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Herolover

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Everything posted by Herolover

  1. I thought you would like this pictures. It is a drawing of a now probably dead new Battlestar Galactica production. The drawing is of a Cylon
  2. I just looked at the Gurps: Battlestar Galactica website. Wow, I didn't even know about that site. Thanks for the link. It has a lot of good information, but I there are parts of it I would have done differently. Still not bad and a good place to start if you are doing BG: HERO.
  3. I felt sorry for this thread so I thought I would post. I actually like the idea of a Firefly campaign and think it would work really well as long as you realize it is basically a western re-written for sci-fi. I might try it someday, but I would rather work on Terran Empire or maybe Battlestar Galactica HERO
  4. I absolutely love Battlestar Galactica. It amazes me that after all these years it is still popular and it is all based upon 19-20 hours of television. Anyhoo... to answer your question there is no RPG information for BG HERO or non-HERO. Of course there are a variety of MUSH's and BG forums where you can get into "In-Character roleplaying." That is not to say that there aren't several resouces around the internet that would aid in creating Battlestar Galactica HERO. As soon as I get a couple of things done I might start trying to make this up. If I do I will post it to the boards.
  5. I HATE to retcon. I can't stand it. I just use the same standard for Champions as I do in any campaign that I run. I start the campaign out on a certain date and just keep track of time from there. I have started using Adventure Record Sheets and have found them to be very helpful.
  6. I like something in betwween. I want usually go with dark and gritty where the character realize that they are in great danger, but where actual death is seldom. Injury on the other hand can really put a character down for a while.
  7. The basic idea of this mecha is the Cyclone mecha from Robotech: The Next Generation. It is a mecha that starts out like a motorcyle, but can transform into a battlesuit for want of a better word. Note: This is NOT a conversion. I did not convert, I just used the idea of the cyclone to create my own mecha. Also, I haven't done disadvantages yet because I am unprepared to do them at this moment. Any suggestions you have are more than welcome and will probably be used. The weapon system from the post above is usable with this mecha. I did not make the mecha pay for it, for the same reason that I would not make a car pay for a pistol that the driver carried with him and fired out the window. Also the forearm launcher hasn't really been purchased because I am waiting on TUV and to ask some questions. BTW, I am using missles as other Vehicles. VR-052 BATTLEBIKE WARRIOR MODE Val Char Cost Notes 2 Size 10 Length 1.59", Width 0.79", Area 1.26" Mass 400 kg KB -2 30 STR 10 Lift 1600.0kg; 6d6 21 DEX 33 OCV 7 DCV 6 15 BODY 3 6 DEF 12 4 SPD 9 Phases: 3, 6, 9, 12 Total Characteristic Cost: 75 Movement: Running: 21" (63mph) Leaping: 10" Cost Powers END Movement, all slots: , 1 Continuing Fuel Charges lasting 6 Hours each (+1/4) 37 1) Ground Movement +15" (37 Active Points) (added to Primary Value) 25 2) Turbo Boost: Leaping +10" (10" forward, 5" upward) (Accurate, Improved Noncombat Movement (x4)) (25 Active Points) (added to Primary Value) Sensors, all slots: OIF Bulky (-1), Costs Endurance (Costs END Every Phase; -1/2) 4 1) Radio Communications: Radio Perception/Transmission (10 Active Points) (uses Personal END) 1 10 2) Radar: Radar (Increased Arc of Perception: 360-Degree, Telescopic (+6)) (26 Active Points) (uses Personal END) 3 9 3) Laser Range Finder and Targeting System: (Total: 21 Active Cost, 9 Real Cost) +3 OCV (Real Cost: 9) plus +4 RMod with all attacks (Real Cost: 12) 2 5 4) Headlights: Sight Group Images, x32" Radius (+1 1/4) (22 Active Points); Only To Create Light (-1), Limited Arc of Fire (One Hex Row; -3/4), No Range (-1/2) (uses END Reserve) 2 5 5) Motion Sensor: Detect A Class Of Things 9- (Range, Sense) (12 Active Points) (uses Personal END) 1 11 +2 DEF, Hardened (+1/4) (11 Active Points) (Modifiers affect Base Characteristic) (added to Primary Value) 5 Extra Limbs 16 Power Supply: Endurance Reserve (40 END, 14 REC) Reserve: (18 Active Points); OIF Bulky (-1) GR-97 Forearm Missile Launcher 17 Transformation to Cycle Mode: Multiform (213 Character Points in the most expensive form) (43 Active Points); Extra Time (1 Turn (Post-Segment 12); -1 1/4), Concentration (1/2 DCV; -1/4) Total Powers & Skill Cost: 144 Total Cost: 219 Total Disadvantage Points: 219 CYCLE MODE Val Char Cost Notes 2 Size 10 Length 1.59", Width 0.79", Area 1.26" Mass 400 kg KB -2 30 STR 10 Lift 1600.0kg; 6d6 21 DEX 33 OCV 7 DCV 6 15 BODY 3 6 DEF 12 5 SPD 19 Phases: 3, 5, 8, 10, 12 Total Characteristic Cost: 85 Movement: Running: 26" (195mph) Leaping: 10" Cost Powers END Movement, all slots: , 1 Continuing Fuel Charges lasting 6 Hours each (+1/4) 56 1) Ground Movement +20" (Improved Noncombat Movement (x4)) (56 Active Points) (added to Primary Value) 12 2) Turbo Boost: Leaping +10" (10" forward, 5" upward) (12 Active Points) (added to Primary Value) Sensors, all slots: OIF Bulky (-1), Costs Endurance (Costs END Every Phase; -1/2) 4 1) Radio Communications: Radio Perception/Transmission (10 Active Points) (uses Personal END) 1 10 2) Radar: Radar (Increased Arc of Perception: 360-Degree, Telescopic (+6)) (26 Active Points) (uses Personal END) 3 9 3) Laser Range Finder and Targeting System: (Total: 21 Active Cost, 9 Real Cost) +3 OCV (Real Cost: 9) plus +4 RMod with all attacks (Real Cost: 12) 2 5 4) Headlights: Sight Group Images, x32" Radius (+1 1/4) (22 Active Points); Only To Create Light (-1), Limited Arc of Fire (One Hex Row; -3/4), No Range (-1/2) (uses END Reserve) 2 5 5) Motion Sensor: Detect A Class Of Things 9- (Range, Sense) (12 Active Points) (uses Personal END) 1 11 +2 DEF, Hardened (+1/4) (11 Active Points) (Modifiers affect Base Characteristic) (added to Primary Value) 16 Power Supply: Endurance Reserve (40 END, 14 REC) Reserve: (18 Active Points); OIF Bulky (-1) GR-97 Forearm Missile Launcher Total Powers & Skill Cost: 128 Total Cost: 213 Total Disadvantage Points: 213 Any ideas how to use the message board to format these better? Note also that you have to add the extra DEF to stat block.
  8. Well, you wanted post so here goes. First, I built a flight suit that pilots wear while in their mecha. I also built a "standard" sidearm that pilots and crew will use. CVR-3 Body Armor Cost Powers All slots: Independent (-2), OIF (-1/2) 8 1) Armor (9 PD / 9 ED), Hardened (+1/4) (34 Active Points); Armor Weight (Half Mass; -1/2), Real Armor (-1/4) 7 2) Laser Resistance: Energy Damage Reduction, Resistant, 50% (30 Active Points); Lasers Only (-1) 2 3) Helmet/Visor HUD: Light sensitivity: Enhanced Perception (+4 to PER Rolls for Single Sense Group) (8 Active Points); Only to counteract darkness penalties (-1/2) 1 4) Helmet/Visor HUD: Polarizing Visor: Flash Defense (5 points) (Sight Group) (5 Active Points) 3 5) Short Range Radio: Radio Perception/Transmission (10 Active Points) 6 6) Independent Oxygen Supply: Life Support (Self-Contained Breathing), 8 Continuing Charges lasting 1 Hour each (+1) (20 Active Points) 2 7) Complete Enviromental Battle Armor: Life Support (Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum) (9 Active Points) Notes: • The CVR-3 Body Armor is essential to the Battlebike trooper for without it, one cannot transform the Battlebike into Warrior mode. • The armor is environmentally sealed allowing the trooper to operate in nearly any environment, including space, poisoned atmospheres and high pressure environments. • The utility belt includes a set of high quality tools (thus the bonus to mechanics) and standard equipment like flashlight, nylon rope, emergency rations and other survival equipment. MASS: 24kg TOTAL COST: 29 points WEAPONS MP-337 Multi-Weapon System OCV RMod Damage STR Min Shots Pistol, electrical charge 0 0 8d6N 8 46 Pistol, plasma burst 0 0 1d6+1 AP 8 20 Energy Rifle +2 +2 3d6+1 AP 12 30 19 MP-337 Multi-Weapon System Pistol: Multipower, 67-point reserve, all slots: , 46 Charges (+1/2) (100 Active Points); Independent (-2), OAF (-1), STR Min and STR Min does not add (-1), Real Weapon (-1/4) 1u 1) Electrical Charge: Energy Blast 8d6 (vs. ED), Armor Piercing x1 (+1/2) (60 Active Points) 1u 2) Short Plasma Burst: Killing Attack - Ranged 1d6 +1 (vs. ED) (20 Active Points); Requires 3 charges when fired (-1/2) 16 MP-337 Multi-Weapon System Rifle: Multipower, 67-point reserve, all slots: , 30 Charges (+1/4) (84 Active Points); Independent (-2), OAF (-1), STR Min and STR Min does not add (-1), Real Weapon (-1/4) 1u 1) Electrical Charge: Energy Blast 8d6 (vs. ED), Armor Piercing x1 (+1/2) (60 Active Points) 1u 2) Short Plasma Burst: Killing Attack - Ranged 1d6 +1 (vs. ED) (20 Active Points) 1u 3) Sustained Plasma Stream: Killing Attack - Ranged 3d6 (vs. ED), Armor Piercing x1 (+1/2) (67 Active Points) 1u 4) (Total: 7 Active Cost, 2 Real Cost) +2 with any single attack (Real Cost: 4) plus +2 vs. specific OCV modifier on a single attack (Real Cost: 3) This is the standard sidearm issued to all personnel of the Expeditionary Force. It is a versatile weapon that uses charged plasma to do damage. In the basic pistol format the weapon can be set to fire a small electrical charge or to fire a small burst of plasma which is more capable of damaging objects. The weapon can also be equipped with a rifle stock which contains an integral power supply allowing the weapon to fire a very powerful stream of plasma. Note however that the power supply for the Rifle and Pistol are separate and they are not interchangeable. MASS: .7 Kg Pistol, 3.2 Kg Rifle TOTAL COST: 21 points (Pistol), 20 points (Rifle)
  9. I think the Champions book made a great start on this in their random character generation area. I like the idea of picking a character type. Then rolling or picking powers/skills/etc that go with that character type. Then of course you could take a little from two or three types to get a really weird character. All you need to do is come up with a bunch of character types. Come up with all the powers for the character types their skills etc. Of course we expect you to maintain your board presence, email presence, editing, and finish Fantasy HERO while you do this:) An example of this is...well, another "powers" book from another, now defunct, system.
  10. I understand the idea of of a "meta-setting," but I hate it. Somethings just don't fit. This is the one area that I feel DOJ really didn't hit the ball. That said, I love the idea that cybernetics cause cancer. Works for me.
  11. I have gamemastered both ways and find which way you choose depends upon the campaign you want to run. For more "loose" and very cinematic campaigns the "no mapping" thing works pretty well. For more "realistic" campaigns I think mapping is a definant way to go. The one problem I have had with the "no mapping" thing is that no matter how descriptive you are as a GM the players end up asking something about the combat that they should immediately know. I know Monolith will insist that if you are descriptive enough that won't happen. However, once combat starts you are inevitabley going to have to answer some very simple questions. What I have started doing is mapping without scale. Don't worry about distance, just worry about relation. One in front of the other, not how far. This allows the players more of an idea of the situation, but keeps down the counting.
  12. I understand completely how you feel. I am driving an hour and a half now just to GM Champions because no one in my area wants to do anything but play D&D. So of course now I have a HERO game and its...champions. Sigh...
  13. I am actually working at this moment to make up some mecha for a convention adventure I am running, so this is right up my ally. First, you have to decide how powerful you want your mecha to be. Are they oh my god! things or or they just really tough vehicles? An example that I go through is I look at the mech vs a modern tank. Can the mech take out the tank or will the tank destroy the mech? That gives me a fair bases to start with. A lot of how you want to make your mechs depends upon the type of campaign you are wanting to run. I break it up into two types of campaigns. 1) Mechs are not unique. This is the Gundam Wing, Robotech mecha. Yes, you get different mechs, but they are relatively the same with the same type of powers. These are like military vehicles. I wouldn't make a sgt in the military pay for a tank, so I don't make the characters pay for their mechs. 2) The other type of vehicle is the unique mecha such as Voltron or maybe Gundam G. In this series I might consider giving players extra points with which they could use to purchase mecha. In any mecha campaign I would reccomend that the GM actually make up the mecha. This gives the GM complete control of the vehicles. As I stated I am working on this and right now I have a Robotech Cyclone type bike made that cost around 260 points. I am also makeing a mecha that cost around 300pts, but I haven't bought weapons for it yet.
  14. As someone else said on Heroic level the character does not normally spend points on his equipment. A lot of whether or not you spend points is based upon the campaign. One thing to look at is what if the character doesn't buy the mecha and spends all his points on the character in some other way? If this doesn't sound like it would be good for the campaign, then I wouldn't have them buy the mecha with their own points. If the characters are using mecha that are not unique and are part of the a military than I say they definantly shouldn't have to spend their own points. Unique mecha are a little different. I personally would say the characters don't have to spend their own points. Lets say the mecha are built on 400 points. That's 80 character points. What about the character that doesn't have a mecha? Is he built on 230 points (assuming 150pt characters)? If the players are experienced I would have them make 150pt characters and then give them say 400pts to make up their mechs. Otherwise, with player input I would make the mechs for them.
  15. Well, I like the "R" word, but we won't go into that. IMO it depends upon how you want to run the campaign. If you want to run it with a "larger" than life type of thing give the players lots of points and they have to spend points to buy their mechs. I would run it as more of a normal Heroic level campaign. In that case I would make the characters up on few points, well 75+75 and write up the mechs as vehicles. As such, the players don't have to pay any points for their equipment per a normal heroic level game.
  16. Yes, I got the first post. So. Who is going to be using this book. I really figured I wouldn't, but after reading the playtest I am probably going to use it in a campaign. What about everyone else?
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