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Vanguard

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Everything posted by Vanguard

  1. Re: Your house rules you do NOT want to see as system rules I do apologize for the derailing as well.
  2. Re: XM8 Assualt Rifle. How's this look? M8 Assault Rifle 20 1) M8 Assualt Rifle: RKA 2d6+1 (vs. PD), 30 Charges (+1/4), Autofire (5 shots; +1/2); OAF (-1), STR Minimum 12 (-1/2), Beam (-1/4), Real Weapon (-1/4) [30] 3 2) SMG Barrel: +1 w/M8 plus Penalty Skill Levels: +1 vs. Range Modifier with M8 0 5 3) Assualt Barrel: +2 w/M8 plus Penalty Skill Levels: +2 vs. Range Modifier with M8 0 8 4) Sniper Barrel: +2 w/M8 plus Penalty Skill Levels: +4 vs. Range Modifier with M8 0 3 5) Bipod: Penalty Skill Levels: +2 vs. Hit Location modifiers with M8 Advanced Combat Scope, all slots OAF (-1), OBS (-1), Real Weapon (-1/4) 2 1) Type III Nightsight: (Total: 8 Active Cost, 2 Real Cost) Nightvision (5 Active Points) (Real Cost: 1) plus Detect Infrared Light 11- (Sight Group) (3 Active Points) (Real Cost: 1) 0 3 2) x3 Telescopic: (Total: 9 Active Cost, 3 Real Cost) +4 versus Range Modifier for Sight Group (Real Cost: 2) plus Penalty Skill Levels: +1 vs. vs Darkness mods with All Attacks (Real Cost: 1) 0 1 3) Thermal Sighting: IR Perception (Sight Group) The Barrels and bipod don't have any lims on it because I have to go to the really expensive ones to do that.
  3. Re: XM8 Assualt Rifle. So you're saying a flat 2d6+1 with AF5 and then the seperate bonuses instead of the multipower? And yeah, the 925" is WAY too much. Will adjust it downward.
  4. Re: Your house rules you do NOT want to see as system rules No the villians aren't going to care that the mentalist isn't taking the same risks but they SHOULD care that they're getting the snot blasted out of them and it doesn't seem to matter who they take out. I'm sorry but if I got nailed by a Xd6 Ego Blast no matter who I take out, I'm going to put some research into finding out WHY it was happening and coming up with a way to stop it. Sorry about that. Actually, it's both. I despise mentalist because I think they get way too much for way to little as well as being able to single handedly ruin the game session ("what? we need the secret code to get in? I mind rape him") As for Vanguard, it's an entirely IC reason why he hates them. I *have* noticed myself giving my characters all "hatred of mentalist" and been trying to break myself of it since 90% of them wouldn't have that problem. This is where it breaks down into Non-PC type thing. It might not be an IC "major weakness" but it's an OOC one. At least it is to GA (and would be to me as well if I were playing in that game). All the others PC's risk something when they go on to the battlefield and this one PC isn't. Yet he's still getting the same XP, the same "recognition", etc as the players for "defeating" the bad guys when all he has to worry about is the latte mustache. As stated previously, it would be bad for the gm to make specific "scenerios" to take down said sniper but the way it's been portrayed is that this is this guys MO for all the fights. I think the villians would have noticed this by now and if they've lost too many times because of it, take action. On the OOC side of things, I think the GM should talk to the player and/or revoke the rule and make the power construct null and void.
  5. Re: XM8 Assualt Rifle. Thanks both WC and Proditor. I wasn't really thinking that the MP was "clunky" persay Ok, maybe I was. I just can't help shaking the feeling that I'm missing something. Like there should be something there that isn't. In anycase, I'll change the STR Min (15 is pretty high and I can't remember, off hand, where I plucked it from) and then just leave it as is. Thanks guys!
  6. For those gun nuts out there (As well as those better at creating things in hero then I am). How would you built the new XM8 assualt rifle? Would you do it as a multi-power for the different modes or just a single RKA? I built it as a multi-power but something feels "off" about it. Like I missed something. This is what I've got so far: XM8 Assualt Rifle: Multipower, 82-point reserve, all slots Extra Time (1 Turn (To change slots), Weapon reconfiguration; -1 1/4), STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Real Weapon (-1/4) u 1) Standard Mode: RKA 2d6 (vs. PD), 30 Charges (+1/4), Autofire (5 shots; +1/2); Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) [30] u 2) SMG Mode: RKA 2d6 (vs. PD), 30 Charges (+1/4), Autofire (5 shots; +1/2); Beam (-1/4), Real Weapon (-1/4) [30] u 3) Parasniper Mode: RKA 2d6 (vs. PD), Increased Maximum Range (925"; +1/4), 30 Charges (+1/4); Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) [30] u 4) LMG/SAW Mode: RKA 2d6 (vs. PD), 100 Charges (+3/4), Autofire (10 shots; +1); OAF Bulky (-1 1/2), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) [100] Increased Barrel Length: Penalty Skill Levels: +3 vs. Range Modifier with All Attacks, Only w/Parasniper Mode (+0); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) XM8 Construction: +1 w/XM8 Assualt Rifle; OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) plus Penalty Skill Levels: +1 vs. Range Modifier with XM8 Assualt Rifle; OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) Let me know of any improvements things I missed or what ever. Thanks!
  7. Re: Your house rules you do NOT want to see as system rules The problem as I see it Warp, is yes you can take out the metalists proxies and there by render the sniper null and void but the fact remains that the mentalist STILL isn't in danger and the rest of the PC's are. I myself have had bad run ins with mentalists before (hence why Vanguard usually kills them on sight) and can understand GA's problem. Especially since it looks like the GM's think it's "kewl" and aren't going to do anything about it. I think, and forgive me for putting words in your mouth, that GA wouldn't have a problem with it if the mentalist was using Mind Scan or something like that because then it would require a little bit of effort on his part as well as alerting the bad guys that there's a mentalist around. As it stands, he can pretty much do what he wants with no fear of retaliation. That's the biggest thing I've found out. PC's don't mind someone having a super nifty ability or something like that as long as it's fair. What's GA is talking about doesn't seem fair at all and I'm with Katherine about the GM going after him since it would be "in character" for the bad guys by now. PS: I almost spit 7-up all over my monitor on the "10d6 transfrom" comment. thanks for the laugh!
  8. Re: Garrote and Bola So, wait a minute. Does the regular Choke Hold manuever require targetting the head and taking the subsequent -8?
  9. Re: GateCrasher Hero Well, the first day (or so) through the Gate was . . ok. I was a bit bored with the game but I think that's because I didn't get much sleep before the game. I did start perking up a bit later on though, unfortunately for me, it was nearing when the game was breaking up. Oh well, sometimes you're the bug, sometimes the windshield. In any case, we got a decent amount of things done. We got most of the beat up walking wounded patched up and after a brief run in with about 6 velociraptors, we started a bit of exploring. Found that there were 10 other smaller gates in the room where we showed up in as well as managing to find not only a room that had, what amounted to, tons of phone books in there we also found the control room. Now if we can just restore power to the place, we'll be golden. We haven't expanded our search of the city or surrounding areas (It looks like we're smack dab in the middle of a huge arse ancient city that's surrounded by a jungle that would do the amazon proud). Our local sniper managed to find the sport where the previous team through had a run in with the locals. We'll probably head there when we gather again next Wed. So, in a nutshell, this game session was one of discovery and licking our wounds.
  10. Re: Idea for Regeneration Actually, whether or not the Persistant advantage needed to be added would be up to your GM. Normal Regen that's bought with Resurrection doesn't, if I recall correctly (feel free to correct me), doesn't require the Persistant modifier. Basically, the way I see that power working, sans Persistant, is this way: The character get's greased in a fire-fight, re-entry, whatever. As long as the other limitations are unmet, he's so much dead weight. However, as soon as the other PC's/NPC's manage to get it so that all the conditions are met, the character can start to "revive".
  11. Re: Char: The Captain I think it might be a good idea. Also might consider boosting his stats a tiny bit, depending on how old he is of course.
  12. Re: Dark Champions Character Pack now in Online Store Ok, first off you're being majorly rude. Second, when the character pack first came out, Steve told us why the guns weren't included. It had something to do with the fact that the people that are getting paid to do the HD prefabs aren't getting paid a lot, not nearly enough for them to sit down and enter ALL the weapons, ammo types, etc. If you're SO fired up about having them in there. Log your happy arse onto the computer and input them in yourself and then send them to Steve and get paid for them. Now, was I a bit disappointed that the guns weren't included, yes. Did I still by the Character Pack, yes. Why? Because it's still worth the $7.99 for all the other stuff in there. Think about it, you've got ALL the prefabs for the various packages in there. All the info for all the Super Skills, etc. It's worth it. If they had included the guns it would've been more then the 7.99 and then you'd've been whining and complaining about the fact that it was so expensive. I, frankly, don't see why you're making such a big deal and such a fuss about. Not including the guns in the character pack doesn't do anything to diminish the quality of the products Hero puts out. The HD Prefabs are there just as a "bene" for those of us that have the program. And, if you'll look, you'll probably find out that the people that are producing the packs AREN'T Hero employees. (well, not really). Theyr'e doing Steve and the rest of herodom a favor and saving us lots of time. They do get paid for it but not gobs and gobs of money. I don't think I have to go into the trickle down effect. Also, you've got to look at it from yet another point of view. If they DID include the guns, then that right there is a good porting of the book, as you have stated and as such, they'd probably have to charge about what they were charging for CCC since once you got the pack you wouldn't really need the book.
  13. Re: GateCrasher Hero Yup, the game was relatively fun and exciting. As WC mentioned, the DEF of the armor in DC is a little . . excessive when/if you start getting into the upper echelon of stuff and then start throwing on the inserts and stuff. I understand that body armor is suppose to keep you alive but using the values presented in the book, it's REALLY hard to hurt people when you've got 12 PD on your chest (and there's where most shots hit) and the weapons you're using are doing 2d6 damage. Attack Choppers (ALA AH-64's). One word: BAAAAAD. Nothing like have 4 PC's/NPC's firing full-auto at the thing and watching the sparks as your bullets bounce of and then going "Anyone got any heavy weapons" and having everyone look at their character sheets and just kinda shrug (thank the gods for our luck system and the much vaunted "Green Bead"*). All in all it was pretty good and we had lots of fun (I know I didn't show it most of the time but I did have fun). I'm waiting to see what happens now. Oh and the 2 red shirts we lost . . we didn't just "lose" them . . . one was standing like 1 hex away from the impact of a Hellfire missle and the other one got shredded by the 30mm chaingun of said Apache. Ick! *: Ok, this info is some where else on the board but I'll just sum up (there is no time) for those that don't want to go looking. On of our house rules is a change (a major one) to the Luck rules. Deciding that the luck rules are just to vauge (sp) we did this. Everyone rolls a d6 and counts body and for every die of luck you have you get to add a die. Once you get your body total that's how many beads you can draw from our luck bag. There are 3 types of beads. Red, blue and purple. Each level can do various things. For a bit of added "umph" we added a green to the mix. (and only one, except when we're playing a joke on Thrash). The green bead can do just about anything. From upgrading everyone else beads 1 level to allowing you to totaly destroy the 4th wall. That's how we managed to grease the first chopper (there were 2). Using the green, the PC used creative storytelling to foul the rotors with one of the crane's chains. (Which, saved 1 PC and 4 NPC's from certain death).
  14. Re: Char: The Captain True. But, in a sense, I guess no NPC can really hold their own against a PC. At least not for very long. What prompted the reply is the naming of the skills themselves. I think I mentioned this, when you go "I've been driving longer then you've been walking" and then have the skill at an 8- . . . doesn't seem to make sense to me. Also, from another prospective, you could, using The Capitan do something along the lines of the "crusty ol' cop that's the mentor to the fledgling PC" who the PC then starts to out grow but can still come to for help etc.
  15. Re: GateCrasher Hero Bah --- I knew I should've created a new account or something to post under. As for as a "GM that wants friction between the players" -- I don't mind friction. Friction livens things up a touch and makes the game seem a bit more "real", 'cause face it, not everyone gets along all the time. What I don't like, and no, you haven't done any of this, is PLAYERS that seem to think that stryfe and friction amongst themselves is the ONLY type of game/fun that can be had. Lemme tell ya, that's not intersting that damn frustrating. In any case, I'm looking forward to Sat's game.
  16. Re: GateCrasher Hero Welp, we had our first game tonite. (No, we didn't just end. I couldn't sleep so decided to hit the boards). As WC said, it was mostly fine tuning of characters and such. We DID do a little bit of "pre-emptive" RPing in order to get the ball rolling for the big throw down on the oil rig Sat. I, personally, REALLY want to play this. I've been dieing for a heroic level game for a while and this, I think, will do nicely. So far I think it's going to be a bit interesting. The PCs have a wide variety of different personality types to play and it's going to be fun to see what happens when we meet up. (A few of us have said that we're going to have to make new characters since we're all going to kill each other at first meeting but I think we'll be fine. It'll be a bit rough at first but should work out in the end).
  17. Re: Char: The Captain Only thing I can think of is this. Most of your "titled" skills are all Fams. Meaning, he's not THAT good at them. And a PC would mop the floor with him skill wise (but then again, that's a PC). You might think about boosting those skills to either regular levels or increasing them beyong that. After all, he's suppose to be the "crusty ol' timer that's been around awhile" right?
  18. Steve, If I have a Detect that's bought that fits into a specific sense group and then I take Enhanced Perception, do I get to add the pluses from the enhanced perception to the Detect roll? IE: You take "He's packing" along with "Observant" from Dark Champions (which just happens to be what I did. )
  19. Re: Gun Charts I'm going to chime in with the rest of the gang here. I think Dark Champions is one of THE best champions books I've picked up to date. (With the exception of FrED of course, ). I LUV this book. Good job Steve and the gang.
  20. Re: What is old is new again? It's WAY new. Not only does it have more information in it then the old DC (which, btw, I have as well), it's got TONS more weapons and such in as well as new talents/advantages/etc. It's well worth the price.
  21. Yes, I'm holding, in my hot little paws Dark Champions!!! I haven't had a chance to read it all but from what I have read my only comment is: WOW!! Good job Steve and everyone else!!!!
  22. Re: hero vs rolemaster Rolemaster is the more realistic of the two systems (IMO). tkdguy is correct, in Hero, you can make called shots that modifier your DCV and such but you can also do the same in Rolemaster with the appropriate adjustments your your OB (Offensive bonus) and DB (Defensive Bonus). In my old Rolemaster game, when you did a called shot, if you managed to hit, the GM would just alter what the Crit and the affect to one appropriate to the location.
  23. Re: Vampire teh Masquerade using the HERO System (second try) Now do one for Werewolf and I'll be a happy camper.
  24. Re: Assisting another's skill checks I don't know if there's anything official about assisting but the way we do it in our game is one character acts as the "complimentry" skill to the other character.
  25. Re: Artemis DC character Soooooo --- are you asking that one of your personal characters be added to the roster of official Hero characters or are you asking that a character that was in the orginal DC be brought back as well? If you want your character to be a "star" DC character then that's easy. It's your game (or your friends, etc) talk it over with the GM and make it so. If you want her to be an official character, I don't know if Steve does that.
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