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Lord Bayushi

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  1. Under Special Ammunition in AU, under Armor Piercing Ammunition: Armor piercing rounds are constructed of teflon, Kisenite or some other materials that are strong enough to penetrate hard substances easily. Adds 1d6 to the damage capacity of the average round and is +2 to penetrate armor (this means an A.R. of 15 is an A.R. of 13 in regard to this bullet); usually reserved for larger calibers.  Bullets made of Kisenite are considered AP rounds and are +3 to penetrate armor.  Half the bullet's damage is expended on the armor and half strikes the person inside the armor. Strangely, the price is ommitted (by mistake, I assume) from both the old version of AU I own and the newer Revised edition.  Pricing would be somewhere between the ready-made price for AP Shotgun shells from the Weapons Hardware class, which have the lower AP effect and are $80 per 10, and the Kisenite Arrows, which are $2000 per 12.  They will wind up not cheap, to be sure. I would hope that the Alien Education, Skills, and Knowledge rules from AU: Galaxy Guide (pg 190) would be used instead of the HU2 rules for Alien skills, as those newer rules were developed specifically with a Space-centric game in mind.  If so, there isn't a table (you just pick your Skill Package), so that part of the character, at least, shouldn't be random.  In a normal HU2 game those rules wouldn't be balanced (part of the trade-off for the extra Alien powers and gear is the more restricted Skill choices), but in a game where everyone is an Alien, I think they are a much better fit.
  2. That's essentially the same map from AU Galaxy Guide (pg 10), so I guess it's part of the official galaxy for HU and AU.
  3. (1) As a member of the Naimese Coalition, my character is the only survivor of a failed mission.  He considers himself an outcast (a Ronin), and can only redeem himself through a great victory or with an honorable death. (2) As a trained infiltration expert, he has managed to sneak aboard in a hope to gain access to enemy secrets that could lead to his redemption. (3) A Nattereri Warrior (AU pg 61). EDIT: I didn't know there was a Revised version of AU, though the entry for the Nattereri doesn't appear to have any differences from the old book I own (pg 63 of the Revised AU). (4) Physical Training, hopefully with the optional abilities from Ninjas and Superspies listed in the AU description (and possibly the bionic implants as well, at least the gill modifications). (5) It's like a gestalt option for 3e and Pathfinder, meant for games where power level is supposed to be through the roof for whatever reason.  I personally only like those kinds of characters for PvP tournament type games, or those rare games where you are playing established leaders/champions that are meant to act on a global scale. (6) Just the information in the AU books for the Atorian Empire, and never an in-depth study as this would be my first HU in Space style game; very familiar and experienced with the Palladium system, from TMNT to Rifts and everything in between. (7) Characters with hero's journeys and/or redemption arcs.  I like 'human' characters (even aliens), complete with flaws, doubts, and real world problems.  I prefer characters with supernatural or mystical abilities (so I would be playing against type, perhaps hoping to add a bit of mystical twist to my character through the Ninjas and Superspies abilities). (8) I like facing 'human' villains (even aliens), with believable goals, motivations, and personality types.  I prefer smart villains with plans to unravel to those with raw might. (9) The love and pity of the RNG gods.  Other than that I'm set once you say what rules/books are in use.
  4. Champions plays more smoothly than GURPS (especially if we are essentially taking the SPD action system out in favor of some form of group initiative, as Speed based actions are the hardest part to teach).  There are some penalties for range to consider, but other than that things are usually straight forward in combat.  The attacker adds up his OCV bonuses and compares them to the opponents DCV, the base chance to hit if your stats are even is 11 or less on 3d6, moving up or down from there based on the difference in CV values (i.e. if the attacker has a 12 OCV vs the defender's 10 DCV, then the attacker would have a 2 better chance to hit, so they would need a 13 or less on 3d6).  The math is simple compared to GURPS. Actions in combat are essential divided into half actions, you can half move (i.e. move up to half your listed move distance) and attack in a standard turn.  There are also martial maneuvers that can complicate things in melee combat, some of them require a full action instead of a half action, and others are defenses that require you to 'abort' or skip your next action to get bonuses to CV and/or have a chance to block or counter an attack.  Some powers work that way too (or can be built so that they do). Overall, being a veteran of both GURPS and HERO, HERO is easier to get the hang of and much easier on the gameplay math.  The feels of the systems are also opposite, as GURPS is geared to be a simulationist system (or one that tries to take real world circumstances, like physics, into account), where as HERO is highly cinematic (taking the 'have fun and don't think too hard' approach).  For superheroes, I think HERO is the better fit.
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