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mayapuppies

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Posts posted by mayapuppies

  1. Re: Random Ammo useage

     

    So, if I've got what you're trying to do, my suggestion would be to buy the guns at 0 END Cost (to simulate limitless ammunition), take the level of Activation Roll you want, and then add a -1/4 Jammed Lim for having to take a full Phase to reload when the gun Jams/ammo runs out.

     

    How does that sound?

    This is perfect! Exactly what I was looking for.

  2. Hello all,

     

    I'm not overly familiar with this genre (at least in the running a game side of it) and I'm running into some questions, as I set up a campaign world for my players. I would most certainly appreciate any help.

     

    What kinds of Perks would be appropriate to this kind of genre (in general)?

    What would be used for currency aside from barter?

    Any suggestions on Plot Hooks (aside from the Mad Max movies)?

  3. Re: Random Ammo useage

     

    It's not really annoying if the players like it as well. The thing is, I'm trying to simulate the apparently random number of rounds that are contained in most movie guns.

     

    This is a "feel" thing for a cinematic game. Reality holds no sway here. The other aspects of the game will be a toned down "wire fu" in line with the previously mentioned movies.

     

    The overall goal is to have larger than life heroes with little to no concern about real things, such as ammunition, physics, etc. (unless dramatically appropriate :D ). Goons will be swatted like flies and in droves, while the major bad guys will give the group a severe pummeling (even when using the same equipment as the goons.. :think: ).

  4. Re: Random Ammo useage

     

    I was hoping for a more random element to determine when a character runs out of ammo. Perhaps if I add an Activation 15- or something similar to all guns...?

     

    The players won't actually have clips for extra ammo, it's basically unlimited ammo but they may occasionally have to "reload".

  5. Re: P90 Revised (revised)

     

    P90 (5.7x28mm) Tactical SMG: (Total: 100 Active Cost' date=' 29 Real Cost) Killing Attack - Ranged 1d6+1, Limited Armor Piercing (up to 20 PD armor only, not vs. Vehicle DEF, FF, FW; +1/4), +2 Increased STUN Multiplier (+1/2), 4 clips of 50 Charges (+3/4), Autofire (20 shots; +1 1/2) (80 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Limited Range (200m effective range; -1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 21) plus Reduced Recoil Impulse: +2 OCV (10 Active Points); OAF (-1), Only to negate Autofire mods (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Sights (optical and/or laser): +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4)[/quote']

    Just out of curiousity, why are you adding in the Beam limitation? Forgive the possible newbie question.

     

    Next question, will you be posting this Stargate HERO information? I for one would GREATLY appreciate the resource

  6. Hello all,

     

    New to the board and to the 5th Edition. I'm getting ready to start a "cinematic" cyberpunk/post apocalyptic style game with characters at the "Powerful Hero" level.

     

    One of things I want to simulate is how the characters in movies like Time Cop, Blade, Underworld et. al. always seem to reload their weapons at very random times. One moment their blasting away with hundreds of rounds from a 15 round clip and the next their reloading after 6 or 7 shots fired.

     

    I want this to be a standard component of every gun in the game world and was wondering how I would write that up.

     

    Equipment is going to be handled with a free Equipment Pool in the same manner that KillerShrikes GM handled their Omega Team campaign. Each player will be given a 20-30 point perk that translates to 5 points of gear per point of perk.

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