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NuSoardGraphite

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  1. The most obvious choices: Star Hero The Ultimate Vehicle Less obvious: Hero System Beastiary: For designing your alien creatures that the PC's will be blasting to smithereens. The Spacer's Toolkit: (Coming Soon!) for gadgets, weapons, armor etc. The Ultimate Martial Artist: Because its useful for every genre ('cept maybe Caveman Hero) Terran Empire: If you need a ready-made campaign in which to set your Xeno-hunters exploits. Hope that helps.
  2. The way I see it, a 6D6 AoE Radius Energy Blast does 6D6 damage to everything within the Area of Effect, thus 30Str AoE Rad TK exerts 30 Str upon everything within the Area of Effect at the same time (all objects must fight against 30 Str, and as long as it weighs less than 1600kg, it can be lifted) otherwise, if treated differently, it is not the same as the AoE Advantage placed upon the 6D6 Energy Blast, and they should be costed differently. My thoughts on the matter at hand.
  3. Hey Mike. How about writing up The Beast itself. Boy that thing was damn cool. Especially when they tried to capture it.
  4. Nietchians would be fairly easy. I'd probably give them a +3 bonus on all their Physical characteristics (a total point cost of 24pts). They don't seem to be any smarter than normal (they tend to be crafty, but not particularly bright) so no mental bonuses. Maybe +2 Com also. And the Bone Spurrs I would write up as 1/2D6 HKA(10pts) Reduced Penetrating. Does anyone know if Nietchians live longer than normal humans? If so, throw in Life Support: Extended Lifespan.
  5. Dodging bullets like the Agents and Neo in The Matrix is a special effect of Desolidification. I have used a very similar effect for a villian in a martial arts comapaign I ran some years ago (Desol, can't pass through solids, required a skill roll [acrobatics]) I don't think you need a "minimum" Dex and Speed for this...it is merely a SFX, however, for the context of your own personal universe, perhaps you can allow characters who reach this minimum Dex and Spd to then purchase the "Bullet-Time Dodging" ability. Or perhaps allow them to purchase skill levels to DCV (only vs bullets -1) to represent the fact that they can nearly always instantly dodge bullets fired in their direction (unless they are taken by Surprise like the Agent that Trinity shot)
  6. I use the Impairing and Disabling rules as guidelines for things like broken bones and other serious wounds. They are very well defined, and once you have them memorized, its quite intuitive.
  7. What are the game effects of someone trying to Block or Missile Deflect an attack that is invisible? Are the penalties the same as attacking an invisible opponent? Also, what are the bonuses gained from using an invisible attack? Merely a Surprise Move bonus, or are the bonuses the same (or similar to) defending against an invisible attacker? Note: this is in context to a visible attacker using an invisible attack. (such as an attack with the Invisible Power Effects advantage)
  8. Hey Mike, when is this book schedualed to be printed? My roomate is bugging me to start up the sequel to my Sengoku game. At the end of the last campaign, the PC's had sealed the entrance to the Demon World (which Nobunaga had purposely opened by burning a Temple that was a guardian) but there are still many demons left throughout Japan. Though this time, I think I want to have Yomi take center stage...
  9. Re: Martial Arts & weapons No, there is not a fixed package for this. You can apply the Martial maneuvers for a specific martial art, with which you have bought a "Staff" weapons element with (example: You can buy a Staff Weapons Element with Karate, you may then use the Staff with appropriate karate maneuvers) or you can purchase a Martial Art that applies specifically with the Staff (Example: Bo-jutsu from The Ultimate Martial Artist) or you can create one of your own from the list of available maneuvers (or if you are feeling progressive, create your own maneuvers!) In any case, for a staff-specific art, the "Use Art With Staff" Weapon Element is free, because it is inherently a part of the Martial Art. If you want to use the maneuvers from that Martial Art with other weapons (Club weapon Element perhaps, for use with Jo sticks or Escrima) then you have to pay +1pt for each weapon type other than the Staff. As I stated above, if the Martial Art is specifically for the Quarterstaff (or Bo staff, if its a Japanese art) then you don't need the +1pt Staff Weapon Element, its free because its an inherent part of the Martial Art. Yes, the Quarterstaff "helps" you. The basic damage you do (and all the appropriate combat modifiers such as OCV, DCV, etc) are derived from your weapon you are using, Martial Maneuvers are modifiers to this attack. Example: Yoshi is using a Bo Staff with the following stats: +1 OCV, 5D6N damage, 12Str min. He has the Bojutsu Martial Art with the maneuvers Leg Sweep, Offensive Strike and Martial Block. If Yoshi uses his Bo Staff with Leg Sweep he has the following bonuses: +2 OCV (+1 from Staff, +1 from Maneuver) +0 DCV. 6D6N damage (5D6 from staff, +1D6 from the maneuver) and if the opponent is hit, he is automatically knocked down (an element of the martial art maneuver) If Yoshi uses his staff with Offensive Strike he has the following bonuses: -1 OCV (+1 from Staff, -2 from the Maneuer) +1DCV (+1 from the Maneuver) and 7D6N damage (5D6 from the Staff, +4D6 from the maneuver, which translates to +2D6 when added to weapons..see below) If Yoshi uses his staff with Martial Block he has the following bonuses: +3 OCV (+1 from Staff, +2 from the Maneuver) +2 DCV (+2 from the Maneuver) and can abort to this maneuver (an element of the Block maneuver). As you can see, the use of Martial Art Maneuvers makes weapon use a lot more efficient in some cases (Martial Block, vs Normal Block) and more deadly in other cases (Offensive Strike vs Normal Strike) and oftentimes adds a unique advantage to the attack (Leg Sweeps ability to knock opponents down), so Martial Arts are superior to the Standard Maneuvers. They are generaly worth the points spent on them. Now, as far as adding damage to a weapon with a Martial Art, it uses a special rule. Martial Arts manuevers add +1DC to the weapons damage per +2D6 bonus in the maneuver. Thus, +2D6 bonus manuevers add +1DC (+1D6N) to a weapon and +4D6 bonus manuevers add +2DC (+2D6N) to a weapon. If you want to know why they do it this way, you have to ask Steve L. about that. (I'm a bit curious myself) No, you don't have to purchase additional damage on a focus for the weapon, because that is covered in the maneuver. You purchase the maneuver (for 3-5 pts) and whatever bonuses are inherent within the maneuver add to whatever weapons you can use it with. Nifty, eh? This is what Weapon Elements are supposed to simulate. If you have a Martial art that is specifically with the Quarterstaff, you can purchase a +1pt "Use Art Barehanded" weapon element for it, in which case, if your character is disarmed or relieved of his weapon, he won't be helpless without it. Alternately, you can purchase a Knowledge Skill with a different Martial art (a mere 3pts) one that is useable barehanded and this will allow you to use the existing maneuvers you've purchased with that specific martial art as well as with the Quarterstaff-Art, as long as the two arts have the specific maneuver in common Example: Your character has the Quarterstaff art with Leg Sweep, Offensive Strike and Martial Block. Later he wants to learn Karate. Karate has all three of thos maneuvers in common with the Staff-Art, so after purchasing KS: Karate (3pts) the character can then use Leg Sweep, Offensive Strike and Martial Block with his Staff-art, or barehanded as Karate Maneuvers. Sounds a bit complicated, but its not. If you do not have The Ultimate Martial Artists I suggest you aquire it. Not only does it explain all this in much greater detail, but it includes a lot of options and stuff that you and your GM might want to look at and incorporate into your games... Happy gaming
  10. That completely depends on the Genre I'm running. However, for a Supers genre, I generally do it the way you laid it out. Several plots for the individual characters running concurrent with the main plot of the game. I will usually have at least one or two of the sub-plots tie into the Main Plot (whichever ones make the most sense to connect with it) so that players don't lose focus. Its not that difficult really, just have a PC's sub-plot take center stage when there is a lull in the action of the Main Plot and it'll all work out okay (at least in Theory)
  11. I wouldn't sweat the sidebars too much. Typos happen in a tome as massive as the FREd. If your calculations come up with -2, then by golly, use -2.
  12. Re: Building "biotech" powers - suggestions? The best kind of Power Framework for this sort of ability is an Elemental Control. The problem with using an EC for this however, is that many modifications will be quite minor in cost, and EC's have a minimum cost for the powers placed in each slot...and the EC itself has to be somewhat significant to get a decent cost break. There are a couple of ways to do this. First, I've seen this written up as a Computer (use the computer rules in the 5E) and the Computer can run a number of "slots" based on its INT/5 (a 25 INT computer can run 5 programs at once, etc) The best way to write this up would be as a Multipower however. This would be an exception to the rule that Skills don't go into Power Frameworks, but when it comes to simulating a specific genre, its fine to ignore the little niggling detailes like that. As far as "Cyber Implant Rejection" goes, that has been covered before in the old Cyber Hero game that was released for the 4th edition some years ago. It was simulated via a Side Effect, the active points of which were based on the total active points of all the characters cyber-implants divided by 10. Those were then converted into Active points of Mind Control that turned the character into an unfeeling machine and eventually psychotic if the roll was bad enough. The way I handle it (I use that method myself for my Star Hero game) is that I have the player roll for the character when they start a game session (or the character begins their day or whatever) and that determines their "mood". During times of stress (combat, girlfriend breaks it off with them, gets fired from thier job or whatever) they get hit with the Mind Control again. Breakout rolls work as normal, and this is what allows a PC to "function" even if they are running with 100+ active points worth of Cybernetics. Hope that helps.
  13. Don't forget to factor in for Psychological disadvantages and Social Disadvantages. Those are going to go a long way toward giving bonuses and penalties for social interaction.
  14. Now there is a magic weapon with a damn cool Special effect!!!
  15. Wow, cool. Now we have a "practical applications special effect" for the typical Scifi Multiscanner. Neat-o. And its not often I say that.
  16. Re: Re: Sweep and CSLs Agreed Tech. I've played using the optional Sweep rules for many years now (long before the 5th edition came out, I was allowing sweep attacks against a single opponent. In fact, I was one of the Sweep maneuvers biggest supporters on the old message board, much to the chagrin of many rules-lawyers) and I've always allowed skill levels with Martial maneuvers to add to a sweep attack. I've never had any real balance issues with it, but then again, a good majority of my games tend to run like The Matrix, Fight Anime or any one of the crazier Wuxia films.
  17. Actualy, from what I understand, you can only add 2pt levels to one specific attack form. You can buy +1 OCV w/Disarm for 2pts or You can buy +1 OCV w/Strike (barehanded) for 2pts or You can buy +1 OCV w/Block for 2pts etc. If you apply a 2pt +1 OCV to a weapon, that OCV bonus goes toward everything you do with that weapon. Strike, Block, Disarm, Bind...the whole enchilada. Seems kinda unfair, doesn't it. Perhaps you have a point and GM's should allow a 2pt +1 OCV (barehanded) for those who fight without weapons...they would get the +1 OCV to everything that armed fighters get it for (Strike, Block, Disarm, Bind etc) Of course, 3pt (and higher) Skill levels are still far superior for Hand to Hand fighters, considering that 2pt levels can't add to DCV and DC...
  18. It was from the old message boards. Good work in saving that! More than enough magical items for prospective Gm's to sort through.
  19. Assuming the weapon in question is a Long Sword or a Broad Sword, here's how I write up the Flaming Sword: Flaming Sword: 38pt Multipower. OAF(-1) Indep(-2) Strmin(-1/2) 10pts 1) Sword(non-flame): 1 1/2D6HKA(25) Ultra slot: 1pt Str Min 10 2) Sword(Flaming): 2D6HKA(30) +1StunX(+1/4) 37.5act: Reduced Pen(-1/4) Not In Water(-1/4) Ultra slot: 1pt. Str Min 10. Now apply a minor House Rule (its nothing system-busting) that says the 1/2 of the Reduced Pen is vs PD Armor and the other 1/2 of the attack is vs ED Armor and you are good to go. The +1StunX represents the pain of fire damage. I didn't figure in 0End into the mix, but thats not too difficult to add in if you require it. This represents your basic magical Flame Brand sword as seen in D&D and other such fantasy RPG's. Since the SFX of the flaming sword is fire, it can light flamables and other such "effects" for free...it shouldn't light people and creatures afire unless they are specifically susceptible to flame These Weapons don't blaze much brighter/hotter than a lit torch and in most fantasy games, you get to carry those for free....
  20. Don't forget that DCV penalties can not lower a creature or vehicles DCV below Zero, no matter how many penalties there are. And the hit location modifier is to the attackers OCV, and has nothing to do with the defenders DCV, so that doesn't figure in. Even hitting ther Rancor at size level 9 (-6 size mod) and the rancor being Zero DCV, the attacker would have to have an OCV of 7 to achieve even a 10 or less (50/50) chance to hit this big-assed mouth coming directly for him...(this calculation includes the -8 OCV to hit the "head" location)
  21. Consider this: Mental Damage Reduction 75% Only vs Fear-based attacks(-2) and Presence Attack Reduction 75% Only vs Fear-based attacks(-1) The PRE Attk Reduction is kind of a House Rule but the mechanics work perfectly within the system without any change whatsoever. The limitation is different on the reduction power because PRE Attacks are most often Fear based. Only a few mental attacks are fear based (thus -2)
  22. I would simply consider that a Presence attack with an extremely violent action (being shot at has a way of getting your attention). Roll well enough and the target will "seriously consider doing what the speaker says"....which means they'll dance!
  23. -12 is way too much of a penalty for trying to hit a creature who's head is large enough to swallow a man whole (or bite one in half, like a large Gator). What I suggest is taking the creatures Size Modifier and subtracting that from the Hit Location penalty. Ex: A 4 meter long snake (2 hexes, or 3 levels of growth. Size mod -2) wants to swallow our Hero whole. Mr. Hero wants to shove his scabbard into the giant snakes mouth to stop him from doing so. The Gm determines this is a head hit (Hit Location mod -8) but the snake is giant sized (Size mod -2) so the GM determines that the OCV penalty for this maneuver is only -6. Our Hero puts all his skill levels into OCV and goes for broke...
  24. Re: Linked Powers and Multi-powers Absolutely! I do that all the time.
  25. I've tried both heavily "scripted" game scenarios (they never work out) and completely "off-the-cuff" scenarios (they work better than heavily scripted games, but can still go into undesireable territory). What I've found in my 20 years of Gm-ing is that the best method is a compromise between the two extremes. When I'm planning a game, I come up with a coherent plot with an obvious goal for the PC's. The background is heavily detailed leading up to the point where the PC's enter the action. From that point on, the PC's determine their fate, with the badguys reacting appropriately to the PC's actions. I've found that when the PC's have a definable goal in front of them, it tends to move the action along at a nice pace. That doesn't mean that Players don't go off on tangents...they most certainly will, and you must be prepared to handle that (and from what it sounds like, you should have no problem with this) but don't forget to occasionaly have the main plot kick the PC's in the arse so they don't forget their focus.
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