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Shaft

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Posts posted by Shaft

  1. Re: Secret Agents/Danger International One-Shot Help

     

    Leverage uses good classes: The Grifter, the Hitter, the Hacker, the Thief and the Mastermind. In the Leverage game, you pick a primary class and then a secondary class.

     

    Hacker isn't limited to computer expertise: it's really a techie in general. Similarly, Mastermind isn't just a planner. It covers someone who is heavy on the knowledge skills, like an analyst, or someone with a good sense of tactics.

     

    What's interesting is the definitions you get when you start combining the roles:

     

    A Hitter Hacker would be a good wheelman, for example. A Mastermind hitter is a field commander. A Thief is a Ninja. A Grifter Mastermind is a Director, etc...

  2. Re: Star-Trek-Gate-Wars 5

     

    The set up for this is doable thanks to time travel, star gates, wormholes and parrallel universes. The Earths of Star Trek, Star Gate, Babylon 5 could all co-exist as mirror versions of one another, while the galaxy far, far away could be only be one galaxy away, in a different direction than the Andromedans, and still be far, far away. As for a long time ago, the worm hole that provides a shortcut between galaxies could traverse time as well as space. FarScape could be added too, with John Crichton having a twin brother in Star Gate Command.

     

    I think it would be interesting to run this as a "Crisis of Infinite Earths" in which parrallel Earths find their realities merging. Star Gate Command and Star Fleet could mix with minimal fuss while, the Interstellar Alliance would make an interesting addition to the United Federation of Planets. Vulcans would take very quickly to Jedi training (there is no emotion, there is only peace) and help to replenish their numbers and restore the fire that was extinguished from the galaxy. The Rangers would also be effective in that capacity. The UFP would probably throw its support behind the Rebel Alliance. Meanwhile, the Empire could help the Klingons restore their lost glory, and the Sebaceans would get along with Imperial humans- the two races are close enough that they might treat each other equally.

     

    Here are some more visuals: having a Mon Cal on the bridge of a Constitution class ship, with a Narn in charge of the security team; Scorpius getting command of the Death Star ("you may fire when ready"); Khan Noonian Singh battling Jabba the Hutt for control of the Out Rim's spice trade...

  3. Re: Alterate Timeline: 9-11 Averted

     

    In my Supers games, I usually make it that 9/11 was part of a bigger plot (simultaneous attacks in Washington DC, NY, LA, Chicago, London and other) involving two dozen or so planes, and that Superheroes and Superagencies stopped all of them except the ones that took out the towers, and possibly the one that crashed into the Pentagon. Viper or a similar super villain agency like SPECTRE or COBRA stands in for or is the backer behind Al Qu'aeda.

     

    I think it would be keeping with the genre to have at least one of the passengers on one of the planes be a superhero in his/her secret ID.

  4. Re: Help naming a campaign

     

    That is the exactly my criterion as well. While I've picked a campaign name' date=' I still haven't 100% settled on whatever in game "handle" these types might adopt as a broad term. A lot of these ideas are really imaginative and I like them, but many lack the "street" feel to them.[/quote']

     

    Dead Precedents? :D (now with bonus thread necromancy!)

  5. Re: Villainess Romance Appeal?

     

    If Multi-girl has mixed feelings about her rejection, it might be interesting for her to split, good-Kirk and evil-Kirk style, with one version remaining cool about Harry's choice and leaning towards reforming outright (and possibly getting involved with another PC or NPC ally) while the other one, scorned and enraged, becomes a more malevolent villain. The additional twist is that each duplicate can still make 8 duplicates that share their respective motivations (an unexpected variation on stepping her up to 16 duplicates).

  6. Re: Star Trek HERO

     

    I've done some tweaking with the point levels:

     

    • Crewman-Recruit: 50 base, 75 disads (125 total)
    • Crewmen Apprentice: 65 base, 75 disads (140 total)
    • Midshipmen/Crewmen: 80 base, 75 disads (155 total)
    • Ensigns/Petty Officers, 3rd Class: 95 base, 75 disads (170 total)
    • Lt jgs/Petty Officers, 2nd Class: 110 base,75 disads (185 total)
    • Lts/Petty Officers, 1st Class: 125 base, 75 disads (200 total)
    • Lt Cmdrs/Chief Petty Officers: 140 base,75 disads (215 total)
    • Cmdrs/Senior Petty Officers: 155 base, 75 disads (230 total)
    • Captains/Master Chief Petty Officers: 170 base, 75 disads (245 pts)

     

    Non-comm ranks are from Star Fleet Battles.

     

    Those are for NPCs(who in many cases may only have 50 points in disads if they are generic with onyl the Starfleet disads). PCs will be 230 pts, with the Captain being 260 pts since PCs tend to be the elite of the elite.

  7. Re: Star Trek HERO

     

    Equipment

    Phaser I: Multipower, 135-point reserve, all slots 32 Boostable Charges (+1/2) (202 Active Points); all slots OAF (Phaser Pistol; -1), Real Weapon (-1/4)

     

    Notes: Phaser II increaes charges to 125 and active cost to 270

     

    1) Stun Setting: Energy Blast 8d6, Variable Special Effects (Limited Group of SFX; +1/4), No Normal Defense (Forcefield; +1), Variable Advantage (+1/2 Advantages; +1) (130 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4)

     

    2) Wide Stun Setting: Energy Blast 7d6, Area Of Effect (22" Cone; +1), No range -1/2, Two-Dimensional (-1/4), No Normal Defense (Forcefield; +1), Variable Advantage (+1/2 Advantages; +1) (131 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4)

     

    3) Heavy Stun Setting: Energy Blast 13d6, No Normal Defense (Forcefield; +1) (130 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4)

     

    4) Kill: Killing Attack - Ranged 3d6, No Normal Defense (Forcefield; +1), Does BODY (+1) (135 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4)

     

    5) Disintegrate: Killing Attack - Ranged 4d6+1, Continuous (+1) (130 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4)

     

    6) Overload: Killing Attack - Ranged 7d6, Explosion (+1/2), Nonselective Target (-1/4) (131 Active Points); 1 Charge which Never Recovers (-4), OAF (Phaser Pistol; -1), Extra Time (1 Minute, Only to Activate, -3/4), No Range (-1/2), Lockout (-1/2), Real Weapon (-1/4)

     

     

    Tricorder

    1) EM sensors: Radio Perception/Transmission (Radio Group), Telescopic: +10 (15 Active Points); OAF (Tricorder; -1)

     

    2) Detect Lifeforms 16- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Telescopic: +6 (27 Active Points); OAF (Tricorder; -1)

     

    3) Detect Physical Properties 16- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic: +6 (32 Active Points); OAF (Tricorder; -1)

     

     

    Communicator: Radio Perception/Transmission (Radio Group), Telescopic: +10 (15 Active Points); OAF (Communicator; -1) 0

  8. Re: Star Trek HERO

     

    ...huh' date=' are Vulcans supposed to be stronger than humans?[/quote']

     

    Yes. It's note clear exactly much how stronger (some sources say twice as strong, others have said up to seven times). I opted for 2x as strong purely for point balance reasons.

  9. Re: Star Trek HERO

     

    Vulcans would also have some longevity. Their maximum lifespan was established as being around 250 in TOS. Probably a bit better by Next Gen, I would guess.

     

    Sarek was 102 in TOS's 'Journey To Babel', considered as being pretty much in his prime. On that basis, 40-50 would probably be seen as a youngster, which I think was the position taken in 'Enterprise'.

     

    My rough notes had this as one of the first powers, so of course I missed it. Thanks for pointing it out- I've corrected it.

  10. Re: Star Trek HERO

     

    Since Vulcans are so expensive, I am not counting the disads against the 75 pts that PCs get. However, with 180 pts, it would take a player's entire starting budget (115 (acedemy officer) + 24 (science officer) + 43 (racial cost) =182 pts) to play it. so a player would have to ask the GM for permission.

     

    Vulcans Pts

    STR +5 5

    CON +3 6

    INT +8 8

    EGO +8 16

    Enhanced Hearing +1 2

    Simulate Deat 3

    Eidetic Memory 5

    Flash Defense vs sight 2

    Lightning Calculator 3

    Life Support: 1 hr sleep/day 1

    Longevity (300 yrs) 2

    Rapid Healing (Healing Trance) 5

    Power: Telepathy (EGO) 13- 3

     

    Mind Meld: Telepathy 7d6, 7

    35 active

    No Range -1/2

    Concentrate throughout, 0DCV

    0DCV, unaware -1-1/2

    Extra time: full phase -1/2

    Incantations throughout -1/2

    Gestures -1/4

    Restrainable -1/2

     

    Mental Awareness 13- 0

     

     

    Nerve Pinch: 7d6 EB NND 53 active pts 19

    No Range -1/2, Stun only -0,

    Restrainable -1/2, no KB -1/4

    only on targets w/nervous system -1/2

    Concentrate 1/2DCV -1/4

    76

     

    Psych Lim: Vulcan Logic (Comm, Total) -20

    Psych Lim: Pacifist (Comm, Strong) -15

     

    Cost 52

  11. Re: Star Trek HERO

     

    Starfleet members also select one of the following packages, based on their trade:

     

    Communications Officer (13 pts)

    3 1) Cryptography 12-

    6 2) +2 with Cryptography, Electronics & Systems Operation

    1 3) PS: Communications Officer (Offset by Jack of All Trades) 11-

    1 4) Security Systems 8-

    2 5) Language (fluent conversation)

     

    Damage Control Technicians/Repair Crew (Non-comm position; 13 pts)

    2 1) Weaponsmith (Energy Weapons) 12-

    2 2) Mechanics (Added to familiarity) 12-

    3 3) +1 with Electronics, Weaponsmith & Mechanics

    1 4) PS: Damage Control Tech (Offset Jack of All Trades) 11-

    3 5) Security Systems 12-

    1 6) WF: Tractor Beam

     

    Engineering Officer (19 pts)

    2 1) Weaponsmith (Energy Weapons) 12-

    2 2) Mechanics (Added to familiarity) 12-

    6 3) +2 with Electronics, Weaponsmith & Mechanics

    1 4) PS: Starship Engineer (Offset Jack of All Trades) 11-

    2 5) SS: Engineering (Offset by Scientist adder) 12-

    1 6) SS: Warp Field Science (Offset by Scientist adder) 11-

    3 7) Security Systems 12-

    1 8) WF: Tractor Beam

     

    Helm/Navigation (12 pts)

    5 1) Combat Piloting 12-

    2 2) +1 with Navigation

    1 3) PS: Helmsman/Navigator (Offset Jack of All Trades) 11-

    2 4) +1 with Tactics

    0 5) TF: Starship

    2 6) WF: Photon Torpedoes, Starship Phasers

    3 7) +1 with Starship Weaponry

     

    Medical Assistant (Non-comm position; 13 pts)

    1 9) Forensic Medicine 8-

    2 2) PS: Medical Assistant/Nurse/Paramedic, etc... 11-

    2 3) SS: Diagnosis (Offset by Scientist adder) 12-

    2 4) SS: Medecine (Offset by Scientist adder) 12-

    2 5) SS: Physiology (Offset by Scientist adder) 12-

    2 12) SS: Xenobiolology (Offset by Scientist adder) 12-

    2 15) +1 with Systems Operation

     

    Medical Doctor (24 pts)

    3 1) Forensic Medicine 12-

    2 2) PS: Medical Doctor (Offset by Jack of all trades) 12-

    5 3) SS: Diagnosis (Offset by Scientist adder) 15-

    5 4) SS: Medecine (Offset by Scientist adder) 15-

    4 5) SS: Physiology (Offset by Scientist adder) 14-

    3 6) SS: Xenobiolology (Offset by Scientist adder) 13-

    2 7) +1 with Systems Operation

     

    Operations Technician (Non-Comm; 11 pts)

    6 1) +2 with Computer Programming, Electronics & Systems Operation

    1 2) PS: Operations Officer (Offset by Jack of All Trades) 11-

    3 3) Combat Piloting (Offsets TF: Shuttlecraft) 11-

    3 4) Security Systems 12-

    1 5) WF: Tractor Beam

     

    Science Officer (24 pts)

    1 1) KS: Knowlege Skill 1 (Offset by scholar) 11-

    1 2) KS: Knowlege Skill 2 (Offset by scholar) 11-

    1 3) KS: Knowlege Skill 3 (Offset by scholar) 11-

    1 4) KS: Knowlege Skill 4 (Offset by scholar) 11-

    1 5) Language (basic conversation)

    2 6) PS: Scientist (Offset by Jack of all trades) 12-

    1 7) +1 with PS: Research

    4 8) SS: Science Skill 1 (Offset by Scientist adder) 14-

    4 9) SS: Science Skill 1 (Offset by Scientist adder) 14-

    4 10) SS: Science Skill 1 (Offset by Scientist adder) 14-

    4 11) +2 with Systems Operation

     

    Security/Marines (usually Non-comms; 29 pts)

    3 1) +3 STR; +1 PD, +2 STUN

    3 2) Climbing 11-

    1 3) Fam w/Demolitions 8-

    3 4) +1 with HtH maneuvers

    4 5) +2 with Phasers

    3 6) Fast Draw (Phaser) 11-

    2 7) KS: Security Procedures (Offset by Scholar) 11-

    2 8) PS: Security Agent/Marine 11-

    1 9) fam /Security Systems 8-

    3 10) Stealth 11-

    1 11) fam w/Streetwise 8-

    1 12) fam w/Weaponsmith (Energy Weapons) 8-

    3 13) WF: Common Melee Weapons, Thrown Grenades

  12. Here is a template that I am using for a Star Trek HERO game that I am planning to run for my gaming group.

     

    The player characters will be 175 pts (100 base, 75 pts in disadvs, with 50 pts assigned thanks to Starfleet), and I double the cost of Primary Characteristics at 13 and secondary characteristics at 6 (for PD/ED/REC), 3 (for SPD) and 30 (for END/STUN).

     

    Generic Starfleet NPCs are anywhere from 110 pts to 150 pts assuming they have minimal experience after Starfleet training.

     

    CHARACTERISTICS

    Val Char Pts

    10 STR 0

    11 DEX 3

    13 CON 6

    11 BODY 2

    13 INT 3

    (10 INT for Non-Comms)

    11 EGO 2

    13 PRE 3

    10 COM 0

     

    4 PD 2

    4 ED 3

    3 SPD 9

    5 REC 5

    26 END 26 0 26

    25 STUN 23 2 25

    7" Run 2

    2" Swim 0

    2" Leap 0

    35 Total Characteristics Points (32 for non-comms)

     

     

    MARTIAL ARTS MANEUVERS

    Cost Maneuver

    3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 Strike

    4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls

    3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on

    13 Total Martial Arts Cost

     

    SKILLS

    Cost Name

    0 Acting 8-

    0 AK: Home Planet (Everyman) 11-

    3 Breakfall 11-

    3 Bureaucratics 12-

    Notes: Non-comms have this at 8-

    0 Climbing 8-

    5 Computer Programming (Personal Computers, Local Networks, Military Computers) 12-

    Notes: Non-comms only need this at 11-

    0 Concealment 8-

    0 Conversation (Everyman) 12-

    0 Deduction (Everyman) 12-

    0 Disguise 8-

    3 Electronics 12-

    0 Interrogation 8-

    1 Mechanics 8-

    2 Navigation (Space) 12-

    Notes: Non comms have this as a familiarity

    3 Paramedics 12-

    Notes: Non-Comms only need this at 11-

    3 Jack of All Trades

    1 1) PS: Diplomacy (2 Active Points) 11-

    Notes: Non-comms don't have this

    1 2) PS: Research (2 Active Points) 11-

    Notes: Non-comms don't have this

    1 3) PS: Starfleet Officer/Member (2 Active Points) 11-

    1 4) PS: Vacc-Suit (2 Active Points) 11-

    1 5) PS: Zero-G Maneuvering (2 Active Points) 11-

    0 Language: English (idiomatic) (4 Active Points)

    0 Language: Native (idiomatic) (4 Active Points)

    3 Scholar

    1 1) KS: Federation History (2 Active Points) 11-

    1 2) KS: Federation Law (2 Active Points) 11-

    0 3) KS: Home Planet/Culture (Everyman Skill) 11-

    1 4) KS: Starfleet History, Customs & Traditions (2 Active Points) 11-

    3 Scientist

    Notes: Non-Comms don't have this and all Science skills are familiarities at 8-

    1 1) SS: Astronomy 11- (2 Active Points)

    1 2) SS: Mathematics 11- (2 Active Points)

    1 3) SS: Physics 11- (2 Active Points)

    1 4) SS: Xenology 11- (2 Active Points)

    0 Seduction 8-

    0 Shadowing 8-

    0 Stealth 8-

    2 Survival (Choice) 12-

    Notes: Non-comms only need this at 11-

    7 Systems Operation (Communications Systems, Environmental Systems, FTL Sensors,

    Medical Sensors, Transporter) 12- Notes: Non-comms only need this at 11-

    3 Tactics 12-

    Notes: Non-comms only need this at 11-

    0 Tracking 8-

    1 TF: Shuttlecraft

    Notes: Non-comms don't have this

    2 WF: Beam Weapons, Unarmed Combat

    56 Total Skills Cost

    PERKS

    Cost Name

    6 Fringe Benefit: Security Clearance, Starfleet Officer

    Notes: Non-comms have Starfleet member instead of officer, it costs 2 less points.

    Their security clearance is also 1 point less (total cost 3 pts)

    2 Reputation: Starfleet Officer (A large group) 11-, +1/+1d6

    Notes: Non-comms don't get the rep bonus

    8 Total Perks Cost

    TALENTS

    Cost Name

    3 Panimmunity Treatments: Resistance to Disease +3

    3 Total Talents Cost

     

    DISADVANTAGES

    Cost Disadvantage

    0 Normal Characteristic Maxima

    20 Social Limitation: Subject to Starfleet Orders (Very Frequently, Major)

    15 Hunted: Starfleet 11- (Mo Pow, NCI, Watching)

    10 Psychological Limitation: Sense of Duty to Starfleet/Federation (Common, Moderate)

    5 Distinctive Features: Starfleet Uniform (Easily Concealed; Noticed and Recognizable;

    Detectable By Commonly-Used Senses)

    20 Others

    0 Non-comms have less required skills and only require a 10 INT

    (as opposed to 13 INT for officers). As such, they can spend 15 less points.

    1 Quirk:

    1 Quirk:

    1 Quirk:

    1 Quirk:

    1 Quirk:

    75 Total Disadvantages Cost

     

     

    Cost:

    Academy Graduate 115 pts

    Non-Comm 100 pts

     

    Feedback welcome.

  13. Re: Order of the Stick

     

    Poor Hinjo' date=' you'd think he'd at least have gotten a level in Aristocrat[/quote']

     

    Isn't Paladin one of those classes where once you take a level in another class (excluding certain prestige classes), you can't go back to gaining Paladin levels? I know Monk works that way, but I don't remember if Paladin does as well.

  14. Re: your pcs might be OVERPOWERED IF...

     

    HERO Designer doesn't have the memory to load their full write-ups. If it did, the print out would be thick enough to justify a bound cover.

     

    The characters can make the 6th Ed. convert to them.

     

    Villains audition for their time.

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