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tcabril

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Everything posted by tcabril

  1. Thanks - I figured they were a special effect but the Restrainable aspect is rather cool!
  2. Had a bit of a discussion with a buddy of mine - we are trying again to grasp this system. Would Wolverine's Claws or an energy sword like Psi-lock - from the Apocalypse movie (conjured by her mind i guess) are either a special effect or a Obvious Inaccessible Focus? We both could make the argument either way... Just curious...
  3. L. Marcus - I was thinking of Killing Attack adding based upon the DC table. Grailknight - I totally forgot about the doubling limitation for damage - now it makes sense!!!! Thanks!
  4. I am reading through Champions Complete - figured it was a better place to start running a game than the whole 6th edition (start smaller and add...) When I read the write-up on Ironclad on page 194 it states he has a Dorvalan Gladitorial Sword: HKA 2d6 (4d6 with STR). I have been trying to make that work out mathmatically but I can't seem to get it. If I understand it when using a HKA you can add strength at a rate of 1DC for every 15 CP. That works with the example in the book if that superceeds the damage of the sword. I would think that with his strength of 60 he would do 6d6 HKA with the sword - 2d6 + 4d6 from STR. Even if you apply a STR mininum (17 in the case of a GREAT SWORD) it would give you a 3D6 HKA adder [(60-17)/15 = 2.8 which rounds to 3) so would that be 2d6 for the sword + 3d6 for the STR? I have been able to work it out with all the other characters (for the most part) but this is driving me nuts! Any help? Thanks
  5. Awesome!!! Thanks for all your help!!!
  6. So I did that right? I think from what you are saying I did - but what about the x2 or x4 or x8?
  7. This works in tandum with my non-combat movement question So I did some research and a Grumman Goose could travel approx 324 Kilometers per hour - or 324,000 meters per hour. If most "Pulp Era" airplans have a SPD of 2 or 3 (based upon what I have seen in the vehicle books) is this correct? 324,000 meters per hour 5,400 meters per minute 90 meters per turn or 45 meters per move if Speed 2 or 30 meters per move if Speed 3? So if that is correct - then how does one calculate the non-combat movement? i.e. what x is it? x2, x4, x8? ect...
  8. First off - thanks to all who piped in on my last question regarding "Building anytype of Vehicle" I believe I am 95% there with all your help! So thanks. What is holding me up is Non-Combat movement. Is this calculated from other statistics or is it set by the designer of the vehicle (i.e. me)? I was looking at building a Grumman Goose and I know how fast they fly (about 195 mph/310 kpm roughly) but I don't know how SPD works into that or if it does and how does one figure this part out. Any help? Thanks again in advance! Todd
  9. LOL -basically everything!!! I tried to make a batmobile type vehicle and a spy-car and and a 17th century frigate and it fails. I will try to dig up these attempts and share. But seriously if anyone is having no difficulties making vehicles or has figured out an easier way then i would be all ears!
  10. Since I am the only one of my gaming community who actually has the Hero System books I have been trying to work through all the rules on my own. I find that I am not either understanding or missing something when it comes to vehicle design or construction. There has to be a simple way to do this that again I am not understanding or missing entirely. I tried to make a spy car (like in James Bond - the submarine lotus to be exact) - nightmare. Forget trying the Batmobile.... Is there going to be a 6th Edition version of the Vehicle Guide? I have the 5th edition one and I find it confuses me more than anything. Hard to run a superheroes game without supervehicles if you ask me. I can't get others to play this game without fully understanding the rules and I don't want to be "well I don't know how to do that so you can't have a cool vehicle" Any help? Suggestions?
  11. After spending the time to research how far a character can throw a grenade - which is not in one easy spot mind you. I am now trying to figure out the area of effect. In the Equipment Guide it states damage as 2d6+1X (for example) with the X meaning an area of effect. Searching through the rules I cannot find out what the area of the damage is - but I did find out that the area of effect is bought as a +1/2 advantage which I cross-referenced with the Advanatage section which has a +1/2 area of effect advantage as 5-8meters. So should I just assume that based solely on inference that all grenades have a blast radius of 5-8M?
  12. I did factor in the field of fire 60 degrees - which is a 1/2 limitation - hence the 117/1.5 = 83.
  13. I am working on an espionage/spy game for Hero System and I am working on building some of those cool gadgets from the James Bond movies (why not?) So for my own edification I am working through some ideas and wanted to make sure I am (at least in theory) getting this correct. If I wanted to add weapons to a car do I just add the A/R cost of the weapon to the A/R cost of the vehicle? For example: If I wanted to add two 7.62mm M60 LMG to the front of a Porsche 911 would I just add the following cost to the Porsche 911: 5[Doubling cost rule] + (117/1.5) = 83 Actual Cost (17 real cost) and thus added to the A/R Cost of the Porsche 911 174/35 A/R cost would be adjusted to 257/52 A/R Cost. Am I doing this correctly and if not where am I going wrong? Thanks! Todd
  14. I used to run a pretty good Top Secret RPG game back in the day and my friends have asked me about running more espionage type games now (I don't have much time so the campaign would be on a mission by mission basis). I figured Hero System was the way to go as I don't care much for the D20 Modern rules or Spycraft. I have the core 6th editon books as well as the Equipment Guide and martial arts. So when using the equipment guide - should I worry all that much as to how the actual guns, armor and other gizmos are created using the rules of just use the Equipment guide as a "here is your gun and this is what it does" sort of thing? I.E. using it as a shopping guide -if that makes sense. Since in a Heroic campaign items are purchased with cash not CPs - I figured this was the best way to go. Any suggestions? Thanks!! Todd
  15. Re: Requires a Roll question I follow but what is the result is opposite of what I would have expected. i would think a unmodified roll or 12- would be better than an unmodified roll of 11- yet it appears the math makes the better one cheaper. for example 20 actual cost armor 11- : 20/(1+1/2) = 13 12- : 20/(1+(1/2+1/4)) = 11 what am I doing wrong?
  16. I am still haveing difficulty with the Requires a Roll Limitiation. I am not sure mathematically how to calculate for the 1/2 more Limitation or 1/2 Less Limitation. What I think is if you have a power worth 20 Active points and apply the Requires a Roll Limitation on it - unmodified (11-) its a -1/2 Limitation so it would be real cost of 20/(1+1/2) or 13pts If you made it an umodified roll or 12- it would be 20/[(1+1/2)/1+1/4] or 14pts? How do you all calculate this?
  17. Re: Armor (Clarification needed) Okay Awesome! I am starting to get it now. For some things this system is so easy for others I find myself saying wtf alot! LOL! But I find I like this system more and more the more I read through it!
  18. I am trying to work my way through Armor creation rules as opposed to just choosing them out of the Equipment book. On 6E2 page 211 it states "The fact that a suit of armor does not cover all of the character's body is simulated by applying an unmodified Required Roll (i.e. Activation Roll) this I understand to be 11- for a (-1/2) limitation. Looking at the Requires a roll table on page 6E1 389 one can either improve or weaken this raoll - but how does one calculate that? For example a Required roll of 14- is a 3/4 less limitation but on page 6E1 391 under the example of Anti-Laser Armor it has a required roll of 14- for (-1/2)? How does one work this out? I have be reading and rereading all the sections I can find in relation to armor and I can't figure it out. Any help?
  19. Re: Mutants and Masterminds Conversion That is very helpful but I was was looking for more of a M&M 3rd to Hero System 6th not Hero System to M&M. I think I can make this work - possibly....
  20. I was wondering if anyone had done a Mutants and Masterminds (from Green Ronin) Conversion to Hero System? Hero System is the superior game in my opininon but I love the DC Adventures that was done for Mutants and Masterminds and would like to convert it to Hero System so I was curious if anyone had done any conversion work.... Thanks! Todd
  21. I just ordered Champions Complete - I know it is a stand alone game but will all the other 6th Edition Champions books work with it? THis may be a stupid question but I am just curious as to whether or not I should get the other books in .pdf. Thanks in advance! Todd
  22. Re: Clarification on adding STR to KA damage Now this makes sense - I forgot the doubling rule
  23. I just want to understand something better than I think I already do. On page 6E2-100 it states: "Strength (STR) adds to the damage done by HKAs: +1DC for every 5 STR used with it (or to put it another way, +1D6 HKA for every 15 STR used)" So if a character had a 20 STR (4d6 normal damage) and wielded a knife (which does 1d6-1 Killing Damage - 2DCs and STR minimum of 6) would the Killing Damage be 1D6+1 (adding 2DCs of Damge to the 2 original DCs of damage) Do I get this right? Then I see an example of a BEAR (STR 23) in the Beastiary and it says for its Bite attack HKA 1d6+1 (2 1/2D6 with STR) which makes sense [1d6+1 = 4DCs and STR of 23 = 4D6 of normal Damage or 4 DCs ~ 4DC +4DC = 8DC which is 2 1/2D6 Killing Damage] Then I look at BITE for a HORSE and it is: HKA 1 pt (1/2d6 with STR) - by my calculations it should be 2D6 with STR [25 STR = 5D6 or 5DC and 1 pt Killing Damage = 1DC so 1DC+5DC=6DC which is 6D6] Is this a typo or am I missing something? Thanks Todd
  24. Re: Western Hero - Stagecoach Very true - found a cool map of major stagecoach routes through the Old West. I am just trying to get this right and within the scope of Hero System. So far things are progressing along nicely - thanks to all your help and others on the boards. From a narrative/storytelling perspective it is enough to say that PC's need to go to Town X which is 60 miles away and it will take them 3 days at a leisurely pace - or 2 days if they really push it. Game mechanics really only come into play if there is combat along the way or there is a chase - when do the PC's on horseback catch up to the Stagecoach or when do the horses run out of END and must rest or PUSH and such... Even though I am new to Hero System - this has been very cool to work all this out and I can't imagine a better system to do this with (GURPS is a close second but it gets rather clunky at times - but I still think GURPS is solid as well). What I found amusing after reading the book "The Last Gunfight" which is a detailed historical view of the Gunfight at the OK Coral is that the real battle only took about 30 seconds and if you use Hero System Turn/Segment/Phase sequencing - it works out to be right on!!!
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