Showing posts with label robot hero. Show all posts
Showing posts with label robot hero. Show all posts

Sunday, October 20, 2013


HEROic Rules

The HERO system can do a lot of things , but it still needs some powers to allow the simulation of certain things. So being me I started creating new powers and skills to fill in the gaps.


New Power Matter Creation
    This power enables the hero to make lasting solid objects of a semi-permanent or permanent nature.  These objects have several characteristics that have to be determined when purchasing the power. Value , Size , and Utility.

Value 10 points lets you make inexpensive objects such as flowers , ice , playing cards , sandwiches or the like
         15 points lets you make items of value such as clay statues, non-precious metals
         25 points lets you create expensive items like computers , cars , diamonds etc
Size   1-100 points (at GM's discretion ) usually 1 oz or cubic foot per point til 20 points then 1 pound or cubic
         yard til 50 1 ton or 10 cubic yards after that.
Utility -8 for items of no in game worth (roses, water, ice)
         +10 pts for items of non combat worth (computers, cars)
         +50 pts for items with combat worth (guns , explosives)
         -5 points if the items can only be of primitive complexity or must have no moving parts
         +10 points if the item is of 20th century complexity or above

The base time to create is a full segment for every 5 points of size, this time can be reduced by a segment for every +1/4 advantage purchased.

The base END cost of this power is 1 point per 10 active points.

The base power is not ranged.
    
So Masked Tuxedo can always make a rose to give to the ladies costs 10(Value)-8(no worth)+1(size)= 3 points
Icelad can make basic objects of pure ice up to 50 tons worth 10(no value)+50(size)+10(non-combat worth)-5(no moving parts) = 65 pts
Technomancer can whip up small advanced electronics on a few moments notice 25(value) +10(size)+ 50(utility)+ 10(complexity) =95 pts
Moleculord can make anything he can concieve of 25(value)+100(size)+10(non combat)+50(combat ) +10(complex) =195 pts

Thursday, September 26, 2013

Mech MacGuffin - Extra Crunchy Order


Mech Problems
When I run Mechwarrior and other SciFi games , I like to have some good technobabble to explain what's broken or what the party needs in the way of a macguffin. Items in red tend to destroy the mech if not replaced or repaired quickly.


Fusion Plant
    MD Flux Stabilizer
    MD Snare Field Generator
    Hydrogen Infuser
    Bottle Coolant Pump (without this the engine cannot dump more than 1 point of heat per turn)
    Plasma Relay Conduits (Main, Secondary, Tertiary) (runs the myomers, actuators , everything else)
    Helium Recovery Switch (mech looses 1 heat sink permanently every turn it is overheated)
    Proton Switch (engine generates +5 heat per turn)
    Positron Stabilizer (all pilot and gunnery rolls are penalized)
    Plasma Stabilizer
    Primary Coolant System
(mech generates +10 heat a round)
    Emergency Coolant Relay
    Emergency Coolant Dump
    Core Control Computer (if the engine overheats the mech automatically shuts down)
    Flush Pump
    Vacume Pump
    Spark Generator
    Phased Energizer Relays (1-X) X is Engine Rating / 25 (let mech use energy weapons)
    Core Heat Sink Interfaces (1-X) X is Engine Rating / 50  (let mech use more than 3 heat sinks)
    Emergency Shutdown Relay
Gyroscope
    Magnetic Balance
    Neuro-Relay
    High Speed Collision Interface Stabilzer               
    Micro-Algorythmic Data Analyzer (MIADA) (required to navigate ruins or water)
    Number One-Three Axis Stabilizer (required to jump or crawl)
    Power Servos 1-X (X is weight of Gyro)
Actuators
    Myomer Bundle Charge Indicator
    Myomer Charger (random failures of limb if not replaced)
    Rapid Charge Relay (lets you run)
    EM Six Relay (Control Pull Actions)
    EM Four Relay (Controls Push Actions)
    Macro-Algorythmic Data Analyzer (MAADA) (Measures stress and force expression)
    RP-I Gears ( physically move myomers in case of damage)
    Noble Gas Fire Extinguisher Ports
    Sub-Relay Pump (Removes water and other liquids from system)
Weapons Control
    Fire Control Computer (without this all shots only hit on a 12 on 2d6)
    Laser Targeting Grid
    Infra-Red Relay
    Radar Array (allows long range fire period)
    ECCM Module  (allows long range fire vs mechs)
    Emergency Fire Override Switch (weapon may fire at friendly opponents)