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Dr Divago

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Everything posted by Dr Divago

  1. Hi all i got a little question about desolidified chars you all know desolidified chars are affected by a special effect, name it magic or electricity or something similar an example is a desolidification of spectre/wraith: they are affected by magic, so every magical attack will damage them now, i remember about reading someplace that a chars desolidified could affect physical world (without having to pay for the advantage) by using same special effect than the one he's affecting in the example before, the spectre could use magic without having to pay "affect physical world" for it but looking into the book, both 6ed and 5ed, i found no more this thing so, again in the example of spectre, they will need to pay "affect physical world" for all their spells wich one is correct? in wich book could have i read this thing?
  2. Hi all even if this question is strictly linked to my "PC becoming special agents" question, i think is better idea to put on a new topic (even 'cause one of the player was reading the previous topic ) now, the problem/question is: PC will now become special operative agent, and obviously gain access to special equipment. something simple like a simple kevlar vest, radio link or some little weapon (knife, pistols, etc) they need to pay for it? it's a superheroic campaign so they need to pay points for equipment but they did not pay for motorcicle or cars (and neither for a beretta one of them got by his previous work...) now, my idea is they don't need to pay for special equipment, fringe benefit and like they get from their job (same way they don't get extra points for disadvantages gained so far) BUT it's true they will get advantage of this; ie they could skip the idea to get mind link 'cause they get very fancy radio link at no cost, or just not spend points in resistent defense 'cause they get kevlar vest plus, special operation soldiers (npc) they get as companion for special mission had to pay points for this equipment. But they are npc...
  3. Re: Player becoming Special Agents TY all for help! i solved it by giving them the disadvantage/complications THEN they gain access to some special equipment/training, and someone could lose his disad too OR could buy special abilities (like some access, computer link, or like) or special training tecnicque (CSL or martial maneuver) at no cost/reduced cost up to the amount of disads gained
  4. Re: Player becoming Special Agents mmmhh ok i could just keep in consideration whenever they got a "special experience rewards" (1) btw, what would you use to give some of them "responsibilities"? i mean, of course with fringe benefit there are powers and responsabilities; but what if i whant one of them be entitled as "squad leader" (aka the manager) of the group? the one who need to go to their superior and ask for equipment, made reports, and of course be responsible for errors they make? (1) they started with only 200+100 points (less than normal superhero who start with 250+100). Sometime i give them some "special reward" in form of a stats increase or power bonus just to keep the feeling they are not really able to control their powers but are gaining controls.
  5. Re: Hydra and Multi-Headed Monsters well... standard hydra from the manual worked fine; they understood pretty quickly how to face it (just doing a lot of stun to stun the body and then burn down the heads) maybe i got something wrong and i had to let the head act freely even if the body was stunned :\ but was very late and 3 of them where unconscious so it was ok in the end, a nice fight, not too long, not too short, and they had to think a little more than "i focus on my best attack and aim for the head"...
  6. Re: Player becoming Special Agents
  7. Re: Player becoming Special Agents ok save from the difference in points (subject to orders from police is 20 points, subject from orders from RS33 is 15 points... maybe also 10...) but the problem are: the other guys, the ones who does'nt have "subject to orders", will get too "subject to orders from RS33"... so they will ends up having more disadvantages than the other ones at the moment i'm planning on removing some disads from this one too... but someone have only not-removable disads (like psychological limitation, physical limitation and enraged, to name few) or disads that will be not realistically removed...
  8. Re: Player becoming Special Agents yes yes! the thing is they quit and start working at RS33 full time problem is, while they quit they technically lose Subkject to Order disads, and then i need something else to replace it one idea could be a bad reputation or rivalry: some other "normal guy" just doesn't understand why those noobs will get frontline while they are normal agents since several years or, the policeman could get a bad reputation ('cause he's a cop and most of the npc in the RS33 are from military background so they just mock him) but this are only little things, nothing serious and nothing very adequate... maybe best thing is talking about them to the player; ok this will spoiler something but this is their chars, not mine u.u
  9. Re: Player becoming Special Agents Ok; now i got serious problem about how to balance disadvantages and perks my idea was: 5 Fringe Benefit: Membership of RS33 3 Fringe Benefit: Security Clearence (level 0 aka "Secret" and some "Most Secret") 3 Computer Link: Access to Law Enforcement Databases those are based on campaign; maybe i could lower a little the computer link (or the second fringe benefit) just to go 10 chars points then disadvantages: 10 Hunted: RS33 (MoPow, NCI, Watched) 15 Social Limitation: Subject to Order the "hunted" replace another hunted disads they all got; basically RS33 protects them against some other nasty secret societies then the problems arise: 1) i got 15 point of disad and 10-11 of perks. so i need to give them other 4 point of perks. what else? 2) they all lose some perks from previous jobs. ie the one who had [Fringe Benefit: Accesso to University Labs] got no real point in using them in lieu of specialised super secret labs. sometime i can convert them in contact, favor or access (backdoor inside university computers, just in case) 3) someone need to convert their previous [social Limitation: Subject to Order]. And this is a real pain in the arse... how they could lose it? some enemies or rivals? how did i justify them?
  10. Re: Player becoming Special Agents mmmhhh i'm thinking about the latter... btw they could also keept their old jobs like "cover identities" no, the hiddeng training ground is on the roof u.u ok... i'm wondering if being part of this secret agency is something full time (so they got really no much time for old job) or they could did it "part time" so they will keep their original job and go special agent only when really need arise...
  11. Hi all i'm running a low level superhero campaign, where metahuman (term for people with superpowers) where very rare and secret, and almost entire population does'nt know anything about it. Player where normal guy and then discovered their special powers and are thrown in a world of conspiracy, hidden metahuman underground culture and secret societies who act as bigger player (something between "heroes" and "xmen"... even if they actually are more similar to "misfits"... ) one of those "secret society" are Cabinet RS33 (sort of Italian MIB or Torchwood... here full article in italian) Now, in a totally unexpected evolution of an adventure, they could be recruited and become special agent of this Cabinet RS33 now, this of course will be a Membership Fringe Benefit, paired of with a Social Limitation: Must Follow Orders problem is: two of those pc are respectively a policeman and a firewoman; they both already have membership fringe benefit and social limitation. so i need to replace that... but they will end with no disadvantage (they just swap the one they "must follow orders") and lesser advantage (police membership will become RS33 membership...) so should i: - don't bother; 'cause this are "campaign gained" advantage/disadvantage so i need no bother about balancing between them - give them another advantage (maybe they will gain ranking inside RS33) to compensate. then some "responsibility" disadvantage - let them keep their former job: so they will get 2 membership (they could play policeman normally and RS33 special agent when need arise) also, they gain social limitation: secret identity of some sort (what if a police mate discover about his partner "second job"?) ty, as always, for help
  12. Re: Hydra and Multi-Headed Monsters
  13. Re: Grabbing then Calling Shot as far as i remember, Placed Shot modifier is for OCV and not DCV, and ocv is not halved... i'm not wondering about damage. i assume vampire bite is too low to penetrate hard armors (plus as far as i remember bloodsucking is NND (defense is having hard or rigid armor)) i'm thinking about the "i grab, then i hit the neck"... Neck/Throat is an additional hit location in Combat Handbook (ok it's for 5ed but 6ed don't say anything different...) ADDITIONAL HIT LOCATIONS Location STUNx N STUN BODYx To Hit Finger x1 x½ x¼ -8 Eye x5 x2 x2½ -12 Knee/Elbow x2 x1 x½ -7 Spine x3 x1 x1 -7 Neck/Throat x5 x1 x2 -9 btw i know a vampire could use a different tactic; this is just a rule question about grabbing and hitting specific location: it could be also a police officer grabbing to disarm special equipment, a super hero grabbing to attack a specific vulnerable spot, a biting poisonous monster grabbing to hit soft spot, etc. yep i'm wondering if someone could "full immobilize someone so it could be helpless" with grab (maybe with grab and control option in Combat Handbook)
  14. Re: Hydra and Multi-Headed Monsters mmmhhh ok but what if i made a campaign rule that "heavily stunned chars = killed (for minor and major NPC)?" ah ah ah btw HB hydra got "only" 24 duplicates... edit misspelled: hero bestiary is just HB
  15. Re: Grabbing then Calling Shot i'm not very competent with the 6e (i still use the 5er but i got also 6e and i check here too sometime) btw, for 5er is same things -9 for the neck... half dcv does'nt help very much: assuming a 7 OCV for a vamp and 6 DCV for a player (they always whant to increase DCV while possible, don't they?) half DCV means 3 DCV this would be that hitting the neck for vampire become: 7+11-3-9=6- this is awfully difficult. Even if i give them a +3 surprise bonus for clueless vampire victim this will become 9- still very difficult i'm not keeping in mind PSL because same rule i can use for monsters with very little fangs (like jaculus... for those unfamiliar with, those are semi intelligent snakes that glide down from tree branches, grab the target then search for soft spot (like the neck) and hit with the ½d6 hka bite) "grab and control" is a grab option in combat handbook for 5er (i really thought they put into 6e too... maybe in supplements i don't have?) is the classic movie "grab and make them kneel" or "grab and put them against the floor/wall" so they can't move (nor attack) you need to declare it (and also make another attack in the next phase) and beat the STR vs STR roll with more than 2 points
  16. Hi all i dunno if this should be posted in the general system discussion or in fantasy specific thing; i suppose this is the right place but if i'm wrong please forgive me and move the post if someone grab a target then whant use an attack to aim for a particular location, hit location modifier still apply? i think of something like a vampire grabbing a target then try to "kiss" them, i mean using his bite attack to drink his blood. Other similar use could be a jaculus (MMM55) grabbing/constrict a target then hitting with bite+venom attack, or even a claw armed bad (or good?) guy stabbing at the throat of an enemy i could assume this resolution, but dunno if this is correct: - phase 1, grabber declare grab vs the target; assuming attack is succesfull they both made STR roll etc and assuming he's succesfull again the grabber grab the target that's now grabbed (i know, it could be a "tongue-twister" ) - then grabber could declare "grab and control" and do another STR vs STR roll; if he beat the grabbed roll by 2 points then the grabbed is immobilised - next phase, assuming grabber hold the grab, the grabber can declare a Full Phase maneuver to "punt the weapon on the location", i name it "neck or throat". Then as an action that take no time can attack, thus blood draining or venom injecting or like (see 6ED2 110 or Combat Handbook 120) this sound good for me, but i assume is too easy: if this is true someone can easily grab and then putting down most of the adversaries, assuming he got a large enough STR. Viceversa if is not possible, then the grabber need to make attack roll with -9 (as for neck) every phase just to bite a grabbed char, and this sound weird to me ty all for your advices, as usual
  17. Hello all as stated in the bestiary (and everywhere) for multi-headed monsters you need to use duplication; hydra is a good example of multi-headed monster in bestiary, useable for everything from space monsters to cthonian monsters in a lovecraftian pulp adventure but i got some little concern: 1) if i stun one head, does it split in two? or just if i kill (i mean, goes to Negative BODY)? and what if i stun it under -30 stun? 2) if i mind control the hydra, i mc only one head? and can i turn one head vs another one? 3) if i use hit location, i suppose i need to use draconic hit location for body and hydra head hit location for the heads; but what if i aim to the body and results for head shot (3-5 hit location including neck)? i hit head (second roll for head hit location)? i hit location 3-5 on "hydra head hit location table" (pg 88 FHB5, 155 FHB6)? or i hit hydra Main Head? 4) important what if i hit hydra Main Head (the one in the standard sheet, not one of the 8 duplicates)? if i stun it only one head goes stunned or all the body? (she can't move) or worse all the heads too got stunned? and what if i hit and kill the Main Head? main body die (and all duplicated heads too) or just the main one? and the duplicates can move the body (you know, walking, hitting with claws, etc)? or just i can't hit main head and only the duplicates one is considered "heads"? ty for you advices
  18. Re: many wolves > one chimaera O.o here there are monster's sheet: https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B-IsgUjMIv20ZDQyYWMzMzEtYTZhNy00ZDU3LWEyNGEtNzQxYWVhNDdiYWE0&hl=it&authkey=CJ23xrsD as for player's sheets, i got no publishable version i use 5ER and Fantasy 5
  19. Re: many wolves > one chimaera O.o Ok ty all so now i see it's working "as intendend" and more low power enemies is better than a single powerful enemy so, next question: planning they are going inside an hydra lair, i need to make hydra more powerful (like adding fire breath or something nasty) and leave just one ('cause multiple head is similar to multiple foes) or just leave the hydra as intendend and adding more "adds" (like another hydra, some magical snakes, etc)
  20. Re: many wolves > one chimaera O.o ouch x_x what "naughty words" did i wrote? sorry, english is not my native language (just got 2 ranks...) so sometime i fail my INT check and write something... uncorrect... btw, ok, you're reassuring me that's "work as intended" and not my fault
  21. hi all tonight something "a bit strange" happened they are investigating a crater surrounding a big "meteoric rock" that's really a "qliphotic chaotic warp mutating stone" so this area is filled with strange mutated beasts (here the sheets) while traveling to the rock, they are ambushed by 2 "alpha" qliphotic wolf and 6 radiant wolf. The fight last almost the entire session and was really a big fight: one of them gone stunned 3 or 4 times, the priest finished his END and start using STUN to power his spells, the mage "with unbreakable armor" gone down, a NPC almost died and they all finished the fight with a big effort. wolf tactic was simple: the qliphotic attacked the biggest one with tentacles and aimed shots and 2 radiant wolf too attacked the same guy (knight with a glaive, plate armor and growth to 4m) while the other attacked 2 PC after recovering from this fight, and few minutes of traveling, they arrived to destination. Here they are attacked by the qliphotic chimaera she attacked with a flyby move throug and goat's horn knocking down one of them, then multi attacked with wolf's bite and dragon's breath. this one got a lucky shot to the head and result was 18 BODY and a shitload of STUN damage then the archer shot 2 lucky hit (one on the dragon head, one on the vitals) and chimaera goes down so i'm wondering... there is something i did wrong, or it's normal they had a very though fight against 8 wolves (well... 210 points mutated wolves) and no-fight against a chimaera? i'm planning on sending them to an hydra's nest... i need to change something, like using some lower level adds (ie magic snake, miniature dragon with multiple heads, or using 2-3 hydras) or the multiple head of the hydra is enough to be a fair challenge?
  22. Re: Pole Arm Quiz 12 of 22 but this quiz is a fake: last summer i was at lochaber, in scotland, and i saw in a poster a lochaber axe who looked exactly like the one they depicted as "halberd"...
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