http://www.youtube.com/watch?feature...rRqX3w0g#t=69s
How do you represent this martial art maneuver in HERO?
http://www.youtube.com/watch?feature...rRqX3w0g#t=69s
How do you represent this martial art maneuver in HERO?
Systems I use: D&D 3.5, Pathfinder, Star Wars SAGA, Star Wars Revised Core Rules, GURPS 4th Edition, Shadowrun 4th Edition, Monte Cook's World of Darkness, New World of Darkness, Spycraft 2.0, d20 Modern, Alternity, Savage Worlds, HERO 6th Edition, and Mutants & Masterminds 2nd Edition.
Quit bashing other systems: it isn't doing you any favors.
Ragitsu-I watched the clip and re-reading your question, I'm not sure what your asking? Was there a particular move in the fight squence or the whole fight scene?
I'm amazed at what I learned, when I sat down and actually read the rules!
Warning--unless explixtedly stated, all comments are made to 5th ed rev.
In particular, the pistol slide-disable maneuver.
Last edited by Ragitsu; Jan 21st, '12 at 10:46 PM.
Systems I use: D&D 3.5, Pathfinder, Star Wars SAGA, Star Wars Revised Core Rules, GURPS 4th Edition, Shadowrun 4th Edition, Monte Cook's World of Darkness, New World of Darkness, Spycraft 2.0, d20 Modern, Alternity, Savage Worlds, HERO 6th Edition, and Mutants & Masterminds 2nd Edition.
Quit bashing other systems: it isn't doing you any favors.
On the one hand you want realism, on the other you want a playable game. We can argue about this all night long, but until you all line up against the wall and let me shoot you, we are not going to learn anything. ~Sean Waters
I kinda thought that-but wanted to make sure. I believe Dispel power (with the right modifiers) would be the way to go. I've seen it brought this way for armor. The only problem is the cost. I was going to suggest standard effect, but the most expensive pistol is 49pt act (Desert Eagle) but that is also because of the +1 Stunx and +1 OCV. Perhaps a rules that 12D6 Dispel is sufficient, at SE, to dispel any pistol. I went with 12D6 because at SE you get 36 pts and the Desert Eagle's damage is 2D6+1 which is 35 act. pts. As I type, you could perhaps justify a lower dispel and rule that the real weapon lim. acts to lower the act pt needed to dispel it?
I'm amazed at what I learned, when I sat down and actually read the rules!
Warning--unless explixtedly stated, all comments are made to 5th ed rev.
While a Dispel would be the RAW way to build it as a power, I still think I would let it be the SFX of a Disarm (depending on the style of the campaign of course). Sure, you make it so they can't fire the gun even if they retrieve it (at least until they put it back together), which might seem more powerful than the standard effect of such maneuvers, but it also means you can't pick it up and shoot them without taking time to put it back together as well, so I think it evens out.
On the one hand you want realism, on the other you want a playable game. We can argue about this all night long, but until you all line up against the wall and let me shoot you, we are not going to learn anything. ~Sean Waters
Does either option truly work? Sure, you could toss a constituent part to where it is easy to reach, but you could just as well throw it down a storm train or off a terrace.
Systems I use: D&D 3.5, Pathfinder, Star Wars SAGA, Star Wars Revised Core Rules, GURPS 4th Edition, Shadowrun 4th Edition, Monte Cook's World of Darkness, New World of Darkness, Spycraft 2.0, d20 Modern, Alternity, Savage Worlds, HERO 6th Edition, and Mutants & Masterminds 2nd Edition.
Quit bashing other systems: it isn't doing you any favors.
Well Ragitsu is you go by Disarm, then its a random roll to see where the gun goes, and it becomes a wild card. If you define it as a takeaway, then the character has control of the gun, which means he can use it or dispose of it. (Also to lower the point cost, figure out the dispel based on charges, cause really he is just disabling one charge (bullet).)
I'm amazed at what I learned, when I sat down and actually read the rules!
Warning--unless explixtedly stated, all comments are made to 5th ed rev.
And to add on to Bigbywolfe, then just make a house rule that this particular Disarm (Charlie Wax) expels one round for the pistol, but who evers takes a half phase can reload the pistol. I don't see that as a problem.
I'm amazed at what I learned, when I sat down and actually read the rules!
Warning--unless explixtedly stated, all comments are made to 5th ed rev.
Sterica with the perk upstream, I was thinking about expanding it as a function for buying martial manuevers. Of course this would be only useful in a game where the style lists are enforced.
1pt. Blackbelt - Buy any additional manuever from your style.
2pt. Master - Buy one additional manuever from outside your style.
3pt. Grandmaster - Modify a manuever, create a new (mechanically) manuever.
4 pt. Founder-Completely create a new system
Also each level might affect how many csls (and what point cost) and weapon fam and elements too.
I'm amazed at what I learned, when I sat down and actually read the rules!
Warning--unless explixtedly stated, all comments are made to 5th ed rev.
remember that Masters and Grandmasters could have fairly competent followers
With a game system like this, we could - dare I say it? - RULE THE WORLD!
BWAH HA HA HA HA HA HA HA HA!!!!!!!!!
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