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Tom Carman

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Posts posted by Tom Carman

  1. Originally posted by Hugh Neilson

    Not to mention a +12 for seeing into the next phase since it's now an hour closer :D

     

    Seriously, this limitation seems to restrict the character unduly for the limitation value. If a character wants solely to see the future, he pays 40 AP, applies -1 (precog only), -1/2 (RSR; skill woll is -4 as power is 40 AP) to get to 16 points. This added limitation saves a whopping 3 points!

     

    Assuming a skill roll of 15- to begin with (to get even odds the power will work), he's actually down a point if he raises it to 17- to have a 50/50 chance of seeing into the next phase.

     

    Maybe "time limit" should assume a base time of 1 day (or less) for an unmodified roll, -2 for anything within 5 days, and so on. Or maybe the player should just define his precognition as having a fixed time limit, or becoming vague after a certain period. Going from no modifer at all to -8 to see tomorrow seems like a hefty limit for a 3 point modifier.

     

    Hmmm...If I buy Clairsentience for sight, hearing, touch and smell/taste (just like being there...) with RSR, I pay 33 (50 AP/1.5). If I add Precog and time limits, does that make it (70/2 =) 35 points, or (33 + 20/2) = 43 points? In other words, do I apply the limit only to the precog points, since it does not limit the clairsentience? [Mind you, is precog with that level of penalty even worth 2 points?]

    A lot can depend on exactly how precise a weather forecast you want. I mean, if you want to know the precise temperature, humidity, precipitation, wind speed and direction, etc. in a specific hex at some point in the future, then sure it can get hard to predict. On the other hand, determining the general conditions in a mega-scaled hex should be worth a considerable (+4 or better) bonus for being an "easy task".

  2. Originally posted by Locnar

    Well, one benifit I can see by making everyone pay points for everything: It limits the amount of firepower the PC's carry around with them. Sure, if they wanna pick up a fallen Nazi's machine gun and use it until the clip runs out, that's Ok. Indiana Jones runs around with a pistal and a whip. If he was a PC, why not have a tommy gun? Indy picks up a rocket launcher in one of the movies, but it's not part of his normal gear. The gear you pay points for is your normal "adventuring" gear.

    This sort of "balance" is one of the reasons given for requiring all players to pay points for everything in a Superheroic game. Otherwise the character who invests 5 or 10 points in wealth and buys weapons and vehicles has a huge edge over characters who paid points for powers. This is also why characters in Superheroic games are built on a lot more points: when points are the only real "currency", you need more.

  3. Originally posted by Locnar

    Well the movie was definately at a higher power level than the comic.

     

    A couple of issues arise when you use Superheroic to simulate a lot of equipment.

     

    First, some players might seek every oppotunity to pick up extra weapons along the way. The GM might have to be heavy handed.

     

    Second, Some players may balk at buying normal equipment with points. If the equipment is a basic part of their abilities (Like Quartermain) then there's probably no problem. But, If someone is playing a character with mental powers, he might feel annoyed having to pay points to carry just a normal knife.

    I see no problem with running in a hybrid Heroic/Superheroic mode. Conventional equipment could be purchased with money, but Powers and gadgets (extraordinary weapons and equipment) would also cost points. Gadgetry would remain rare items and they would carry a heavy load of Limitations and Disadvantages to keep down the cost, since players could usually get more "bang for the buck" by investing the points in Skills and Perks.

  4. I've been running a Heroic-level game, in which money is used to buy equipment. However, the bookkeeping is a bit annoying, so I am thinking of hybrid money system. Comments are welcome.

     

    Use money Perks and Disads to determine annual income, and divide by 12 for monthly income. Subject to revision on account of players abusing it, a player can freely make expenditures up to their monthly income. To spend more than monthly income, treat it as an Activation-Jammed roll (defined as tapping their savings). For each multiple of the monthly income (rounding UP) spent, the Activation is one level worse. The effect is cumulative: if a character spends 3 times his monthly salary on plane tickets, that's 2 levels past monthly for a 14- roll. If he then spends twice his monthly income on a hotel room, he needs to make a 12- roll. The above is for spur-of-the-moment expenditures; if the expense is planned well ahead, the roll would be reduced or waived.

     

    Now that I think of it, Activation-Jammed is more appropriate for a cash economy. With credit cards taken into account, Activation-Burnout may be better to indicate maxing-out the credit limit.

     

    Money given out in-game would be in the form of 1-pt Favors. 1-pt Well to Do is worth $100k per year in contemporary games, so a 1-pt Money Favor would be $100k, one use, no roll required.

  5. Originally posted by VictorVonDoom

    How are the characters build as such?

     

    How do you come to those stats?

    Because those the the stats and skills that the player spent his points on, and how the GM designed his NPCs (Non-Player Characters).

     

    Why did you know a crossbow does that thing or even a broadsword?

    There are charts of weapons, which indicate the amount of damage they inflict. The character has also increase the damage to varying degrees by adding their strength to a hand-to-hand attack like a club or a sword.

     

    Why can't Carters levels protect him from ranged attack? If he would how would he otherwise equiped (new combatlevels/weapons/items) or battled?

    Combat levels cost different numbers of points, depending on what they can be used for. Generally, the more useful the levels, the more they apply to, and the more they cost. Carter's levels indicate his skill with fighting hand to hand: hitting (OCV), hurting (extra damage), and evading (DCV). For protection against ranged attacks, Carter could buy levels for ranged combat (representing a steady aim for OCV or spotting someone aiming at him in time to dodge for DCV). Carter could buy levels that only provide DCV against all attacks, hand-to-hand or ranged, but can't increase OCV or damage. Or he could just buy the more expensive combat levels, good for both hand-to-hand and ranged combats.

  6. Re: Quick Hero intro sheet

     

    Originally posted by Geoff Speare

    Does anyone have a "Hero System in a page" sheet that they hand out to new players? I'm playtesting my GenCon adventure for a bunch of people who have never played Hero and wanted to have something handy.

    Not that I have one, you understand, but what details are you looking for? Here is my short list for a "Qwik-HERO".

     

    Important Stats and their effects

    (DEX, SPD, STR, CON, STUN, BODY)

    OCV / DCV and attack rolls

    (roll-low and roll-high variants)

    Types of damage

    PD and ED and the importance of resistant

    Basic maneuvers: Dodge, Dive for Cover, maybe Haymaker

    Skill rolls

  7. Originally posted by Geoff Speare

    Sure, good point. You could do a couple other similar ones. What bugs me is non-related movement powers tossed in because they can be: Swimming, Running, Tunnelling, Teleport, etc. with little to no concern for special effects.

     

    Pre-5th Edition, I was in a campaign running a character called Steel Manta. He wore a combat suit that was (unknown to him, tho he suspected) a nanite colony. It was an OIF containing an EC, a movement MP, an Enhanced Sense (+3 levels with Targetting Hearing, since the GM decreed that the higher speed of sound in water would impose a -3 penalty), and Life Support: No Need to Breathe.

     

    The EC contained Armor, Forcefield, and Gliding: SFX suit morphing.

     

    The MP was a little Flight (SFX morphing to make jets, when in a Gliding configuration), a bit of Superleap (SFX morphing jump jets plus morphed pneumatic muscles), and Swimming (SFX morphed manta shape, plus morphed hydro-jets for fast non-combat movement.)

  8. Re: How do you build this power?

     

    Originally posted by DocMan

    I'm playing around with a character concept of a teleporter who creates "gates" which normal objects can pass through. One aspect of this idea is to have a defense reflex where if the character can see an attack coming, he can open a gate between himself and the attack and cause it to teleport from in front of him to behind him. In a lot of ways, this is like Missle Deflection, or a limited Desolid, only to avoid taking damage from certain attacks. The problem is that Missle Deflection would cause the character to sacrifice actions to apply this defense, and the Desolid would cause the character to buy Affects real world with all his attacks. This is the character's primary form of defense. I don't think it should be this expensive.

     

    Any ideas how I could build this differently?

     

    Doc

    If it doesn't defend against area-effect attacks, it can be very simple: +DCV vs all attacks, only if aware of them. The SFX is that he is "gating" them past him. To handle area-effect, maybe a Forcefield, only vs area-effect attacks that he is aware of. Damage can "leak" thru a Forcefield: this is the blast wave that gets around the open gateway.

  9. Originally posted by Cyberknight

    Love the idea of a super-zep :)

    If you really want to be odd / unusual, what about a 'catamaran' design with a pair of rigid hulls (each of course festooned with power turreted 7mm and 12.7mm MGs), with a platform section between them. The top of the platform would give you a place for your aircraft launch / recovery systems, the labs could be in the mid-decks platform area, and the platform's underside could have the obligatory bomb racks, gantry cranes (for getting heavy supplies from ground bases, and an escape chute / escape pod for the Master Villian. You could even have 'towers' at the corners of the platform mounting heavier AA guns (3-5") as a tip of the hat to the Baron's former castle.

     

    I think I'll go take my meds now

     

    Cyberknight

    One of the funkier villains in the old, original, Spider-Man cartoons had one of these. Only he was flying WWI-style biplanes or triplanes, armed with paralysis (?) ray guns.

  10. Originally posted by Wyrm Ouroboros

    Oooo. Zepplins.

     

    • Remember that they're generally rigid.
    • Remember the fate of the Hindenberg at the mooring mast. I'll guarantee that your players will, and that this is going to be the end of Baron Zima's Zepplin Fortress.

    No rest for the heroic.

    A zeppelin is by definition a rigid airship; blimps and semi-rigids probably can't be built as large as I suspect you are planning.

     

    Remember that it wasn't the hydrogen that killed the Hindenberg, it was the solid-rocket-fuel-in-all-but-name that they used for a skin. The never-built next generation zeppelin would have had a more fire-retardant envelope. Incendiary bullets are a hazard to a hydrogen-lift airship, but not a sure killer; after all, they need O2 to burn the H2 and there isn't much oxygen in a lift cell. Since your villain is a mad scientist, I would expect a bullet-resistent envelope (Def 3-4 Armor?) and self-sealing gas cells to mitigate the hazards.

  11. Originally posted by Nevenall

    I would recommend The Warrior?s Apprentice by Lois Bujold McMaster.

    There are two other books that come before that one in the series, namely Shards of Honor and Barrayar, and lots more that come after, but it you only have time to read just one...

    Another good one is Brothers in Arms. Miles mentions that he avoids writing interim reports because they tend to result in additional orders, and he must either obey those new orders or waste valuable time and energy evading them while getting the job done. It also has some interesting scenes on logistics and bookkeeping for a mercenary force.

  12. Re: Alternate hit roll

     

    Originally posted by JmOz

    I know it is out there, mathimaticaly the same, but easier for a player to grasp, what is it? I know Ben uses it...

    3d6 + OCV - 10 = DCV hit

     

    I think it's easier to subtract a fixed number (10) than a varying one (3d6). This formula produces a "higher is better" roll.

  13. Originally posted by Melchior777

    I do still have a couple of questions for those still keeping up with this thread. First, my rules for D&D conversion are actually for star wars D20. Right now I'm using all stats transfer on a one for one bases up until they hit 17, then they are two points of Hero for every one point of D&D. Skills are simply +1 = 8-, +2 = 9-, etc. Armor Class = DCV + PD + 10. Attack bonus = OCV + CSL's. Does this seem resonable? Any suggestions?

    I'm in a D20 Star Wars games right now, but I don't have enough experience with the system to guess how well that maps to Hero.

     

    In place of a direct conversion, you might consider a re-creation of the characters in Hero System. This would involve the players producing descriptions of their characters as if they were in a book or movie. Flesh out the backgrounds, determine the knowledge and skills, perks and talents they should possess. Determine strengths and weaknesses: physical, mental and social. Then construct the characters so described with as many points as needed.

  14. Paraphrasing from Western HERO: Around the middle of the 19th Century, a new way of firing bullets was conceived: cap and ball. A paper envelope containing the bullet and powder was inserted into the chamber, and an exploding precussion cap was placed between the charge and the hammer.

     

    Typical army rifles were loaded through the muzzle. In revolvers, the cylinders were loaded with powder and bullet from the front and cap on the back. The fastest way to "reload" a cylinder was to pop it out and put in a loaded replacement. Occasionally, a cap will ignite more than one chamber, blowing up the gun.

     

    The metallic cartridge was invented around 1850, but early models were unreliable and sometimes dangerous. Rifles and revolvers using cartridges came out after the Civil War.

     

    .38 Revolver: 1d6+1K, +1 OCV, STR Min 8

    .45 Revolver: 1d6+1K, +1 OCV, +1 Stun, STR Min 12

    .45 Army Carbine: 1.5d6K, +1 OCV, +2 R Rmd, +1 Stun, STR Min 10

    .45 Army Rifle: 2d6K, +1 OCV, +2 R Mod, +1 Stun, STR Min 14

     

    Reloading a Cannon: 8 Person-Phases, max of 4 people per gun.

     

    1/2 Phase to do each of the following on a Cap & Ball Revolver: remove cylinder, replace cylinder, reload one chamber in cylinder.

     

    1/2 Phase to load one round in a long arm (carbine or rifle).

     

    I suspect that these times are all for highly trained weapon users.

  15. In the Space: 1889 system, there is a 6-level Social Status progression. Here is a description and my conversion notes.

     

    1 - Lower Class (usually rural poor). 10-pt Social Lim: frequent, slight. 10-pt Destitute.

     

    2 - Working Class (usually urban). 5-pt SocLim: infrequent, slight. 5-pt Poor.

     

    3 - Middle Class

     

    4 - Gentry. More status than Middle Class, but less money (land rich, cash poor). 1-pt Perk: Gentry.

     

    5 - Wealthy Gentry. 2-3-pt Perk: Lower Nobility. Perk: Well-off.

     

    6 - Aristocracy. 5-pt Perk: Aristocracy. Perk: Wealthy.

  16. Some more detail is probably warrented here. The game has characters created under another game system then translated to HERO for skill and combat resolution; I plan to shift fully over to HERO, giving the players a chance to modify their characters in the process. Currently the characters are collections of stats, skills and perks, with no Disads beyond what the players care to role-play. The setting is Victorian science-fantasy (Space: 1889) and social level is an important issue. My translation of the characters assigned the usual HERO Disads/Perks for wealth to reflect class origins, but I still tracked their "bank accounts" when the characters bought things. I would like to drop that sort of bookkeeping and use their wealth Perks to determine whether a purchase can be made.

  17. I'm running a heroic-level game, where equipment costs money, not points. Most of the characters theoretically have incomes and their "bank accounts" are supposed to be incremented monthly. However, I usually run in a sort of timeless mode: time passes during a game and duration between runs is variable - I only declare a "new month, more money" when someone reminds me. And, of course, I have to keep track of how much money each character is supposed to have.

     

    This has become a bookkeeping chore. I have thought up an alternative and would like some opinions on it.

     

    1. Define annual income (ignore tax issues).

    2. Define "annual disposable income". This is what is left after paying for life's necessities: food, clothing, shelter, etc. I assume that some portion of this is going into savings, now and in previous years. Annual disposable income is 30% or 1/3 (whichever is a more convenient number) of total annual income.

    3. Define ordinary spending limit. This is 25% of annual disposable income (ADI): a character can freely make any expenditures of this size on the assumption that he is spending no faster than money is coming in. In fact, as long as the player doesn't abuse it, any character can spend up to 50% of ADI.

    4. Beyond this level, wealth is on an Activation-Jammed roll. A character gets one free expenditure, and must roll for Activation after that "to see if they're a little short this month".

    51 - 75% ADI: 15-

    76 - 100% ADI: 14-

    101 - 150% ADI: 13-

    151 - 200% ADI: 12-

    201 - 300% ADI: 11-

    301%+ ADI: 8-

    If a player does a lot of big spending, the 15- Activation would start at 26% ADI

  18. Re: Western Hero related thread

     

    Originally posted by Glabutz

    I know it has been spoken about a FREd version of Western Hero for 2009 :), But I'd like to use it sooner.

     

    So I may ask a few questions, that some may answer with the old WH, that I don't own, since I'm a 5th Ed newcomer.

     

    2. Mortality

     

    Life of a Western Hero is not that simple. You can't get your ultra cool plate armor, nor this kevlar suit.

    Fights gonna be deadly.

    That's the way it should be .Since players are hero, hey should not die agains only one henchman, but this can change if they face the level big boss.

     

    Here are a few things I recall from Western HERO: Body damage is tracked on a per-wound basis, not just general damage. A successful application of Paramedic (and maybe also PS: Doctor) can reduce a wound by one Body with several minutes of work. (There may have been a rule about this healing not "taking" if the location of the wound gets hurt again within a few hours.) Any wound of one Body is considered to be healed after a day.

     

    So without much rDEF, weapons are pretty lethal. But if you survive a attack you can get patched up and be (almost, usually) "as good as new" in time for your "next scene".

  19. Re: Re: It Figures- Raping the system

     

    Originally posted by Gary

    Have you ever built a PC character with a 22 str, 22 con, or 17 int?

    Yes. I run a Space: 1889 game with the characters translated into Hero for skill and combat resolutions. Space: 1889 has a stat range of 1-6 (3 is about average), so my conversion makes them 5-20 at intervals of 3 --- stat*3 + 2.

  20. Originally posted by Pattern Ghost

    Well, what's the effect of shotgun pellets spreading?

     

    1. Less pellets hit further out. Cut and dry reduced by range.

     

    2. Slightly better chance of at least some of those pellets hitting what you're shooting at. Simplest fix, an OCV bonus.

    This might be handled with a "No Range-mod" advantage instead of a flat OCV plus for standard shotguns. The spreading pellets are as likely to hit their target at range as they are up close, just with less force. A shorter barrel might merit an OCV bonus for being quicker to aim, but only a sawed-off model should really get area-effect.

     

    Of course, this just applies to realistic shotguns. Cinematic games call for cinematic effects.

  21. Originally posted by MarkusDark

    Realise that phasers have a series of settings. Stun, Kill, Disintegration and I believe another that helped to produce heat (perhaps the "stun" setting of Disintegration). Perhaps the Disintegration setting would drain a phaser of its power quickly so doing a gunfight with it would not work well. Also, carrying around a phaser on Disintegration settings wasn't a fashion. Cycling from one setting to the other could take time so they just draw, fire and keep firing.

     

    < snippage >

     

    Not sure what is listed in the books, but I always tried to keep things simple. ;)

    The version in Star HERO (not called a "phaser" of course, that would be copyright infringement) came in at a whopping 480 REAL points, with a 315-pt reserve and 1000 Boostable Charges. It has multiple stun and blast settings (single-target and radius), heat rocks, and two disintegrate modes. You could stun people all day with it, but the disintegration settings chewed through the charges real fast.

  22. Originally posted by Jhamin

    I would reccomend a few things:

    -The first charcters you use should avoid buying abilites marked with "magnifier" or "stop sign" icons in FREd (and yes you are using that right).

    You may be asking yourself "what 'magnifier' icon?" You're not seeing it because it isn't there: FREd uses an exclamation-point-in-triangle icon as a caution sign. In the 4th edition book, an icon of a magnifying glass was used to indicate "look closely before you allow this".

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