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tcabril

HERO Member
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Everything posted by tcabril

  1. Has anyone tried to use Hero System with Discworld by Terry Pratchett? I know that Gurps did it but I find Gurps limiting. Just curious...
  2. I am still working my way through the rules and have come to like the system very much. Once I worked my way around the idea that there is really no way to do something wrong - as long as you apply the right advantages and limitations. So I want to build a super-car. I figued I would start with a Lamborghini Diablo (why not!?!?) which costs 183/37 pts. If I want the car to be able to go underwater and move like a submarine (James Bond ) I would add the Breathe Underwater power (+5 pts) and Characeter is safe in High Preasure (+1 pt) as well as Swimmming of 10 (5pts). Q: Would I need to or should I add a FOCUS Limitation to this? So would I add the 11pts to the 183 and get 194 with a final point cost of 194/38? Or would I have to start from the begining and build the vehicle from scratch and add all this stuff in as I went along? Ideas?
  3. Re: A Newbie's first power Coolness!!! This systes is not as complicated as I first thought - I think i was just over thinking everything...
  4. I know I am all over the place with my questions but I swear to you all that I am getting this. So I decieded to create a power and see if I am getting this - bear in mind this maybe a very simplistic power. I wanted a power that was akin to throwing daggers of light - a mutant power if you like to be able to throw light as either a dagger or throwing star. I stared with 2d6 of RKA (30pts) Then I applied the Limitation of Beam (it only hits at one point) for - 1/4 So active points would be 30pts and the cost would be 24 [30/1.25] So did I get it right? Thanks Todd
  5. Re: How to Build a Grappling Hook Thanks! I am actully getting the hang of this! I think my problem is that I want to over - complicate things sometimes
  6. I was poking around these discussion forums and doing some searches and not sure but it seems that it is nigh impossible to find character builds. In any event if it is not here it should be. Before I went to Hero System I did some playing around with Mutants and Masterminds and they have a whole section in their forums for builds or original and comic book characters - its called "Rollcall". One of the reasons I love the super-hero genre of role-playing is to be able to either play or play along side those great iconic characters that I grew up reading about - such as Batman and Superman and Captain America and Thor... I think that this is somethign missng from these forums.. Todd
  7. I have a couple of simple (i.e. easy) Framework questions that I am already 90% sure of the answer but since I cannot 100% be certain I wanted to throw this by the experts. 1.) Can you build a Multipower Reserve for vehicles? Like Batman has the batmobile and the Batboat and the Batbike. For example you Put 50pts inot a Multipower Framework and purchase a few vehicles where no individual vehicle has more than 50pts? 2.) Reading through the Champions books I noticed that some Frameworks have a "u" in them - I know what the "f" and "v" are but not the "u". Can't figure that one out. I do have a guess... Thanks! Todd
  8. Re: Power Framework inquiry Thanks!!!! Sorry I was such a dunce - I think I overthink this stuff sometimes! Thanks for your help - I swear to you all I am going to get this game down!
  9. Re: Power Framework inquiry Sorry do you have more? I am still not seeing this...
  10. Re: Power Framework inquiry Thanks I get that but I still see no advantage to it. Unless (and dawn could be rising on marblehead...) does this mean that if I have a mutltipower with a reserve of 60 pts and 3 VARIBALE slots as long as the total usage (i.e. sume of the pts of each variable slot) does not exceed 60 I could use all in one phase? But with Fixed slots its that slot or another but not at the same time?
  11. I spent some time and read and re-read the rules on Multipower w/in the Power Frameworks chapter. I understand how to build a Multipower with FIXED and VARIABLE slots but I am not sure why one would choose to build a Multipower with Variable slots? Am I missing something? The rules state that one can use a Fixed slot at less than its total Active Point allotment and one can do this in the Variable slot as well so I see no significant benifit for the doubling of point cost for a variable slot. Can someone please let me know what I am missing? Thanks Todd
  12. Re: How to Build a Grappling Hook Thanks! I just wish I was not having all this difficulty with this! So far I think this syystme is great and want to get as much out of it as I can (it seems that those who play love it!). I find with Powers and Equipment it is often difficult in knowing where to start! Todd
  13. Re: How to Build a Grappling Hook Oh sorry - 6th Edition - got on the bandwagon late
  14. I am re-posting this so to speak as I am still learning. I Kinda get hot to build powers but gadgets and equipment are driving me up the wall - wish there was a simple checklist/formula one could use! So here goes my first atempt at building a Batman like grappling hook and what do you all think? 1. Purchase CLINGING power at STR +15 [just for number generation] so base = (10+5)=15 [i got that from the base of 10 then the STR +15 would be 15/3x1 = +5] 2. Advantages a) RANGED +1/2; 3. Disadvantages a) CHARGES(3) -1 1/4 OAF -1 So the Active cost would be(?); 22[ 15*1.5] and the Real Cost would be 7pts [22/1+(1.25+1)] Am I even in the ball park here? Thanks Todd
  15. Re: The best approach? Thanks for the advice! I will say that this is a rather friendly board! Can I run another question by you all? If I wanted to create a Batman type grappling hook gun is this how it would be done? 1. Purchase CLINGING power at STR +15 [just for number generation] so base = (10+5)=15 [i got that from the base of 10 then the STR +15 would be 15/3x1 = +5] 2. Advantages a) RANGED +1/2; 3. Disadvantages a) CHARGES(3) -1 1/4 OAF -1 So the Active cost would be(?); 22[ 15*1.5] and the Real Cost would be 7pts [22/1+(1.25+1)] Am I even in the ball park here? Thanks Todd
  16. Hi All! I am looking best approach advice here - so thanks in advance. I purchased the 6th Ed Hero System 2 book set and was very impressed and wow'd by it. Then I started working my way through it and was daunted by the amount of information that I had to keep straight and in my head. I then bought Champions Powers in an attempt to help me learn by sort of "reverse engineering" the powers to learn how they are built. Well it works great sometimes and I am stumped other times... So I came up with this approach to working my way through this system and I am so impressed by it that I am determined to figure this all out! I purhcased the Hero System Basic rulebook and I am reading through that and where I want/need I go to the Big Books and read more and I am going to run my first game by letting my players just choose powers from the Champions Powers book rather than trying to work them up. I will limit myself (at first) to this tactic with the NPCs. As for gadgets and equipment - the Champions Powers book suggests applying either "Focus" or Charges aspects to them to make the powers equipment of Gadgets (any help here? is just a formula?) So what do you think? I have heard nothing but great stuff about this game and though no one that I know plays it - I want to bring it to my group! Thanks! Todd
  17. Re: Help with Old West Weapon design I would like to take a moment to say thanks to everyone who chimmed in on this thread - it has been great. As I may or may not have stated I am new to the Hero System and besides being a very cool system it is, I have to say, very thick! meaning that there is a great deal to it. I may have read the Powers section front to back at least twice - I certainly cannot remember all of it. I only have my Hero System Basic Rulebook with me but I plan to look up all the information that has been suggested to me when I get home in the big honking 6E1 & 6E2. I really wanted to learn and understand the mechanics of weapon design and all it entails. It would be very easy to say that a Colt Dragoon does 1 1/2D6 and costs $42.00 but I really wanted to know how things came to be what they are (I used to run lots of RIFTS so I am used to just coming up with wonky stuff on the fly). I am sure to have many more questions so please bear with me - but I just wanted to say thanks!!! Todd
  18. Re: Help with Old West Weapon design Now things are falling off the rails again... How would the A/R cost of the .45 Colt Peacemaker be 34/9? I would have thought the Active cost would have been 25 based upon 2d6-1 Damage breaking down to 30 pts (1d6 = 15 then x2) and then a reverse modifier from HKA of -5 for the -1 pt of damage. 34pts does not make sense to me.
  19. Re: Help with Old West Weapon design Cool! Thanks! Now this is starting to make sense! What about things like adjustments to OCV and STUNx?
  20. Re: Help with Old West Weapon design Is there a basic formula that is used? I have spent a great deal of time on this and I just can't figure it out.
  21. Can someone help me with weapon design? From what I gather in the rules if you make a 2d6 RKA weapon (lets say a gun for example) then its a base 30 Actual Points (which I believe is divided by 5 to get 6 Real Points) so A/R 30/6. When I try to reverse engineer the weapons listed in the book some work and some don't and others make no sense at all. For example: a .38 Derringer has a A/R Cost of 15/3. It is basically a 1d6 damage weapon - which makes sense since 1d6 RKA = 15pts. However would there not be an adjustment for OIF? What about the -2 OCV and the -2 RMod? Oddly enough a Dagger has a A/R Cost of 21/8 only does 1d6-1 damage (would have thought it would have had an A/R Cost of 10 (15 for the 1dg of HKA with a -5 for the -1 in damage) Does STUNx cost anything? For example is there a cost difference between a weapon that is STUNx 0 and STUNx +1? I have read and re-read the chapter over and over and I cannot figure this out at all! I must be stupid or something but what I want to do is take weapons that I know existed in the Old West (from various sources) and then write them up for an Old West Hero System game and once done I was going to share with all who may or may not want to do an Old West Campaign (i.e. Western Hero) Any help would be greatly appreciated.
  22. I need a bit of help designing weapons and firearms for my Old West game that I have been working on (thanks to all of you who have piped in with helpful suggestions). Before I begin I have to state that I am new to the Hero System game so some of my questions may seem rather simple in nature. I am going through the process of designing weapons for my game (and when I am done I hope to post them here so others can access to my versions of period weapons) and I read the chapter and now as I go to reverse engineer the weapons that are provided I get all messed up. For example a .38 Derringer had 1d6 damage and has an A/R Cost of 15/3 [This works as 1d6 of RKA costs 15pts and I believe you divide by 5 as it’s a weapon to get the 3 real cost – am I correct?] Should there be Advantages and or Limitations here as well? Here is another Example: .357 Colt Python with 1 ½ d6 Damage and an A/R Cost of 27/8. Here is how I think this one works -> 1 ½ d6 = 25 Active points (15 for the 1d6 +10pts for the ½ d6) and then I figured the other 2 pts came from the +1 OCV somehow. Another example (one that does not work): a .45 Colt Peacemaker with 2d6-1 damage has an A/R cost of 34/9. I cannot back into this number no matter what I do. So can someone PLEASE help me in the weapon design process? 1. How is A/R figured out? 2. Do you have to figure in OCV adjustments to cost and STUNx to cost? 3. How are Advantages and Limitations figured in or are then sort of netted with the /5 thing?
  23. Re: Old West Setting? How many character points would you think to give a character in a Western Hero type game?
  24. Has anyone done an Old West setting? I believe I once saw (years ago a campaign book for an earlier incarnation of Hero System) a book called "Western Hero" but I would probably be very much out of date. To be quite honest I got the idea sitting around watching The Magnificent Seven TV series and knowing that I have no desire to run K&Cs Aces and Eights (way too complicated for my taste...) The system is very straight forward and dropping most if not all of the powers (as many if not all would be inappropriate - I don't see cowboys flying or teleporting per se [though an interesting thought...]) What character point level would work - do you think? Any suggestions or help would be great - I love hearing people's ideas! Todd
  25. Re: An odd little question Thanks! I love the Goose materials!! I always felt that the Romantic Age of Adventures (i.e. 1930's or so) has been very much underdone as far as role-playing is concerned. Thanks again!
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