LGs is awesome. There could be LGs with members from: Biker Gangs Street Samurai Mercenaries (A PMC using it as a training ground before deployment overseas) The Military could also do this.. or any number of different groups
  11. The Colony and Snowpiercer come to mind as well. I haven't read this but it sounds interesting and may relate to your setting idea, The Last centurion
  12. I'm Australian and we only have State and Federal Police services. But what you describe seems to be somewhat akin to the U.S. system of sheriffs departments, from my limited knowledge the sheriff is elected by the citizens of the town(ship) (is that correct?). Although I doubt that most sheriffs departments resort to collecting protection money in order to fund their activities. Your L.G. sounds like an expansion of this concept operating under the oversight of the state or city police departments, who then adopt the role of IA and perhaps intelligence analysis and dissemination. Some possibilities might be: Funding: Community Citizen and Business Levy: probably wouldn't meet the financial needs of a police department and would be considered rather onerous by the community members. Government Subsidy: perhaps the government would subsidise L.G.s providing the bare minimum in basic equipment, with wages and equipment upgrades or repairs the responsibility of the community. A benefactor: whether publicly or in secret this might provide adequate or even generous funding for an L.G. to do its job. However the benefactor may expect to be allowed certain liberties. Altruistic Benefactor: may expect to have his parking fines ignored, but not much else. Crimelord(s): might secretly fund an L.G. and subtly steer it towards the opposition. Corporation: essentially the same as the Crimelord, but could also be used for field testing prototype equipment (OCP - Robocop) Self Funded: The L.G. is funded fully or partially by the illicit funds and goods of the felons they convict, providing an incentive to do their job well. Direction: There would be considerable variation in approaches to policing among the different L.G.s, some would resemble the police we know today, some might degenerate into vigilantes or street gangs, others might go full Judge Dredd. I like the different take on privitisation, it makes for some interesting situations as players encounter wildly different L.G.s. But there is one problem with this model: Without the full backing of some powerful organisation , like the government, a multinational corporation or crime syndicate, street gangs and criminal organisations are going to treat these guys as just another gang trying to muscle in on their turf. Any gang with enough foot soldiers and money will probably make a serious dent in an L.G.s personnel roster, unless the L.G. has decent support. Another thing: The government might insist that all L.G. personnel attend and pass the standard police officers training course at a government run police academy, at the L.G.s expense of course, this would provide the government revenue in addition to savings from reducing actual government funded police services. Additionally L.G. personnel would be required to refresh their training on an annual basis. My own game is set in Australia, with Hudson City transplanted and renamed as a rebuilt Brisbane city. The HCPD has become the Queensland Police Service Brisbane Region, one of five Regions in the State. My setting is based upon the Wold Newton Timeline with the Kazei 5 Timeline included, so the game is approaching the cyberpunk era, street level supers and urban fantasy elements. There are several fledgling private police forces forming at the present time, these are corporate owned and at present are little more than in-house security services, however the corporations are pushing for full police powers wherever and whenever they can. A precedent will be set in 2016 (game time) when the NYPD transforms into the NYPD, Inc. Once this occurs, the numbers of privately owned Police Services will gradually increase. I plan to use Deadman's HCC setting in my campaign, it is planned for some time in 2016 (real and game time) the aftermath of this situation may lead to the privatisation of some Police Services, particularly in New Brisbane.
  13. Having named my campaign "Something Wicked This Way Will Come", I have been in search of that "Something Wicked". I believe I may have found it, I was looking through Alien Wars and think that the Xenovores would make for a pretty interesting "Something Wicked". Whether a single dreadnought arrives or an entire invasion fleet is yet to be decided. I don't want to introduce this too early, so I'm planning to save it for when the campaign begins to stagnate a little. (Time wise, I'm planning the Xenovore arrival for somewhere around 2020-2030 game time) In the meantime I shall have various smaller "Something Wickeds" show up. So far I have some plans for Vampyri, a rampaging were-lion, the rise of the Kyphotic Man, several major terrorist attacks, the death of the Harbinger of Justice (Hudson City Chaos - Deadman), plots involving secret organisations, the Heroic level Dr Destroyer and Mechanon. On the more mundane side there are the various gang wars, organised crime and serial killers.
  14. Ok have updated the setting a little, added in the Kazei 5 timeline to 2015. Have combined the Delta Force package deal with each of the Recon and SEALS package deals to represent the SASR and Commandoes respectively. I'm assuming that Delta is primarily focused on counter terrorism, and given that both SASR and 2nd Commando Regiment provide troops on rotation for TAG West and TAG East respectively, pretty much all SASR and 2 Commando personnel will have undergone continuous counter-terrorism training, (if not actual field experience). This seems to justify the combined Delta/Recon package deal for SASR and the Delta/SEALS combined package deal for Commandoes. Also have had the Australian government recognise the need for a dedicated taskforce or team to deal with superhuman threats. To that end they have re-raised the WWII era Z-Force, by recruiting Espers and offering partial reconstruction to selected invalided special forces personnel. Currently Z-Force consists of a handful of Espers and partial conversion Cyborgs. Because the SASR and Commando package deals are in the 150+ points range, I've changed the Z-Force package deal to an abbreviated package as follows: Z-FORCE With the increasing numbers of Espers, Cyborgs, Mutants and the like, the Australian Military has recognised a need to form a specialised unit to deal with these beings should they be employed against Australians or Australia itself. Z-Force members currently include a handful of Cyborg Special Forces soldiers (partial onversion) and a similar number of special forces trained Espers. The unit has taken the name and battle honours of the WWII era Z-Force. Recruitment for Z-Force is by invitation only, only SASR and Commando personnel who have undergone partial cyborg conversion, and serving Espers are invited. Espers must pass either the SAS Cadre Course or the Commando Training Course and undergo further training within those units, before being accepted into Z-Force. While not specifically limited to Cyborgs and Espers, Z-Force would need to thoroughly vet any other potential recruits before inviting them. Z-Force is tasked with providing a special forces response to superhuman, supernatural and alien threats, both inside Australia and abroad. The character must have taken either the SAS package deal or Commando package deal, and must also have taken the partial conversion cyborg package deal or the esper package deal (or have some other powers deemed acceptable). Z-FORCE PACKAGE DEAL Abilities Cost Ability 2 KS: Superhumans 2 KS: Superpowers 2 KS: Z-Force History And Traditions 11- 2 PS: Z-Force Operative 11- 5 Fringe Benefit: Military Rank 5 Fringe Benefit: Security Clearance 3 3 points’ worth of Skills from the choice list of a previously taken Package Deal Total Cost Of Additional Abilities: +21 Complications Value Complications 5 Distinctive Features: Uniform (Easily Concealed) 10 Hunted: military force character belongs to 8- (Mo Pow, NCI, Watching) 20 Social Limitation: Subject To Orders (Very Frequently, Major) Total Value Of Package Complications: 35 Having talked to my younger brother (still serving) about the type of martial arts training currently being taught to diggers, I've opted for using the Marine Corps Martial Arts Program for Australian military personnel, mainly because our in-service training is based upon it. I have read about an Integrated Martial Art that is supposed to combine CQB, Bayonet and Knife Fighting, and Unarmed Combat, my brother tells me that it is still in its infancy mainly because it is being developed in an ad-hoc way. Apparently each unit or training establishment is working with individual local martial artists to develop a workable system, this means that there is no standard approach and different units are coming up with different Integrated Martial Arts Systems. Eventually a standard will probably be established, but until that time players will have to mix and match to represent this sort of training. (perhaps an in game version might be a mixture of the Marine Corp Martial Arts Program, Bayonet Fighting, Knifefighting and GunFu). I continue to work my way through the books that I have (just picked up a copy of Terran Empire), to expand the package deal options for my players a little further. I've taken and modified (mainly with options) the Imperial Army Package Deals from Terran Empire to represent the various service arms and branches of the military. As I don't want to reprint the package deals from the book, I'll only provide the options here: BASIC MILITARY TRAINING PACKAGE DEAL Options Value Ability 0 U.S. Army: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets) 0 Airforce: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets), replace PS: Soldier with PS: Airman. 0 Navy: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets) replace PS: Soldier with PS: Sailor. 0 Marine: replace PS: Soldier with PS: Marine. var. Armour: Combine this Package Deal with the Armour/Artillery Package Deal. var. Artillery: Combine this Package Deal with the Armour/Artillery Package Deal. var. Infantry: Combine this Package Deal with the Infantry Package Deal. var. Medical: Combine this Package Deal with the Medical Package Deal. var. Aviation: Combine this Package Deal with the Aviation Package Deal and Officer Package Deal. var. Maritime: Combine this Package Deal with the Maritime Package Deal. var. Officer: Combine this Package Deal with the Officer Package Deal. AVIATION The Aviation Package Deal represents a pilot in the Air Force, Army, Navy, or Marine Aviation Arms, or Police Air Units. Aviators provide air superiority and air support to ground and maritime based forces. Most services require pilots to be commissioned officers, although some allow senior non-commissioned officers to fly. Therefore the Basic Training Package Deal and the Officers Package Deal (or in the case of Police Air Units the Police package deal) are prerequisites to taking this package deal. AVIATION PACKAGE DEAL Options Value Ability var. Army Aviation: Combine this Package Deal with the Basic Training Package Deal and the Officer Package Deal. var. Marine Aviation: Combine this Package Deal with the Basic Training Package Deal and the Officer Package Deal, replace PS: Soldier with PS: Marine. var. Naval Aviation: Combine this Package Deal with the Basic Training Package Deal and the Officer Package Deal, also choose Survival (Marine), and replace PS: Soldier with PS: Sailor. var. Airforce Aviation: Combine this Package Deal with the Basic Training Package Deal and the Officer Package Deal, replace PS: Soldier with PS: Airman. var. PolAir: Combine this Package deal with the Police Officer Package Deal. var. Cyborg Aviator: Combine this Package Deal with the Cyborg Package Deal(s). ARMOUR/ARTILLERY PACKAGE DEAL Options Value Ability var. Armoured Engineer: choose SS: Civil Engineering and one other Engineering-oriented skill var. Officer: Combine this Package Deal with the Officer Package Deal. INFANTRY PACKAGE DEAL Options Value Ability 0 U.S. Army: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets) 0 Airforce Airfield Defense Guards: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets), replace PS: Soldier with PS: Airman. 0 Naval Ships Troops: Change Martial Art: Marine Corp Martial Arts Program to Martial Art: Commando Training, remove WF: Polearms (Bayonets) replace PS: Soldier with PS: Sailor. 0 Marine: replace PS: Soldier with PS: Marine. var. Airborne Infantry: choose TF: Parachuting, Basic var. Armoured Infantry: choose Combat Driving, Mechanics, Systems Operation, TF: Tracked or Wheeled Military Vehicles, WF: Vehicle Weapons var. Combat Engineer: choose SS: Civil Engineering and one other Engineering-oriented skill. var. Officer: Combine this Package Deal with the Officer Package Deal. MEDICAL PACKAGE DEAL Options Value Ability 0 Airforce Medic: replace PS: Soldier with PS: Airman. 0 Naval Medic: replace PS: Soldier with PS: Sailor. 0 Marine: replace PS: Soldier with PS: Marine. (US Marines not withstanding) var. Officer: Combine this Package Deal with the Officer Package Deal. var. Medical Officer: Combine this Package Deal with the Officer Package Deal and the Doctor Package Deal. MARITIME Maritime forces control the oceans and waterways. This package deal can represent a purely naval force or they can be a maritime branch of a land force such as the army, marines or even water police. The Basic Training Package Deal (or in the case of water police the Police Officer package deal) is a prerequisite to taking this package deal. MARITIME PACKAGE DEAL Options Value Ability -2 Army Marine Specialist: remove TF: Large Military Ships and Submarines, replace PS: Sailor with PS: Soldier. -2 Marine Maritime Specialist: remove TF: Large Military Ships and Submarines, replace PS: Soldier with PS: Marine. var. Naval Engineer: choose SS: Civil Engineering and one other Engineering-oriented skill var. Officer: Combine this Package Deal with the Officer Package Deal. OFFICER This package deal represents a character who has been promoted from the ranks and undergone officer training at a service academy or school for officers. It is a different pathway than the Military Academy Package Deal (Terracide p.53). Both pathways provide a commission, but the training and skills gained are different. OFFICER PACKAGE DEAL Abilities Cost Ability 3 +3 PRE 3 Bureaucratics 11- 3 Persuasion 11- 4 Tactics 13- 2 Navigation (Land, Marine, or Air) 11- 2 PS: (service arm) Officer 11- 3 Fringe Benefit: Military Rank (Lieutenant) Total Cost Of Package Abilities: 20 Complications Value Complications 5 Distinctive Features: Uniform (Easily Concealed) 10 Hunted: military force character belongs to (Frequently, Mo Pow, NCI, Watching) 20 Social Limitation: Subject To Orders (Very Frequently, Major) Total Value Of Package Complications: 35 Options Value Ability 0 Army or Marine Officer: choose Navigation (Land) and choose PS: Army or Marine Officer. 0 Navy Officer: Choose Navigation (Marine) and choose PS: Navy Officer. 0 Airforce Officer: Choose Navigation (Air) and choose PS: Airforce Officer.
  15. Friday Night Firefight The game started with Giles having gone out to see a movie, Lance (Gunsmoke) was out exploring the 21st century, Chet (Knifepoint) was working a shift as a paramedic, Alvie (Maverick) was playing in an illegal poker game in a warehouse by the river, and Natsu (SHinigami) was busy with a private lesson in Kenjutsu. Chet's sister (DNPC) Katterina was out on a date with her new boyfriend Michael (Michael Forsythe aka Stonehenge). And Natsu's grandfather was in Little Tokyo visiting friends. Early in the night at the end of the lesson Natsu and his student Takayama Shinsaku were finishing up when Natsu's grandfather returned, grandfather quietly made himself a cup of tea and observed the last sparring session of the lesson. When Takayama asked "Same time next week", grandfather said "no", and taking Natus aside explained that his student was in fact The Shogun of Little Tokyo, a well known crimelord at odds with the Yakuza and the Tongs. Grandfather told Natsu not to teach him anymore, Natsu agreed and then privately told Takayama that the lessons would continue as usual. After Takayama left Natsu went and joined his grandfather in the living room and the two watched TV for a while. Around midnight Chet arrived home , with Michael bringing Katterina home at about the same time and Maverick was walking home from the card game, in which he lost a fair amount of money. As Chet was closing the roller door he noticed a a group of men get out of a van across the street, maverick was only 20m from the van and ducked back around the corner. Chet ran to the smaller door and made to go and bring his sister inside, but as he exited the door he noticed a hunched figure on the roof across the street silhouetted by the rising moon. He reached for a throwing knife and shouted to his sister to get down, but before he could do more he was slammed backwards by a high powered rifle round fired by the sniper on the roof. Michael threw himself over Katterina, he then picked her up and ran for the doorway as the 6 men from the van began sprinting towards the warehouse, they didn't get very far before Maverick dropped one of them with a charged playing card. As Maverick ducked back into an alley he saw a maxicab go roaring past with an Indian driver shouting and gesticulating wildly, while Giles who was strapped into the back was shouting at him to stop the damn cab. The 5 conscious assailants made for the door, as Michael put Katterina down, dragged Chet's unconscious form through the door and then slammed it shut and locked it. He then yelled up at Natsu "have you got any weapons in here?" Natsu was frantically trying to don his armour and ignored him. Katterina race to the infirmary and grabbed a first aid kit and began trying the stop Chets bleeding, while Michael with a grunt of disgust turned and kicked a section of the banister from the stairs to use as a weapon, (he'd left his gun in the glove box). Maverick in the meantime had noticed the sniper on the roof and found a ladder up to the roof in the alley. He climbed up, planning to sneak up on the sniper and take him out, unfortunately the sniper was rather alert and brief firefight broke out on the roof with both Maverick and the Sniper ducking and weaving in and out of the odd structures on the roof, charged cards vs rifle bullets. When the assault group forced the door they were met by Michael swinging a heavy metal banister, the first guy through was hit full in the chest and catapulted back through the doorway. They answered with a hail of gunfire as Michael ducked back out of sight. Natsu was still trying to get into his armour and keep his grandfather from getting his overly inquisitive head shot off. Giles was still frantically trying to get the cabbie to stop and let him out, but the cabbie ignored him and continued to rave on in Punjabi, accelerating away from the gunfire. While Maverick and the sniper continued to exchange fire on the roof across the street, one of the assault group threw a grenade through the door, he either misjudged his own strength or simply panicked and it ended up landing near the back of the warehouse and rolled through the open door of the armoury, which rather fortunately had not been stocked yet and blew away some of the floor and wall panels. Natsu had finally gotten into his armour and turning off the light stepped through the darkness out into the night behind the assault group. Getting desperate, Michael charged through the door, grabbed one assailant and picking him up bodily slammed him down into another member of the assault group. While Natsu tried to cut down the other two with his new Katana. The first went down screaming, with a nasty cut to the shoulder, but the last one sprayed both Miichael and Natsu with a burst of fire, both men were hit twice, Michael grunted as he fell backwards with gunshots to the shoulder and leg, Natsu was thrown backwards by the impact of the shots but was saved from any serious injury by his armour. He recovered in time to dispatch the last assailant with a sword stroke to the head. Giles finally got the cabbie to pull over by removing his urine bag and splashing it's contents all over the interior of the cab, much to the drivers disgust, who immediately began cursing even louder in a mixture of punjabi and broken english as he worked to get this crazy, stinky white man out of his taxi. Maverick, still under fire on the rooftop across the street, broke cover and launched himself at the sniper grabbing the man's rifle and charging it with power, the two of them then threw themselves backwards to get away from the explosion as the rifle blew up, the sniper reached for his pistol and Maverick drew a card, this time the card was quicker than the gun and the sniper was blasted into unconsciousness. Natsu began to drag the unconscious and stunned assailants inside and tie them up while Katterina who had stopped Chet's bleeding began to work on Michaels wounds. Giles wheeled himself through the door as Maverick arrived with the unconscious sniper over his shoulder. Introductions were made all round while Grandfather calmly observed from the balcony nursing a nice cup of tea, which he had apparently made while the firefight was going on around him. Giles called his contact Faith Padruski, requesting police assistance. It was at this time that the group noticed smoke coming from the armoury. The smoke smelled odd and left a strange after taste on the tongue, Chet, Giles and Katterina seemed to be the only ones affected by it with Chet and Giles suffering from coughing fits, but Katterina was overcome by the fumes and passed out. The police arrived and took everyone who wasn't injured into custody, Chet, Michael and Katterina were taken to Stewart County General, while the fire department cleared the building of smoke and put out a small fire in the armoury. Hours later the group were still being questioned when ID's came back on the assailants, some of them were known eco-terrorists working for the group called While the Earth Burns. The others appear to have been local members of the organisation with no known criminal records. The BCPD at the urging of Faith Padruski released the group, after getting their statements and warning them to leave the city, there may be further questioning required. At the hospital Michael who seemed to be only slightly wounded came to see Chet, to inform him that Katterina was in a coma and the doctors were not sure why. He also explained a little of his past, as it would come out soon anyway when the police figured out who he was. Michael Forsythe aka Stonehenge is a friend of Caber and former employee of Charlemagne. He told Chet that he would stay with Katterina's while she was in hospital. After almost 24 hours the group returned to the warehouse. The place was a mess, fire-fighters and police investigators had trashed the place. Although no one had been curious about the hole in the armoury floor to investigate it, assuming that it was part of the old city that had been built over. The group however were extremely curious to know what was down there. To there amazement it proved to be some sort of secret research facility, medical by the looks of it, apparently with it's own power supply. Furthermore the group discover a miniature camera in the wreckage of the warehouse and after a detailed search turned up a handful of minicams and tiny microphones, at first they believed that the builders who had refurbished the place had bugged the place, then it was thought that it might have been one of Natsu's students. Given the placement and methods of affixing the bugs it was reasoned that they were placed where and when opportunity allowed rather than carefully positioned. Over the past couple of months these guys have been at the centre of several incidents requiring BCPD attention, (so they have earned themselves a new Hunted: BCPD (Frequently, Mo Pow, Watching)). The Shogun of Little Tokyo didn't take Natsu's grandfather's comments very well and my seek revenge of some sort, especially if it leads to the end of his Kenjutsu lessons, something he very much wants to continue. Stonehenge is dating Knifepoints DNPC Katterina, whether he is sincere as he seems or if it is a ploy to get close to the group is anybody's guess at the moment, (why would he need or want to?, no idea yet). The group have finally discovered the secret facility below the warehouse, they have yet to do a full exploration of it's floors and Giles intends to do a thorough search of it's computer systems to discover it's true purpose and history. Katterin, Knifepoint's DNPC is currently in a coma, along with Knifepoint and Giles she was affected by the smoke coming from the hole into the facility. Being exposed to this smoke (chemical?) is a possible "radiation accident" the effects of which have yet to be determined. until next time.....................
  16. Mmmm....... I've just found tertiary education package deals in Terracide. So most of this thread is redundant. I'll keep the childhood options for everyman skills but will work with the Terracide education package deals from now on. Thanks for the comments and advice guys.
  17. Cool, edited the post to include contacts. Will do a HD prefab for them later.
  18. Cool, For Silver Spoon, changed the second TF to TF:Sailing or other recreational craft, navigation was already in the list. Added survival to the Hayseed, tracking was already there, I'll leave the +1 with a Rifle to players or GM choice. Suburban Brat can choose a KS: commonly abused drugs if they wish. I like the Contacts idea, but perhaps all of them should have the option to buy a contact or two or three, Silver Spoon could have a business or high society contact, Underprivileged and Street Rat could both have an underworld or street Contact, while the Hayseed could have maybe a survivalist Contact or something similar. The Suburban Brat may have Business, Drug Dealer, Street or other type of Contact. Should they be a 1 point contact, granted a 1 point contact is not super useful, but it is a foot in the door, which the player can expand on later with CP.
  19. I also did this as a way to make everyman skills a little less everyman: Variable Everyman Skills for Hero System Childhood Almost every character was a child at some point, however not every childhood is equal, so here are some sample childhood backgrounds with appropriate skill lists. These skills count as everyman skills and do not cost character points. This allows players to have similar everyman skills, but allows for some variation to account for the character's upbringing. These were taken from Demonground Fanzine for GDW's Dark Conspiracy game and modified to fit into Hero System. Most of these skills will be at 8-, a few will be at 11-, but if players chooses a skill from the Elective Skills list that is already a Core Skill, then that skill is raised to Proficient 10-. This represents the childhood development of the character between ages 9 and 17. If a core skill is listed in the elective list, it may be taken chosen again, in this case increase it to a 10-. Silverspoon You were born to privilege. Your parents wanted for nothing, and saw to it that you had every opportunity possible. You received the best education and spent much of your free time pursuing leisure activities. Due to your sheltered upbringing, you are naïve about the ways of the real world. Core Skills 0 Acting 8- 0 Language: (Native) Idiomatic 11- 0 Persuasion 8- 0 PS: Computer Operation 8- Elective Skills (all are everyman skills 8-, unless otherwise stated) 0 Choose 11 of the following: Acrobatics, Acting, AK: Home Country or Region, Bureaucratics, Computer Operation (Choose Mac, Linux or Windows), Conversation, Deduction, High Society, KS: Player's Choice 11-, KS: Player's Choice, Paramedic, Riding, Language (foreign), Navigation, Persuasion, PS: (choose one to represent the characters job, hobby or the like) 11-, TF:Small Motorised Ground Vehicles, TF: Sailing or other leisure craft, WF: Archery, WF: Small Arms, Contact: Business or High Society (1 point). Suburban Brat You grew up in the suburbs of a major metropolitan area and spent much of your life in the relative shelter of your community. Although you haven't seen much of the world, you've heard a great many things about what goes on out there (mostly urban myths). This tends to make you a little over-confident about how much you really know. Your education was slightly above average. Core Skills 0 Concealment 8- 0 Language: (Native) Idiomatic 11- 0 Persuasion 8- 0 PS: Computer Operation 8- 0 Shadowing 8- 0 Stealth 8- Elective Skills (all are everyman skills 8-, unless otherwise stated) 0 Choose 9 of the following: Acrobatics, Acting, AK: Home Country or Region, Climbing, Computer Operation (Choose Mac, Linux or Windows), Conversation, Deduction, KS: Player's Choice 11-, KS: Player's Choice, Paramedic, Riding, Language (foreign), Persuasion, PS: (choose one to represent the characters job, hobby or the like) 11-, Stealth, TF:Small Motorised Ground Vehicles, WF: Small Arms, Contact: Business, Drug Dealer, Street or other (1 point). Underprivileged You grew up in the housing projects and your parents had nothing to call their own. Your education ended when you were very young; government funding dried up too soon for you to really benefit. Most of your life lessons were learned from others in the projects, or people on the street. You have heard just about every hard-luck story from anyone that has ever tried and lost. Somehow, you hope that you won't share the fate of those around you. Core Skills 0 Breakfall 8- 0 Concealment 8- 0 Language: (Native) Idiomatic 11- 0 Shadowing 8- 0 Stealth 8- 0 Streetwise 8- Elective Skills (all are everyman skills 8-, unless otherwise stated) 0 Choose 9 of the following: Acting, AK: Home Country or Region, Concealment, Conversation, Deduction, Disguise, KS: Player's Choice 11-, KS: Player's Choice, Paramedic, Persuasion, PS: (choose one to represent the characters job, hobby or the like) 11-, Shadowing, Sleight of Hand, Stealth, Streetwise, TF:Small Motorised Ground Vehicles, Trading, WF: Thrown Weapons, Contact: underworld or street (1 point). Street Urchin You don't remember your parents; your earliest memories are of running with a “pack” of other homeless children. Few of them survived the hazards of street life, but somehow you did. Maybe you were just smarter, or quicker, or just luckier than the others. Core Skills 0 Concealment 8- 0 Language: (Native) Idiomatic 11- 0 Shadowing 8- 0 Sleight of Hand 8- 0 Stealth 8- 0 Streetwise 8- Elective Skills (all are everyman skills 8-, unless otherwise stated) 0 Choose 9 of the following: Acting, AK: Home Country or Region, Concealment, Conversation, Deduction, Disguise, Forgery, KS: Player's Choice 11-, KS: Player's Choice, Lockpicking, Paramedic, Persuasion, PS: (choose one to represent the characters job, hobby or the like) 11-, Shadowing, Sleight of Hand, Stealth, Streetwise, Tracking, Trading, Contact: underworld or street (1 point). Hayseed The countryside has been your home for as long as you can remember. You've never seen a city, but have always wondered what they would be like. You grown up with animals of all kinds, whether that was in terms of caring for them, or hunting them. Core Skills 0 Animal Handler 8- 0 Concealment 8- 0 Language: (Native) Idiomatic 11- 0 Riding 8- 0 Shadowing 8- 0 Stealth 8- 0 Tracking 8- Elective Skills (all are everyman skills 8-, unless otherwise stated) 0 Choose 8 of the following: Animal Handling, AK: Home Country or Region, Biology, Concealment, Conversation, Deduction, KS: Player's Choice 11-, KS: Player's Choice, Mechanics, Paramedic, Persuasion, PS: (choose one to represent the characters job, hobby or the like) 11-, Riding, Shadowing, Stealth, Survival, TF: Ground Vehicle, Tracking, Trading, WF: Archery, WF: Small Arms, Contact: survivalist, hunter or similar (1 point).
  20. Ok, I am just thinking out loud, while I work on a guideline for tertiary education to help my players design and create their characters. They are only guidelines meant to give them ideas for skill choices, a rough estimate of how old their character should be given the level of training or experience he/she has (course duration), possible day jobs (professional skill choices) and some ties to the setting (course providers). They are in my view simply package deals, which the players are free to choose from or not. Yes, having that many package deals with only slight variations is being rather pedantic and probably too granular for some, and I agree the whole idea is probably too much detail for many players and GM's. I am however a Traveller GM and player with a penchant for gearheading, so this sort of thing is normal for me and I just want to share my work, even if it doesn't get used Here's a sample: Tertiary Education Programs for Hero System Early Adulthood The Tertiary Education programs listed below are simply guidelines to what sort of skills and at what level the average individual should have attained if they had completed the program of study. Characters' skill and knowledge will vary based upon any number of factors, including but not limited to: skill enhancers such as scholar, scientist and expert, skills as powers and/or personal preference. What follows is a list of available tertiary education programs in the campaign “Something Wicked This Way Will Come”. Each program is described by name, course provider, course type, course duration and areas of study (skills learned). The skills listed under areas of study will include one or two core areas of study, these will be learned to proficiency 10- (for NPC's) or base skill level 11- (for Player Characters) , while the rest will be learned to familiarity level 8-. Players can choose to use the skill enhancers scholar, scientist or expert with extra skill levels to represent gifted students, further education or actual experience gained after education. Characters can take a perk to represent the actual certificate, diploma, degree, etc. Possible course providers include New Bribane City State University, New Brisbane City University, New Brisbane City College, Freetown Community College (for those of you using “Hudson City, The Urban Abyss” as is, simply replace “New Brisbane City” with “Hudson City”. Also you may want to alter the programs to match up with their American equivalents). Diploma of Health Services: Course Providers: Avavilable at all four major educational institutions in New Brisbane. Course Type: Undergraduate Diploma Course Duration: 1 year equivalent Notes: The course has various streams aimed at various professional careers. (Choose a stream from the list below). Diploma of Health Sciences (Exercise, Sports & Rehabilitation) 2 KS: Health Practice 11- 2 SS: Human Anatomy 11- 1 CuK: Indigenous Culture 8- 1 SS: Exercise Science 8- 1 SS: Psychology 8- 1 PS: Choose one from: Exercise/Sports Scientist, Coach, Personal Trainer or Gym Instructor 8- 8 Points Total Diploma of Health Sciences (Health Sciences Stream) 2 KS: Health Practice 11- 1 SS: Human Anatomy 8- 1 CuK: Indigenous Culture and Health 8- 2 SS: Psychology 11- 1 SS: Food and Nutrition 8- 1 SS: Chemistry 8- 1 PS: Choose one from: Health Administration Officer, Research Officer, Health Promotion Officer, Project Officer, Insurance Officer 8- 9 Points Total Diploma of Health Sciences (Human Biology Preclinical) 2 KS: Health Practice 11- 2 SS: Human Anatomy 11- 1 CuK: Indigenous Culture 8- 2 SS: Biomedicine 11- 1 PS: Choose one from: Research Officer, Laboratory technician, Science teacher (upon successful completion of a Diploma of Education) 8- 8 Points Total Diploma of Health Sciences (Laboratory Medicine) 2 KS: Health Practice 11- 2 SS: Human Anatomy 11- 1 CuK: Indigenous Culture 8- 1 SS: Biomedicine 8- 2 SS: Chemistry 11- 1 PS: Choose one from: Pathologist, Biotechnologist, Forensic Scientist, Veterinary Pathologist, Biomedical Scientist 8- 9 Points Total Diploma of Health Sciences (Molecular Genetics and Biotechnology) 2 KS: Health Practice 11- 2 SS: Human Anatomy 11- 1 CuK: Indigenous Culture 8- 2 SS: Genetics 11- 1 SS: Chemistry 8- 1 PS: Choose one from: Medical Professional, Scientist, Healthcare Professional, Plant Biologist/Pathologist, Clinical Molecular Geneticist, Clinical Biochemist, Research and Development 8- 9 Points Total Diploma of Health Sciences (Nursing) 2 KS: Health Practice 11- 2 SS: Human Anatomy 11- 1 CuK: Indigenous Culture 8- 2 KS: Nursing 11- 1 KS: Psychology 8- 1 PS: Choose from: Clinical Nurse, Mental Health Nurse, Aged Care Nurse, Healthcare Specialist, Community Nurse, Defence Nurse 8- 9 Points Total Diploma of Health Sciences (Nutrition) 2 KS: Health Practice 11- 1 SS: Human Anatomy 8- 1 CuK: Indigenous Culture 8- 1 SS: Biomedicine 8- 1 KS: Food and Nutrition 8- 2 SS: Chemistry 11- 1 PS: Choose one from: Nutritionist, Food Scientist, Dietician (on completion of postgraduate studies in dietetics) 8- 9 Points Total Diploma of Health Sciences (Occupational Therapy) 2 KS: Health Practice 11- 2 SS: Human Anatomy 11- 1 CuK: Indigenous Culture 8- 2 KS: Occupational Therapy 11- 1 SS: Psychology 8- 1 PS: Choose one from: Occupational Therapist, Disability Services Instructor, Occupational Health and Safety Officer, Rehabilitation Counsellor 8- 9 Points Total Diploma of Health Sciences (Pharmacy) 2 KS: Health Practice 11- 1 SS: Human Anatomy 8- 1 CuK: Indigenous Culture and Health 8- 1 SS: Psychology 8- 2 SS: Pharmaceutical Chemistry 11- 1 PS: Choose one from: Pharmacist, Clinical Research Associate, Quality Assurance, Pharmaceutical Regulator, Pharmacologist, Toxicologist 8- 8 Points Total Diploma of Health Sciences (Physiotherapy) 2 KS: Health Practice 11- 2 SS: Human Anatomy 11- 1 CuK: Indigenous Culture 8- 2 SS: Physiotherapy 11- 1 PS: Choose one from: Physiotherapist 8- 9 Points Total Diploma of Health Sciences (Psychology) 2 KS: Health Practice 11- 1 SS: Human Anatomy 8- 1 CuK: Indigenous Culture 8- 2 SS: Psychology 11- 1 PS: Choose one from: Psychologist, Drug & Alcohol Counsellor, Counselling Psychologist*, Clinical Psychologist* (*following completion of relevant postgraduate studies) 8- 7 Points Total I figured since a 10- and 11- are equal in points cost, I may as well change the 10- to an 11-, at least for Player characters, NPC's would have the 10- unless it is one of their primary skills in which case they will have the 11-.
  21. Was just tinkering with Hero Designer, and discovered the proficiency option for skill 10-. And while I was looking through the subject list in one program, discovered a lot of introductory courses. It got me to thinking that an introductory course should be listed as familiarity 8-, courses beyond introductory possibly those described as foundation courses, should be listed as proficiency 10- and perhaps any advanced or specialist course would provide base skill 11-, higher levels of skill would be available to gifted students or characters with actual experience in the field (player spends further points on skill levels and/or skill enhancers). Any ideas on how "Skill Levels Only" would apply within this arrangement?
  22. If I combine this idea with Pinecone's idea The various programs will be represented by a list of skill familiarities at 8-, with one or two core skills listed at 11-. Players can choose Scholar, Scientist or Expert to represent greater knowledge or ability. Players can take a perk to represent the degree, diploma or certificate.
  23. I haven't taken his gun from him, yet. It may still occur later, with the player's agreement of course.
  24. I remember the movie, there was a street gang called "The Vampires", most of the action was inside a rather large block of units (what is the correct term for those?). Haven't read the Sixth Gun comics yet, but will try to. I am a big believer in Murphy's Rules, and the players know to expect things to go wrong, usually in rather entertaining ways.
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