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Glupii

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Everything posted by Glupii

  1. good point on the OCV penalty. I was thinking I needed to accommodate that somehow but had not put anything into it. As for fuel, I am thinking I am not going to worry about the fuel to keep it running, but more so how often can you rev it up to max speed to make an attack. I am going to give it charges that would reflect this and given the Fallout Environment this is meant for, I am going to use Flamer Fuel. So what I have so far is: 2 1/2 d6 HKA Strength Min = 15 (Str does not add to damage) -1 OCV Charges 24 What about making it Semi-Armor Piercing given that it is designed to cut though tough materials but also making it require a full phase attack action to represent that the damage happens by holding it to the object (body part) to be cut in order to get the damage? Thoughts?
  2. Thanks for the comments folks. OK For the record, I get the joke now. Sorry I was dense and missed it. I know what Joe was saying. Also fuel for it is not an issue in the fallout world so I am not making it an issue in mine. Either it will run on flamer fuel (which is essentially a form of gasoline, ignore that fact that it likely has thickening agents in it that would make it unusable for gasoline engines, there is a fair amount of suspension of belief in order to play fallout type game to begin with) or it will run on one of the compact nuclear type sources that that are used for energy weapons. The bottom line is, please do not try and give me reasons why it is not practical. I am not looking for practical. I am looking to duplicate the Fallout game world and play a fun game with it. And as for how good a weapon it would be...if it is or isn't does not matter. I don't care what it is designed for, if I am a crazed, drugged out gang member in a post apocalyptic setting, and i have the ability to ditch my lead pipe for a running chain saw, I am going to do it. And if I saw that same crazed gang member coming at me with a running chain saw, I am NOT going to want to be hit with that thing. And I will try and take him out before I shoot at the pool stick wielding ganger next to him. Now that all being said, my emphasis here is not trying to justify the use of a chain saw, but rather the stats on one. I do like the suggestion about a presence bonus, but not as the main advantage, rather as an adder.
  3. ohhhhhhhhhh <head slap> yeah that one went RIGHT over my head. Sheesh. Heh yeah its funny....now that I get it. Sorry about being so dense. ok i really feel pretty dumb now...
  4. I can see using hit locations for shotguns, but what about AoE attacks like flame throwers and grenades? What my group and I discussed last night was to use hit locations for normal shot guns but for larger AoE attacks we would still need to use the average armor score. What we decided to try is if the average def stops the attack, then any hit location that is not covered takes 1 point. And you can't take more damage than the total rolled on the attack. So if the average def is 3, the attack did 2 points of damage (thus stopped by the def) then each unarmored hit location would take 1 point of damage up to the 2 points that the attack did. And Yes, I get that once you have the total calculated you do not need to mess with it again until you change your armor configuration. But as a GM that means I have to calculate that for every opponent, and it just adds one more task to an already daunting workload of running a game where I seem to have to come up with everything from scratch. (See my post in "Other Genre's" about the Chain Saw)
  5. wow this gets serious complicated as a GM to run. Am I to suppose that nobody else uses sectional armor in heroic campaigns with a simpler way to deal with AoE attacks than this?
  6. Sorry, Joe, but I could not disagree with you more. Let me hit you with a club then a running chainsaw and see if you still think that feels the same? Besides, I have pool sticks, baseball bats, lead pipes, and the occasional parking meter or rebar with cement on the end. I have plenty of clubs and maces. I want something a little different. I just have a hard time believing I am the first person, in the history of Hero, to ask for this? (Well a non flying, rocket powered, autonomous drone type one anyway) I am thinking 2 or 3d6, AF3, reduced penetration to start with. High strength min (around 16 or 18 I think) since using it in combat would require this. And since I am using it in my Fallout game world I will use Flamer Fuel for simplicity sake and give it so many attacks (charges) on a tank of gas. Either that or it is one that has been adapted to use one of the energy weapon power cells. Not sure yet. Any thoughts on what else I can use to more fully fit this out?
  7. But how do I determine the percentage exposed? Do each of the areas equate to 1/16th of the total (except the chest which is actually 1/8th I guess)? So if their face and hands are the only thing exposed, then they take 1/8th of the total damage? Does the exposed areas damage modifiers play into it at all? I do not want to make this overly complicated, it just seems like in my current game the shotgun is too powerful vs other weapons since almost nobody is ever fully armored. And I do not want to throw only fully powered armored folks at them (yet).
  8. I thought the same thing about Post Apocalyptic.
  9. Or just point me to the right place in whatever rule book that talks about sectional armor, hit locations, and AoE Attacks and I will be glad to look it up. So far I have failed to find the answer I was hoping to find.
  10. whoa, that is a serious (sort of) discussion but it all centers around a fantastic and unrealistic rocket powered chainsaw drone sort of thing. I am looking for stats (if anyone has ever done them) on a typical run of the mill, 18" Chainsaw one might use when doing lawn work, chasing coeds through a dark abandoned camp while wearing a hideous mask, or fighting off a horde of the undead in the inevitable zombie Apocalypse to come. Has anyone seen on done up or should I just wing it? I am thinking 2 1/2 d6 HKA to start with? What modifiers can anyone think of that it should have? Is that enough damage in comparison to a shotgun?
  11. ... In any case, whatever is in the HEX you end up really affecting, they take the damage of the attack and apply the average of their defenses against it. So to figure out the average, just use the hit location fractions and calculate the overall average of the target's armor and use that against the AoE attack. So having some uncovered points will tend to reduce the average overall defenses by a little, but that is all... OK I am sorry to sound simple here but which fractions are you talking about for the hit locations? Can you give this sorry excuse for a gm an example?
  12. Yeah, I know I can just write it up, but I wanted to check first to see if anyone else had. Usually if it already exists, it had been more thought out than what I may have considered at this point.
  13. So if there is only one or two open areas (unarmored), do they take the damage modified by the location or is it straight full damage as if they were completely unarmored? It seems like that makes a weapon like a shot gun a little too powerful in a heroic game. And thanks for the encouragement. When Tancred passed, he took 75% of our group's total combined knowledge of the system with him. We all played it and had fairly good player knowledge, and I even ran a short game a few years ago, but we were all very reliant on his presence and incredible knowledge of the system. So now I am a little behind on my understanding of some fairly basic things...as my question suggest, I am sure.
  14. I apologize ahead of time if this questions seems very simple. I am still relatively new to actually running the system (Our primary GM passed away at Christmas and I am trying to pick up for him) and still trying to grasp the nuances. We are using the 5er rules and my question is with Shotguns/AoE Attacks. Shotguns do AoE Hex or AoE Cone damage. Am I reading the rules correctly in that if a target in the AoE is not fully covered in armor, as in has even one body part unarmored, they suffer the full affects of the attack?
  15. I am running my PA Fallout based game and I have a question. (Apologies ahead of time if it is simple, I am still relatively new to the system) I need stats on a chainsaw. Does anyone know where one of these has been discussed or written up?
  16. I see your point. I like the transform if only because it can be cumulative and if it is not enough to rid the body of all the toxins, you can hit the victim with another Antivenom to do the job. However I also like the Dispel thought because that seems to make the success depend on the strength of the poison rather than the strength (or toughness) of the victim. In fact, if anything, the tougher the victim (higher CON) the harder is should be for the poison to effect them it would seem. The reason I was thinking the Transform (and since it is going to be an item, I really do not care much about minor vs. major, it is only points) is that it is sufficient "Handwavium" that I can just say it works and be done with it. Its about the game, not the game mechanics. I try to stay with the mechanics where I can but at some point its got to be about the fun and the story. Thanks for the good ideas. I will run them past my players to see what they think.
  17. Well since I am trying to mimic the venom in the Fallout New Vegas it needs to do the following: No defense against it Damage over time (once a Turn I am thinking) It damages body So I am thinking (and correct me if I am wrong here) is a continuous RKA NND does Body. My question is how do I determine within the rules how long it continues to do damage? Then I am thinking the Major Transform is the way to do the Antidote, like Nolgroth suggested.
  18. OK I found a spot in the FH book that talks about counteracting poison would require a transform from Poisoned person into non-poisoned person. Would this be a major trasform and how would you roll that, it had to overdome the body of the person being transformed? (Sorry to sound so dense, still learning here)
  19. Can anyone point me to the place in whatever 5e books that talks about how to handle cirtter venom and antivenom...how to write it up and how to use it? Trying to work up some critters for my Fallout game but need to understand how to write up antivenom before I introduce critters with nasty poisons. Many Thanks!
  20. Last week I introduced my players to the "Cut Scene" I gave them a narrative that basically the Raiders were back. Given that the characters hid many of the important details from the others in the Vault, no precautions were made. So when the Raiders who escaped came back with the rest of their gang they looked for and could not find the hidden entrance. So they did what any self respecting raider would do. Pump up on Jet and use explosives on the back wall where they assumed the hidden entrance to be. Long story short, the Vault was raided. Everyone was either captured or killed. The PC's found each other in the chaos and after things had settled down a bit and the raiders began to relax, figuring they had everything under control, they found a way to the back entrance, taking out a few raiders in the process. They escaped only just ahead of a party of raiders investigating the sounds of the fighting and chasing them. They got out of the cavern and found the entrance to be on the side of a large steep hill. In the predawn darkness, they could see a small encampment of more raiders below with a slave wagon and could hear more of them coming up from behind. So they did the only thing they could...climb. They were some 30 feet up the mountain when the door burst open and more raiders poured out looking for them. They all hid but one (who failed his concealment roll) but at the last second a strange hand reached out and pulled him down, deeper into cover. A raspy voice whispered for him to be quiet which he did. After that, the raiders went back inside and the PC's continued their way up the hillside with the help of their new friend. Once on the other side of the ridge line, the PC's met their new "friend" who they were alarmed looked like a walking corpse. He was at first gruff and offended at their reactions until he finally understood that they were vault dwellers seeing a ghoul for the very first time. It did not soften his demeanor much, but he became a little more accepting of their ignorance. After a description to the PC's as to exactly what was likely to happen to their "loved ones" still in the vault, the PC's heroically and with more than a bit of naiveté declared their intent to storm the raiders and free their people. It was at this point the Ghoul (Who Id'ed himself as Scar for obvious reasons and NOT because I watched the Nuka Break videos!) considered and decided to help them because as much as he is not fond of smooth skins, especially stupid vault dwellers, he hates slavers even more. Moreover this particular batch of slavers had a Legion representative with them and if there was anyone Scar hated more than slavers, it was the Legion. The band made their way along the opposite side of the ridge line after determining which way the slave cart was heading. They hurried and got ahead of the caravan and setup an ambush. The heroes were hopelessly outnumbered 2-1 but they had a secret weapon; Scar high above them with his sniper rifle. The battle was quick and bloody and the 10 slaves in the cart were released. But now what? The slaves, mostly the pretty young girls and a few of the young men that would fetch a fair price at Ceasar's camp, were nearly naked and had no weapons or provisions. Moreover, none of them had knowledge or skill to live outside the vault yet. After removing the slave collars and putting one on the only remaining raider left, they settled in to interrogate him for information while Scar made his way down the mountainside to join them... That is where this week's episode will pick up. As always, ideas and or comments are always welcome...
  21. Yeah I watched that after I watched the series. I was very pleasently surprised. Yeah the acting is not exactly Oscar material, but it was good enough to draw me in an immurse me into the world. And I was delighted at how true to the game world the look and feel was. Imagine what this crew could do with a real effects budget?
  22. LOL Ngross I like the way you think. I likely will not just to keep things simple as this is the first time I am trying to run a Hero game on my own. But I will stack that away for future reference.
  23. OK So here is how it broke down. There was a longtime rumor in the Vault of a section that for some reason no longer existed. And the focus of this legend is a hallway down on the bottom level of the vault (which only houses the hydroponics and farming areas, and the reactor and air/water purification systems) that just ends for no reason and apparently goes nowhere. All sorts of stories linger about what happened there. But there is no official record that anyone knows of to explain it. Some rebellious youth (Yes I used the Tunnel Rats) decided to see what was beyond the rumors. They used a shy and geeky youth working an apprenticeship in the Maintenance dept. to steal the only working laser torch to cut through the wall and see what was behind it. Our heroes heard about this from two sources. One of the characters has a sort of relationship going on with the Overseer's daughter and when she caught wind of the Rats doing something in "The Well" (What the dead-end hallway began to be called for no real reason other than it sounded cool to me at the time) she did some investigation of her own. Breaking into her father's computer she was just successful enough to find out that there was in fact, truth to there being something behind that wall though what, she could not find. So she rushed to her friend, the strong guy who's dad was head of security and who had always been sot of the protector of the weak especially where the Tunnel Rats were involved, and ran headlong into him, telling him everything she had discovered. She could not tell her father for fear of the trouble she would get in for hacking his computer. So the two were considering it when they ran into another PC who also worked in the Maint's Dept as an apprentice who was on his way to report his discovery of the missing Laser Cutter. The three equip themselves with the only things they could. Braiden, the mech, carried his ever present large wrench wich we decided could be used as a small mace, and his leather apron. Travis, the son of the Security chief, picked up his tonfa/police club that he practiced his Martial Arts with when his father taught him and his BB Pistol. Crissy, the Overseer's daughter (an NPC) had secretly stashed her mother's ancient 22 pistol in her coat. The trio headed toward the Well. They found the wall at the well cut open and the laser cutter laying nearby. Through the hole they indeed saw hallways that were very obviously long abandon. The lights had mostly stopped functioning but a few bulbs still worked and shed just enough light to see by. They discovered a few labs and one overgrown hydroponics lab. They investigated this and discovered a humanoid sporeman living in there who attacked them. (Giving them their first real experience with things not being normal outside the vault safety zone. ). After dealing with him in a quick but brutal battle, they discovered a lab where they found some stims and chems, and a 357 revolver with three rounds still in the chambers. They also discovered a handful of environmental suits which, after discovering from an old computer terminal the cause of the sealing up of the vault was some sort of outbreak of spores that caused respiratory problems, they decided it was wise to don. These also provided 2pd fully covering them which was important. Further in they heard what sounded like gunshots and hurried in that direction. They found a large electric door that showed by the controls had been unlocked. They opened it and found that it lead into a natural cavern (originally used by the researchers as a lab environment for insects and vermin they kept living for experimental reasons). The door was very well camouflaged from the other side to become part of the natural wall when closed. Fearing they would not be able to find their way back once it closed, especially if in a hurry, they locked it open. Further in, the cavern opened into what looked like a fissure that tectonic activity likely opened at some point and could see more cavern beyond with very bright light coming from above like large powerful spot lights. (Holes in the ceiling were admitting some indirect sunlight, but they had no reference for this yet) In this outer chamber they could see what was left of the Tunnel Rats fighting some other humans that were filthy and dressed in harsh looking leather and chains. Two of the 5 were already dead and the last three were looking in poor strategic shape. Being heroic, they rushed in. End result, two of the raiders ran away, two ended up dead, and one captured. Of the Tunnel Snakes, one took serious wounds (which they used the stimpacks on to stabilize) and the other two were hurt but it was mostly stun. Crissy, had also suffered a major hit to the vitals and was in very poor shape. Given where she was hit, she refused to let the "boys" help her with it. They stripped the bodies and made their way back to the portal, stashing the bodies and the equipment where even the tunnels snakes would not find them. A story was concocted for Travis to give his father where the two dead tunnel snakes had done this plan on their own and everyone else went in to try and stop them. They were supposedly already dead when they were discovered. Doing this, Travis and Braiden covered for the remaining Tunnel Rats, (buying down their disads of the rivalry with them in the process) and became honorary members of the gang. BUT in keeping with the story, they did NOT inform anyone of the fight or the door to the cavern. Hence the raiders who escaped will return with force and the next stage of the game has been set up.
  24. After careful consideration and talk back and forth, I think I have decided for the sake of trying to keep things light enough to be enjoyable yet straight forward enough to be usable, I am going to do away with caps all together as currency. I am going to assume that modern day currency is still around to an extent. Coins survived and continue to be used, some script is still found and worth alot. If i decide to introduce larger Gov't type organizations such as the NCR, they may have their own money with its own value outside of the borders of that country. But everyone recognizes and uses the Coins of the Realm as it were. I always thought that caps were an odd choice given that they have sharp edges, are easilly smashed, bent, and mutilated, and are obviously not finite given that somehow those machines keep getting re-stocked.
  25. I was speaking with one of my players about this tonight and he brought up something I had not considered before. Ancient Money still exists in the game and it has a cash value (in caps). Now after 200 years of ruin and decay, "paper money" would be pretty hard to come by and would likely have mostly been destroyed byt this point. But there would likely be coins still in circulation that would be still detectable as such. They would be rarer than the bottle caps because as he rightly pointed out...someone is still making and bottling this stuff for it to still be in all these machines. So Bottle caps are not finite. But minted coins would be. So perhaps a more realistic economy would be run on a mixture of Caps, Coins, and barter? And where would precious metals and gems fit into this? I think for simplicity sake I have to pick a base currency to use to judge the value of everything else. And even though keeping it stable is artificial, to keep the game from bogging down in minutia I just have to say it just is. So likely I will have Sasparilla caps being the standard. Thinking something like this: Sarsaparilla caps (here forward just referred to as "caps") Nuka Cola cap = 10 caps Blue Star Cap = 100 caps Old coins = worth their denomination * 10 in caps If I introduce the NCR and Legion (have not made my mind up on that yet) and they have script it will be along the same lines as in the game...worth maybe .5 to .7 caps per "Dollar" or "Deneri" Am I over thinking this too much?
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