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TheQuestionMan

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Everything posted by TheQuestionMan

  1. Re: Victorian Wealth: Still Helping a Friend I cannot remember where exactly I found it , but here's a good reference link . http://codepoet.org/~markw/gurps/ You could also try GURPS SteamPunk , GURPS Castle Falkenstein , and Regency HERO as resources . Just my 2 Pence QM P.S. : Here a good Victorian link but off topic http://centralnexus.tripod.com/GVictbck.htm
  2. Re: Dark Champions: Secret Worlds Thanks Nuada , that was very educational and something my group only recently started doing . We hope you folks continue with Secret Worlds . THANK YOU QM
  3. Re: Mystic Champions is Coming SuperMage Bestiary - Dean is the MAN Zodiac Conspiracy - Tauras , Gemini , Aquarius , etc ... Champions Presents #1 or #2 - Morgan the Sorcerous of Coil .
  4. Campaign Preferences ....hmmm Truth be told gentlemen , I would like to learn about the RDU campaign . I have an idea . Why don't you folks post a Campaign Journal for RDU and then we can read and compare both Simple maybe not , but we sure would enjoy reading and kabitzing with you about it . I look forward to hearing from your group and my fellow HEROphiles . Too bad we couldn't put it to a vote . I for one woud love to read more of RDUNeil's writings and some of the Players' contributions as well . P.S. : Have you got a Character Compendium with write ups of this campaign . Especially the former cook with the AK-47 . Too cool for words . Thanks QM
  5. Re: Role Playing Challenge two so far and hopefully more to come . Good points too . I swear Fingolfin's spells use hadn't occured to me . Too focused on my own character I guess ?!? . Keep it up guys and mabey when the dust settle I'll be in a g0od position to help out a few of my friends
  6. BATTLETECH HERO Leftenant Erik “ Jack Rabbit †Magnisson , House Davion , 1st Federated Suns Armored Cavalry , 2nd Battalion , 2nd Company , Recon Lance . Val CHA Cost Roll Notes 15 STR 5 12- Lift 150 kg; 3d6 HTH Damage 18 DEX 18 13- OCV: 6 / DCV: 6 15 CON 10 12- 12 BODY 4 11- 18 INT 8 13- PER Roll 12- 14 EGO 8 12- ECV: 4 ( 3 MD ) 18 PRE 8 12- PRE Attack: 3½d6 14 COM 2 8 PD 5 Total: 11 PD (3 rPD) 7 ED 4 Total: 10 ED (3 rED) 4 SPD 12 Phases: 3 , 6 , 9 , 12 . 6 REC 0 32 END 1 32 STUN 5 Total Characteristics Cost: 90pts Movement: Running: 8" / 16" Swimming: 4" / 8" Jumping: 3"H, 1 1/2"V Cost Powers & Skills Martial Arts : ( AFFS Combat Training ) Maneuvers OCV DCV Damage 4 Martial Block +2 +2 Block , Abort 4 Martial Dodge - +5 Dodge , Abort 4 Martial Strike +2 - 5d6 HA 3 Weapon Elements : Clubs , Knives , and Polearms/Spears . 5 +1d6 Luck Perks: 2 Fringe Benefit : Mechwarrior 7 Fringe Benefit : Rank 7 ( 2nd Leftenant ) 1 Fringe Benefit : Security Clearance - 3 10 Vehicle : Medium Battlemech , of own Choice , Owns ‘Mech ( Chameleon Variant ) Talents: 3 Combat Luck 3rDEF 15 Danger Sense : ( out of combat , sense , Intuitional ) , 11- 5 Environmental Movement : ( Zero-G , High-G , and Low-G ) Skills: 0 Acting , 8- 3 Acrobatics , 13- 3 Analyze Combat Style , 13- 3 Bureaucratics , 13- 3 Breakfall , 13- 2 Climbing , 13- 7 Combat Piloting ( BattleMechs ) , 15- 3 Combat Piloting ( Aerospace DropShip ) , 13- 3 Combat Driving ( Hover Military Vehicle ) , 13- 0 Combat Skill Levels +0 w/ 10 Combat Skill Levels +2 w/ all Vehicle BattleMech Weapons 2 Computer Programming , 13- 1 Concealment , 11- 0 Conversation , 8- 0 Deduction , 8- 5 Defence Manuver (Type I and IV) 2 Electronics ( BattleMechs ) , 13- 2 High Society ( AFFS Military ) , 11- 0 Knowledge Skill : (area) Vanaheim , New Syrtis , 8- 3 Knowledge Skill : Armed Forces Federated Suns , 15- 3 Knowledge Skill : Battletechnology , 13- 2 Knowledge Skill : Military History , 11- 2 Knowledge Skill : The Inner Sphere History , 11- 2 Knowledge Skill : Capellan Confederation Armed Forces , 11- 3 Knowledge Skill : Logistics , 13- 3 Knowledge Skill : (area) Capellan Confederation , 13- 2 Knowledge Skill : The Military / Mercenary / Terrorist World , 11- 0 Language Skill : English is Native , Literate 4 Language Skill : Chinese Mandarin , fluent Conversation , Literate 4 Language Skill : Russian , Fluent Conversation , Literate 2 Mechanics ( BattleMechs ) , 11- 3 Navigation ( Land ) , 13- 1 Paramedics , 11- 0 Persuasion , 8- 0 Professional Skill : Zero-G Operations , 11- 3 Professional Skill : Mechwarrior , 13- 3 Professional Skill : Officer , 13- 2 Science Skill : Mathematics , 11- 2 Science Skill : Physics , 11- 2 Security Systems ( BattleMechs ) , 11- 3 Survival ( Tempret Forest ) , 13- 2 Stealth , 13- 3 System Operations ( BattleMechs ) , 13- 7 Tactics , 15- 3 Teamwork , 12- 0 Transport Familiarity : Small Motorized Ground Vehicles 2 Transport Familiarity : BattleMechs ( Light & Medium ) 1 Transport Familiarity : BattleMechs ( Anthropomorphic & Ostrich ) 1 Transport Familiarity : Parachuting , Basic 1 Transport Familiarity : Parachuting , Advanced 1 Transport Familiarity : BattleMech Combat Drop 1 Transport Familiarity : Jump Pack 1 Transport Familiarity : DropShips 1 Transport Familiarity : Hover Military Vehicle ( Light ) 1 Weapons Familiarity : Artillery 1 Weapons Familiarity : Swords 6 Weapons Familiarity : Common Military Weapons 1 Weapons Familiarity : Vehicle : BattleMech Weapons Total Powers & Skills Cost : 131pts. ( Package Deal -63pts ) Total Character Cost : 221pts. 100+ Disadvantages : -15 Enraged : if Non-Combatants injured or killed ( Uncommon ) go 11- , recover 11- -5 Distinctive Features : Uniform ( Easily Concealed , Is Always Noticed/Recognized ) -5 Distinctive Features : Spurs [ Mechwarrior of House Davion] ( Easily Concealed , Is Always Noticed/Recognized ) -13 Hunted : AFFS Command ( More Powerful , Non-Combat Influence , 11- , Watched ) -10 Hunted : the Enemy ( As Powerful , Non-Combat Influence , 8- , Capture or Kill ) -15 Hunted : Blood Feud / the Sinclaire Family of Big MAC’s ( As Pow , NCI , 11- , Kill ) -20 Normal Characteristic Maxima -15 Psychological Limitation : Loyal to House Davion ( Com , Str ) -15 Psychological Limitation : Officer’s Code of Honor ( Com , Str ) -10 Psychological Limitation : Protective of Non-Combatants ( UnCom ,Str ) -20 Social Limitation : Subject to Orders ( Common Total ) -5 Rivalry : Professional , Fellow Officers ( As Pow ) -5 Rivalry : Professional , Other Military Services ( As Pow ) -10 Susceptibility : Disorientation Syndrome ( Common , Instant , +2d6 Drain to Stun ) -5 Quirks : Loves kids , Always wears Sidearm/Knife , Hates Capellan Military/Government , Military bearing , and Distrusts the Nobles of the Capellan March . Total Disadvantage Points : -100pts. (Package Deal -63pts) Experience : +0pts. (+25 Bonus Points) AFFS PROFILES DMI Profile : Leftenant Erik “ Jack Rabbit “ Magnisson Position : Mechwarrior Leftenant Born : 27 January 3005 , Vanaheim , New Syrtis AFFS Career : Warrior’s Hall , New Syrtis ( Student ) 3019-21 New Syrtis March Militia ( Training Cadre , Lance ) 3021-23 1st Federated Suns Armored Cavalry ( Lance Co. ) 3023-25 Background/History : Leftenant Erik “ Jack Rabbit “ Magnisson was born in 3005 in Vanaheim , New Syrtis ( capital of the Capellan March in the Federated Suns ) . The first born son of Heather ( nee Wells ) and Walker Magnisson’s two children . Erik had a normal upbringing and was a natural athlete and student . He surprised of family and friends after he graduated from high school and enlisted in the AFFS . He completed Basic Training where aptitude tests indicated a high degree neural interface control and excellent reflexes . He won a scholarship to Warrior’s Hall Mechwarrior’s Academy and graduated among the top ten of his class . Erik opted to join the Capellan March Militia’s Training Cadre and was assigned to the New Syrtis MM . He distinguished himself in action against the 1st St.Ives Armored Cavalry on Kittery and again on against McCarron’s Armored Cavalry on Beiton Kaitos on 22 April 3023 . where he was awarded the Chameleon BattleMech for his actions and a transfer to a line regiment , The 1st Federated Suns Armored Cavalry . On 11 September 3025 , the 1st FSAC assaulted the world of Mitchel . Intelligence reports indicated the garrison force consisted of the Planetary Militia , the Baron’s Personal Guard , and a two Battalions of House Hiritsu which were scattered all over the world . Erik’s company was assigned to secure the landing zone and initiated a high orbit combat drop . They landed right into the lap of an ambush by a company of Liao Death Commandos and a battalion of conventional forces . The battle lasted for hours before a rescue force combat dropped on top of the ambushers . When the dust settled and the landing zone secured . Only the young Leftenent’s Chameleon remained operational . The rest had either been killed or left critically wounded . The regiment succeeded in achieving it’s objective , but was mauled in turn by the unexpected presence of a regiment of Big MAC’s . The 1st FSAC withdrew in good order and returned to their home base on Ashley . Erik received the New Syrtis Medal of Honor and a months leave . When he returned from leave he learned the be was temporarily in command of the 22nd’s company until the Captain recovers from her injuries . The Combined Arms units were up to full strength , but the ‘Mech company needed new recruits and eight new ‘Mechs before it reaches operational strength . Leftenant Erik “Jack Rabbit†is a decorated veteran of over twenty engagements and has been credited with 15 kills . He earned his nick name for his battlefield tactics and his skill with his BattleMechs jump jets . Bounding across terrain and jump kicking his opponents at the controls of the “Perilous Beast†. Personality/Motivation : Erik is a complex individual . On one hand he loves to piloting his ‘mech and trying various stunts and tricks . On the other he hates when civilians get caught in the line fire . He hates collateral damage as well . He joined the AFFS after his best friend was killed in action defending his home world . He dedicated himself to protect the people of the Federated Suns from all threats . Being a Mechwarrior allows him to be a modern Knight who remembers his vows . Quote : “Military Intelligence , yeah right .†– Murphy’s Law Powers/Tactics : Erik prefers to out manuver his opponents whenever possible . Luring them onto a battlefield of his choosing and avoiding civilian casualties and collateral damage whenever possible . Appearance : Erik is a good looking man of Nordic descent . He stands 6’0†and weighs in at 2l5lbs all muscle and cat gut . He has blue-green eyes and wears hair bright red hair short . He is usually dress in AFFS uniforms . Of duty he tends to where bland clothing and blends into the background . He generally carries a personal sidearm , a combat knife , and his duty gear . In dress uniform he wears his spurs and sword . The “ Perilous Beast “ is a modified Chameleon BattleMech . It’s personal device is a White Shield bearing an Anthropomorphic Jack Rabbit BattleMech . A legend on the bottom reads ; “Of coarse you realize this means WAR !†Designer's Notes : This was my first attempt to create a Mechwarrior with the Package Deals I created and the BATTLETECH to HERO conversion . Please make helpful comments , corrections , suggestions , etc ... Thanks QM Warrior Data: BattleMech Piloting: 3 ( equals Combat Piloting [ BattleMech ] , 15- ) BattleMech Gunnery: 4 ( equals OCV 8 )
  7. Hello HEROphiles , our GM has introduced a huge role playing challenge for the GURPS Fantasy campaign I'm a player in . Here's the situation . The Empire is in termoil following the death of the Emperor . Followed by a Succession War won by the Emperor's heir . Now an alliance ( Dukes Thomas and Craine , and Earl Magnus ) of powerful nobles has risen against the new Emperor . Winter is slowly coming to an end and spring hearalds a return to the campaigning season . Civil War is immenent . Caste of Characters : ( current information ) Emperor Militadies of Megalos ; based in the captial of the Empire . His allies inclued the True Dragon Legion ( Reptile Man Preatorians ) , Sir Jordan Seigebreaker-GrandMaster of the Templars ( Wizard- Knight ) , and the Jesuits ( allies of the Templars ) . He commands the Imperial Legions , but ? . Duke Thomas of Mehan ; ArchBishop Petronious ( related to the Duke , center of the Curia ) , Thomas holds the richest lands in the Empire and located near it's center . The Countess Constance Lavellia is our Leige Lord and has secretly sided with the Emperor ( thus our difficulties begin ) . Duke Bran of Craine ; Sir Guildford Perrennius-GrandMaster of the Hospitalers , the ArchBishop Raphael , and the Elite and Veteran Imperial Legions who defend the frontier from Al-Haz ( a powerful nation ) Also located the furthest from the capital . Earl Gavin Magnus of Dekamura ; style himself an admiral . Both his sons have recently returned home . He is located nearest the capital and possesses a huge naval force that recently experienced success against pirates and priviteers ( the Earl is our target ) . Countess Constance of Lavellia ; She owes fealty to Duke Thomas Mehan , but secretly supports the Emperor . Leige Lord of Sir Joseph and Sir Errandis . A young noble woman we managed to place in power due to extreme circumstances ( an much earlier adventure ) . Her decision to support the Emperor has set the group on it's covert mission . The Party : Sir Joseph Spearman ; a male human Knight , Weapon Master of the Spear-Staff . A renowned hero and charismatic bastard , but with few social skills . Ismail abu Gehnum ; a human male Rogue and Hedge-Wizard . A con man and thief who's overconfidence makes for interesting mis-adventures . Altan Dolittle ; a half-elf male Wizard specializing in Animal and Healing spells . A Journeyman member of the Beast Mages Guild seeking masters status . Creative use of Animals as spys . Grimly ; a dwarf male Warrior . Our newest member and a formidable warrior . Surprisingly he has the highest count since joining . Fingolfin ; a elf male Wizard . Our second newest member specializing in Making and Breaking , Illusion , and Creation magics . Sir Errandis ( Me ) ; an elf male Bard , Warrior-Wizard , Knight , Coutier , Merchant , Rogue , etc ... An generalist who has slowly become an expert . A renowned Bard and Courtier . Our Mission ( that we have accepted ) : contact a trusted ally of the Emperor and give them the Countess Lavellia's secret support ( very easy actually ) . Next hinder Earl Gavin Magnus' efforts against the Emperor . Where to start ? . We have a good group of role players , but I don't want to have Players left out while the social experts ( Ismail street and Errandis courtiers ) make trouble for the Earl . We have ideas ( most of which inclued disguises and stting up our own espionage network . As we've managed to due so in the past ) . What I'm looking for is ways to inclued the new players ! Suggestions needed Thanks QM
  8. Re: Battlemech Weapons to Hero I can not download that file . Got it on PDF of Word ???
  9. Hi folks , thought this was such a cool game mechanic . That I thought it deserved it's own Post . It has been rewritten for clairity . ( well more clear for me anyway . House Rules : Luck Chits At the beginning of each session the Players draw randomly one Luck Chit from the Bag . Player Characters with the Luck Power randomly draw an additional Luck Chit for every d6 of Luck . At the End of each session all Players return any unspent Luck Chits to the Bag . Sometimes you want Quantity, sometimes Quality. The Luck Chits go away at the end of the game, no carry over. Use 'em or lose 'em... which encourages interactive use and not hording . White Luck Chits : x 30 [ 1W = 1W ] Allows a Reroll of any one roll you control . Or allows an Abort Maneuver ( to Dodge , Block , Dive for Cover , etc … ) without using an Action . It also allows a single Recovery , without using an Action . It also allows Players to modify the Hit Location Chart ( Defensively ) and move the hit location by One ( up or down ) . Green Luck Chits : x 30 [ 1G = 2W ] Same as White, plus you can spend a Green to take away a single die in a "to hit" or "skill" roll, to gain a success . Rolled a 15... spend a green , take away that 6, now you have a 9! Success! (the GM randomly draws a chit for the villains, if you spend a Green .) It also allows Players to modify the Hit Location Chart ( Defensively ) and move the hit location by Two ( up or down ) . Blue Luck Chits : x 30 [ 1B = 3W or 1G & 1W ] Same as Green , without any benefit to GM. Blue is also a way to "flex" powers in a supers game. It allows a power to be used in a way that fits the SFX, but they haven't paid points for. [ Ex: Flame character... wants to reduce the fire in a room to save a child... but doesn't have this power. Spends a Blue for this one action, his EB (or whatever) becomes Suppress normal fires, and he can do it ] Blue also allows for "dramatic editing" so that the character can simply say, "I grab the broom handle and snap it off, so I have a stake to fight the vampire!" rather than asking, "Is there anything wooded around?" In the case I highlighted in the last Secret Worlds adventure... on PC was way out of the combat, and spent the Blue to come up with a creative way to get his character there "right now!" . It also allows Players to modify the Hit Location Chart ( Defensively and Offensively ) and move the hit location by Three ( up or down ) . Yellow Luck Chit : x 1 [ 1Y = 2B or 3G or 6W ] There is only one in the bag , but if drawn, the player can become GM for a scene. They get to create and event or subplot or something along those lines, that fits with their character concept and long term goals. I've had one person spend it so his character finally got his Thesis on Paranormal Gestation Theory published, and to wide acclaim, so he became famous in those circles as THE expert on metahuman bio-genesis. Another spent it, so that during a mission, he accidentally stumbled across some critical information about villain financing... this changed the entire SHAPE of the campaign, as the villains funding was exposed, and they had to come out of the shadows, rather than manipulate from behind the scenes. The Yellow Luck Chit is usually just one "scene" or "event" They don't tend to really run the game in terms of controlling NPCs.. they just say, "Ok... here's this cool thing that I want to have happen, with this or that character..." They often don't force a certain outcome, they just want to have something that really shows off their character, or allows their character to have a really big impact on the plot. ( I guess it could be abused, but I've got great players. They tend to enhance the story and the world... not control it. ) Luck Power : [ each d6 Luck = 1 Luck Chit ] Drawn randomly and still allows the Player Characters to use the Luck Power as written in HERO System 5th Edition . Translation of shorthand ; x 30 - means there are 30 of that color chits in a bag . As for this one [ 1Y = 2B or 3G or 6W ] 1 Yellow Chit is worth 2 Blue Chits or 3 Green Chits or 6 White Chits . Hope that clears it up . It's a great system ... players seem to really love it ... and it gives flexibility within limits. I've been doing it for probably 6 years or more at this point. I'd never go back. . I'd created a generic "luck roll" to help determine random events. Roll 3d6... sixes good, ones bad. So if a player asks something like, "I need a rock to throw at the wild dogs making off with the baby!" I'd say, "Roll a luck roll," to determine if there just happened to be a rock around. Good luck, there is a perfect throwing rock, right at your feet. Bad luck... no rock to be found. Neither/nor... there is a rock, but it's 20 feet away, and will take a turn to get it. That kind of thing. Luck ( the Talent back then, now a Power ) allowed characters to roll an extra die for each luck die they had... and that die could only be good for them (ones didn't count . ) This worked pretty well, but for years there was a need to open up Champs/HERO System, to allow some flexibility with powers and give players a little more control over their characters destiny and story . Then I played Deadlands. (Original Deadlands, when it first came out.) They had chips (poker chips) that you could spend to soak wounds, or make rolls better, or whatever. It was a great mechanic. After only one session, I realized that this was a way to make Luck in Hero very viable . From RDU Neil’s Dark Champions : Secret Worlds post on the HERO Games Discussion Boards - Champions( Genre ) http://www.herogames.com/forums/showthread.php?t=12191&page=3&pp=30 P.S. : A really well written campaign log too . Thanks RDU Neil ... Post edited .
  10. A thank you and a request . Great work as usual , I really appreciate your creativity and hard work . I have a request . You did a write up of Professeur Muerte and I was wondering if you could put together a list of Gadgets and Gear he might have at hand . By the by that character write up was my second favorite over all . Thanks QM.
  11. Re: Precognative Combat II I recogmend using a increased Dexterity with a Limitation : Precognitive Defense and Offense Only (-1/4) . It would not apply to Agility based skills , but would increase your CVs , SPD , and Initiative . This way it would not shut off when stunned like Combat Skill Levels , or Defensive Powers that do not have the Advantage Pesistant (+1/2) . How exactly do you want it to work in combat . Not mechcanics wise , but conceptually . (ie ; What it looks like ?) I also recogmend Missle Deflection and Increased SPD with the Limitation : Only for use with Missle Deflection (-1/2) . Cheers QM
  12. Hello Folks , I need help with a Missile Deflection Clarification Question . Can you use Missile Defelction to Deflect or Reflect for that matter an Area Effect Ranged Attack ??? Thank you in advance ! [icon 17] Cheers [Thumbup] QM
  13. HELP !!! I am starting my BATTLETECH HERO campaign tonight and I need advice on introducing HERO System to newbies . They have previous RPG experience and know the BATTLETECH rules . BUT where do YOU start with HERO System ??? Give an experienced Gm a chance to expose HERO System to new gamers !!!
  14. HELP !!! I am starting my BATTLETECH HERO campaign tonight and I need advice on introducing HERO System to newbies . They have previous RPG experience and know the BATTLETECH rules . BUT where do YOU start with HERO System ??? Give an experienced Gm a chance to expose HERO System to new gamers !!!
  15. HELP !!! I am starting my BATTLETECH HERO campaign tonight and I need advice on introducing HERO System to newbies . They have previous RPG experience and know the BATTLETECH rules . BUT where do YOU start with HERO System ??? Give an experienced Gm a chance to expose HERO System to new gamers !!!
  16. Gadgets and Gear Online Will there be a Gadgets and Gear Online for us to contribute too . I believe that this one would become even larger than USDB Online . In the mean time I am going to be jealous of BishopofB&W and SomeAsianKid for getting DoJ's latest release so quickly . [ insert explicitives here ] :( I eagerly await your Reviews to be posted in magizines and online . Cheers E.
  17. Re: Should FH wizards use VPPs? Love this thread
  18. Re: Anyone using Sidekick? I bought one for a friend and two for myself to have for my players to use , but sold one to one of them . The SIDEKICK and the Free Stuff Documents have been a big help getting the players into the game . It's slowly speeding up . It has also gotten to the point of me telling them what page to look at off the top of my head . So yeh , I guess you could say where using . P.S. : I own a copy of the HERO System 5th Edition and use it . The one I gave to a friend as a late birthday gift and to try to draw him into playing HERO over GURPS . He's palyed both , but GURPS has been more prominent over the last oh 14yrs . Cheers E .
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