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NuSoardGraphite

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Everything posted by NuSoardGraphite

  1. If a character "finds" a magic item....Good for them! No cost. If a character wants to creat an item, they pay points for it, but with both the Focus and Independant limitations (unless of course, only the character himself can use the item, then no Indep lim) so its usually cheap enough for the PC to handle it. If a character pays for the item to be created by an NPC artificer, then they don't pay Cp's for it, but it'll cost em a pant-load of cash.
  2. Hero's combat system makes it easy to come up with variations on standard blades, so that one can easily customize their own personal weapons. Here are some of my suggestions. Exceptional Balance: +1 OCV Razor Sharp: +1DC Light as a feather: -3 STR Min Heavy blade: +3STR Min/+1 StunX Basket Hilt: +1 To Block and Bind. Damascus Steel (or whatever): Unbreakable Focus (relatively) The more features a blade has, the more it costs. A "Masterwork" weapon may have 3 or more of these features (obviously the Light as a Feather, and Heavy blade bonuses are exclusive). Thus you could have a Exceptionally balanced, Razor sharp blade that was Light as a Feather and made of Damascus steel.....but it'll cost ya!
  3. I use the GURPS Tech levels. They're a pretty good guideline. They go Tech 1(stone age) to Tech 14(Science is magic). We would currently be considered to be at the beginning of Tech Level 8(early cyberpunk) Typical Space Opera tech level is between 10 and 13. (Babylon-5 tech-10, Star Trek tech-11, Star Wars tech-12, Lensman tech-13[solid state tech notwithstanding])
  4. Re: Multiple Attacks This situation really is a Gm's call. Some are going to tell you no. Some are going to let you get away with it. I'd let you do it simply because the Endurance cost is going to be fairly prohibitive. If the powers were Zero End, there might be a balance problem though. Then again, if a character in a Star Hero game wielding a Laser pistol with a built-in flash attack can Rapid Fire, why not Defender in a Champs game?
  5. Try a variation on Multiform. Basically, each seperate form splits the cost of the "combined form". Make the multiform power (which represents the ability to "combine") based on skill roll (compat piloting) and possibly some extra time (to represent a long combining animation) and you are good to go. Oh, btw, the Combined form should be considered a vehicle of the seperate forms. Thus, after figuring out the full cost of the Combined Form, divide its total cost by 5 (as per the vehicles rules) then split that cost between the seperate forms. There ya have it. If the the cost doesn't split evenly, the leftover points go to whoever forms The Head.
  6. A normal Tank in the GundamW universe would have a defense between 14 and 16 total. Only the toughest such vehicles would have hardned armor. Most don't. This is so that standard Beam Rifle (between 6D6 and 7D6 killing damage, AP) will destroy them in 1 blast, to stay "in genre". Well..you do have a point there. It should only be a 6D6 mind control. I should probably just apply it to the Mind link. Also, now that I look at it, both the Find Weakness and the Overall Skill Levels should be linked to the Mind Link as well. I'll make the appropriate changes in a day or so. (which is why I haven't put a final cost down. Potential adjustments and such from forthcoming input. Also the Disads are still on the way...)
  7. Sorry about that! As you can tell, the post was woefully incomplete and I did forget to post the base defense. Now its up there. Base Defense 12 (unhardened) and Armor plating 13/13 (hardened of course) so all told, the Wing Zero Custom has 25Def against most attacks, and a 19Def against Armor Piercing attacks. Yes, the 13/13 hardened armor represents the Gundarium armor outer shell. True enough. However this can be a mere roleplaying consideration...wierd side effects being up to the GM...I would only have "visions" and whatnot happen to strong willed pilots who resist the initial side effect (i.e. make a successful "Breakout" roll) Well, what you can do is, instead of having a set Mind Control effect, have a variable effect. One that happens based on the pilots state of mind and strongest Psychological limitations. Easy enough to do. Not necessary. If the GM running the game decides all three powers add together for the total effect of the Side Effect, then VIOALA! It does. Thank you. Its far from finished. I still have to add the various Disads that go with the mecha and have lengthy explainations as to why I did what I did with various powers and whatnot... To be continued...
  8. Here it is: Wing Gundam Zero (custom) from Endless Waltze. Model: XXXG-00W0 Height: 16.7 meters Size: 9 [8 hexes tall](45) Mass: 16 Tons Size Mod: -6 KB mod: -10 (1) Characteristics: STR: 60(5) Damage: 12D6N DEX: 21(33) CV: 7 SPD: 5(19) BOD: 25(6) PRE: 25(15) PRE ATK: 5D6 COM: 18(9) DEF: 12(30) ARMOR/DEFENSES: Armor Plating: Armor 13pd/ed(39) Hard(+1/4) 49pts EMP Shielding: Power Defense 10pts (10) Hard(+1/4) 12pts Polarized Screens: Visual Flash Defense 10pts (10) Sound Proofing: Audio Flash Defense 8pts (8) Sensor Hardening: Radar Flash Defense 12pts (12) MOVEMENT SYSTEMS: Running: Running 26"[X2](52) No Turn Mode(+1/4) 65act --Cost End(-1/2) 43pts. 260"/turn 156kph/97mph End=32/turn Leaping: Leaping 16"[X2](16) Cost End(-1/2)x2 End(-1/2) 8pts. End=3/leap Booster assisted Leaping: X4 noncombat leaping(5) Requires Fuel(-1/4) 4pts Note: each leap uses up 3 seconds worth of fuel. Flight: Flight 106"[X8](222) Sideways manueverability(+1/4) 1 Continuing Charge [6 hours fuel](+1/4) 333act --OIF(-1) 166pts. 4280"/turn 2,544kph/1,580mph. Mach 2.35 8.8 G's accel. Power Plant: Fusion Power Plant: Rec-60(60) End-120(12) 72act --IIF(-3/4) Extreme Side Effect: 3D6+1K Explosion. Occurs whenever Power Plant is destroyed by an attack(-3/4). 29pts. Equipment: Advanced Controls: +3w/Combat Piloting(6) IIF(-3/4) 3pts Mecha Limbs: Extra Limbs [2 arms/2 legs](5) Limited Manipulation(-1/4) 4pts. Manuevering Verniers: +6 lvls w/Flight(18) OIF(-1) 9pts. Spotlights: Images [sight Group](10) +5 Perc(15) 4" Radius(+1/2) 38act --OIF(-1) No Range(-1/2) Only to create light(-1) 15pts. SENSORS Screens: [add to pilots visual perception] +2Perc(2) IR Perception(5) Nightvision[+4 vs Darkness penalties](5) Telescopic +8Rmod(16) IIF(-3/4) 17pts. Phones: [add to pilots Audio perception] +1 Perc(1) Ultrasonic Perception(3) Teleaudio +6Rmod(12). IIF(-3/4) 10pts Radar: [Radio Group] Detect Physical Objects(5) +2 Perc(2) Discriminatory(5) 360^ Arc(5) Ranged(5) Sense(2) Targeting(10) +12Rmod(12) IIF(-3/4) 26pts. Radar Detector: [Radio Group] Detect Radar(3) +3 Perc(3) 360^arc(5) Ranged(5) Sense(2) Targeting(10) IIF(-3/4) 16pts COMMUNICATIONS Radio:[Radio Group] High Range Radio(12) +3Perc(3) IIF(-3/4) 9pts Laser:[Electromagnetic Group] Mind Link(5) Any Target(10) IIF(-3/4) Only with other vehicles with Mind Link(-1) Affected as Hearing Group and Electromag Group(-1/2) 4pts. TARGETING SYSTEMS: Laser Rangefinder: Absolute Range Sense. 3pts Target Aquisition and Tracking System: +3 lvls w/Ranged Combat(15) Linked to Radar(-1/2) 10pts ECM/ECCM: ECCM: Power Defense 15pts(15) Hard(+1/4) 19act. IIF(-3/4) 11pts. ECM: Change Environment 4" radius(15) Megascale Area(+1/4) [1"=1Km] Selective(+1/2) Invisible Power Effects(+3/4) [invisible to Sight and Hearing. Visible to Radio and EM groups] Cost End(-1/2) IIF(-3/4) No Range(-1/2) Req Skill Roll(-1/2) 12pts Radar Jamming: -4vs Radar (5) MAD Jamming: -4vs M.A.D. (5) Radio Jamming: -8vs Radio (11) Total cost 33pts ZERO SYSTEM!: Zero System: Mind Link to Pilot(5) No Range(-1/2) IIF(-3/4) Side Effects(-1) 1pt. --Find Weakness 12- (15) w/all weapons(10) 25act. IIF(-3/4) Linked(-1/4) 13pts --+4 Overal Skill Levels(40) IIF(-3/4) Linked(-1/4) 20pts Total Cost: 34pts [note: The Side Effects is a 6D6 Mind Control which turns the pilot aggressive, then ultimately, homicidal as use of the Zero System continues. Roll for control 1/turn on Post Segment 12) LIFE SUPPORT: Sealed Pilot Compartment: Self Contained Breathing(10) 30 chgs/1 hour duration each(+1) 20pts --Safe Environment: Lowpressure/Vacuum(2) High Pressure(1) Radiation(2) Intense Cold(2) Intenese Heat(2) IIF(-3/4) 17pts CBR Filtration System: Immune to: All terrestrial disease and Biowarfare Agents(10) All Terrestrial Poisons and Chemical Warfare agents(10). IIF(-3/4) 11pts. WEAPONS: Machine Cannon: +1OCV(5) +4Rmod(8) 5D6+1RKA(80) AP(+1/2) Auto-10(+1) +1Stunx(+1/4) 500Chgs(+1) 360act. OIF(-1) 200pts. Range 1500" X2(5) Total cost 213pts Beam Swords: +1OCV(5) 5D6HKA(75) APx2(+1) +1StunX(+1/4) 169act OAF(-1 1/2) STRmin(-1/2) +3" Stretching(15) 0End(+1/2) 22act OAF(-1 1/2) Always Direct(-1/4) No noncbt(-1/2) Only to cause Damage(-1/2) No Velocity(-1/2) 6pts. X2(5) Total cost 183. Twin Buster Rifle: +1OCV(5) +6Rmod(12) 8D6RKA(120) AP(+1/2) PEN(+1/2) +1StunX(+1/4) X5Range(+1/4) 300act. --OAF(-1 1/2) STRmin(-3/4) 98pts. X2(+5) 103pts. COMPUTER INT: 25(15) EGO: 0 (N/A) DEX: 18(24) SPD: 4 SKILLS: Analyze: Fighting Style(3) 14- Analyze: Mobile Suit(3) 14- Combat Driving(5): 14- Combat Piloting(5): 14- Accurate Sprayfire(5) Rapid Autofire(5) Cryptography(3): 14- Navigation(5): 15- Systems Operations(7): 16- Weapon Familiarity(2): Mecha Weapons TALENTS: Clock: Absolute Time Sense(3) Compass: Bump of Direction(3) Memory: Eidetic Memory(3) Math Processor: Lightning Calculator(3) PROGRAMS: (6pts) Autopilot: uses Combat Driving or Combat Piloting to travel a preplotted course. Attack Target: Use weapons systems to attack selected targets. Search for Targets: Use available sensors to track and identify targets in range Analyze Target: Use available sensors to analyze targets capabilites Plot Course: Select a safe travel route to selected destination. Decode Encryption: Use Cryptograhy to decode encrypted messages recieved. Description: The Wing Gundam Zero (custom) is a redesign of the Wing Zero. Though it looses its Neo Bird Mode in the redesign, it gained a set of High Maneuverability Wings which allow it to survive re-entry and glide in atmospheric conditions. These "Wings" also contain a vast number of maneuvering verniers....small rockets which are used to increase the manueverabilitiy of mecha and ships in space. As its main weapon, the Wing Zero Custom uses its Twin Buster Rifle which is capable of great distruction. It packs more than twice the power of standard beam rifles. For melee combat, it relies on the tried and true Beam Sabre of which it carries two. For support, it has twin 90mm machine cannons mounted on the chest/shoulders, which is used for anti-vehicle and anti-missile fire. (The Heavyarms Custom has an identicle pair mounted on it as well). Unlike most of the other Gundams, the Wing Zero Custom does no mount Head Vulcans, relying on its Machine Cannon to replace these. The most notable piece of hardward on the Wing Zero Custom is its Zero System. This is an Interface system that feeds tactical data and combat simulations directly to the pilots mind. The system is unstable, however, and only very strong willed individuals can use the system to its fullest. Even then, they can be highly susceptable to any hidden demons they may have buried, as the Zero System has a way of bringing these things to the surface of the pilots mind. The Gundam Wing Zero Custom's pilot if Hiro Yui. Explaination: Okay here we go. How it works and why I did it (for the most part). First, the characteristics are pretty cut and dried. The main thing being the Wing Zero's agility, which is the highest of all the Gundams. Thus, I made the Wing Zero's Dex a 21, compared to the next highest (Gundam Nataku and Tallgeese 3) at Dex 20. This garuntees the Wing Zero initiative. Whats that you say? Not agile enough? Ah, but it is! This will be explained a bit later, however. The Speed Characteristic was a no-brainer. Most Mobile suits should be around Speed 3. Top of the line suits at Speed 4. Gundams (in Gundam Wing) speed 5. Technically, the Wing Zero would probably be speed 6, but #1, Hiro Yui is not that fast and would never be able to take advantage of it and #2, that would make the Wing Zero entirely too fast, movement-wise The Body is pretty self explainatory. A 25 makes it durable...able to withstand a few hits from a Beam Rifle or a hit or two (at most) from a Beam Sword, but doesn't make it invulnerable, which is pretty much how things work in Gundam. Getting hit by attacks is BAD so the best defense is don't be there, hence, the buff agility of all the top-of-the-line Mobile Suits. The Defense characteristic represents the inner-defense of the Gundam...its endoskeletal frame and "skin" as it were. It isn't hardned, so AP attacks reduce this Def normally. The PRE and COM were added for those who decide they want to use them. This is appropriate in the Gundam Wing universe considering how impressive looking the Gundams (and other Mobile Suits) are, and using them to perform presence attacks isn't outta the question. COM is merely a consideration as to how "cool" the Mobile Suit looks, and is mostly for roleplaying considerations ("Hah! I have the most Beautiful mobile suit in the colonies!") and can easily be replaced by mere Distinctive Features Disad or ignored entirely. The Armor defenses are pretty self explainatory. The "Armor" power was used to represent the Gundarium armor plating. It is hardened, so resists armor piercing attacks (the Hardened will block AP first, then PEN). This method is used so that enterprising (i.e. Sadistic) GM's can represent "Armor Breaches" where a portion of the Mobile Suits armor is torn away, exposing the soft undersides. The base Defense still applies in this case, so there is at least some consolation in that ... The movement is fairly standard. Note that the slot listed as "Booster assisted Leaping" is when the Gundam engages its flight system briefly to enhance its leaping capability. This is why it uses up the fuel. This form of leaping requires a Combat Piloting roll. (Normal leaping does not, unless one is leaping onto bad terrain) The flight speed is fast...according to gundamofficial.com, the Wing Gundam has a thrust to mass ratio of 8.8/1, thus I made its movement equal to 8.8 G's of thrust all told. (using the Simplified method as laid down in Star Hero and The Ultimate Vehicle of 60"/turn = 1G. Note however that I only used the Combat Move in this calculation and not the full noncombat movement, as only Combat Move is used to determine accelleration) As far as the Power Plant is concerned, note the Side Effect. All mobile suits in the Gundam Universe have this side effect. They blow up quite easily when the power plant is compromised. This is evidence of some sort of (extremely) volatile power source such as hot Fusion reactors. The damage is not very significant, only 10DC, but with no armor applied, it is likely to completely destroy the mecha....especially if its just taken a hit powerful enough to breach the Power Plant. It does have the Explosion advantage, so any mobile suit in the area of effect may take collateral damage as a result of being too close to the explosion. Better Dive for Cover! Of course, even if the Mobile Suit isn't destroyed, it is useless because the Power Plant is now gone...it can do nothing! The Advanced Controls indicate the sophistication of the control system present in the Wing Gundam. It gives the pilot a degree of control not present in other Mobile Suits (excpet for, of course, the other "Gundams"). The Maneuvering Verniers is what gives the Wing Gundam its incredible maneuverability. With +6 levels with Flight movement, it is the most agile mobile suit ever created. (Deathscythe, Epyon and Tallgeese III each have +5 lvls) This is achieved via the Wing Gundams "Feathered Wings". Each "feather" in its wings is actually a maneuvering vernier that can vector 60^ individually of each other. The result is the ability of the Wing Gundam to outfly anything in space or in the air. Remember, Movement skill levels can be used for reducing Turn mode, Increasing accelleration, decreasing accelleration, can add to Combat Piloting rolls for maneuvering and may add to DCV when moving as well. When used defensively, this makes the Wing Gundams DCV a total of 13! At full combat velocity, the Wing Gundam normally has a turn mode of 21", but because of its vernier system it can reduce that to a mere 15". Braking is similar. When added in with the bonus for "Advanced Controls" the Wing Gundam can add a total of +9 to the Pilots Combat Piloting for maneuvering. Is that agile enough for you? .....But wait! There's more! The Overall Skill levels that come with use of the Zero System may also be used as additional Movement Skill Levels. Yes, thats a total of +10 MSL's that the Wing Zero has at its command. Oh baby! More on the vaunted Zero System later. I most certainly hope that the senors are self explainatory. Assume maximum range is equal to whatever range the sensor can read up to a penalty of -10. Example: The Radar has a Range Modifier of +12. This means it can read targets up to 500 meters (250") away with no penalty. -10 is 16Km (8000") which is the "limit" of its sensor capacity. Get it? The Target Aquisition and Tracking system only works when the Radar has a successful lock on a target (i.e. made a successful perception roll). Any Mecha pilot worth his salt can do combat without Radar, its just more difficult. The ECM/ECCM is very basic. Most mobile suits, even the Gundams, don't seem to have very much ECM capability. Obviously, there are ships in every fleet dedicated to this role, so Mobile Suits do mount basic ECCM systems. The Power Defense protects it from advanced ECM such as those used to disable Sensors (Suppress and Dispel). Sensor Hardening is listed under standard defenses, which protects it from short EM pulses designed to take out radar temporarily (Radar Flash Defense). The ECM suite is very basic as well. When activated, any enemy suit in the area of effect (4km) is hit with the listed penalty. Use a skill vs skill roll, using the respective pilots Systems Operations skill. If the defending suits can beat the skill roll of the pilot using the ECM, they do not suffer from the penalties. If they fail, then the listed penalties apply to their sensors and communications. Pretty simple really. Now we come to the Zero System. The basic power is Mind Link. If the Mind Link is somehow disabled, the other powers in the Zero System turn off immediately. When the Zero System is active, several things occur. 1st: The pilot now has the ability to use Find Weakness on his opponents. The Zero System effectively feeds tactical information about his target directly into the pilots mind, which allows him to instantly analyze his target to best take advantage of any weaknesses in their defense. This is part of what makes a Zero System enabled mobile suit so deadly. 2cnd: The Zero system predicts the actions of the opponent, and projects these predictions directly to the pilots mind, so that he/she may act upon them instantly. This gives the Wing Zero 4 overall skill levels to use. The pilot may use them in any way he/she desires, as long as they deal with the Mecha in some way. Examples include: Movement Skill Levels: The overall levels can be used as MSL's for any of the Wing Zero's movement modes, including leaping. Combat Skill Levels: The overall levels can be used to enhance the Wing Zero's combat capability, including OCV, DCV and +DC's for hand to hand/melee combat. Sensors: The overall levels can be used to enhance the pilots Systems Operations skill roll when he uses the Wing Zero's sensors. They can also enhance the pilots skill when using ECM systems. Piloting: The overall levels can add to the operators Piloting skill rolls. Find Weakness: They can even enhance the Zero System's Find Weakness roll! As you can see, the Zero System is a serious boon to any pilot.....who can control it that is. 3rd: There is a serious problem with the Zero System. It has the tendency to bring out/mess with a pilots psychological limitations. In its most basic form, this represents itself as the ability to force the pilot into a state of rage/single-minded-destruction via Mind Control. Roll this once per turn (Post Segment 12) and the Pilot gets to make a breakout roll as normal. The level of effect needed depends on the Pilots state of mind and Psych lims. (a character with an Enraged will be driven mad on an Ego+ roll! However a character with the Psych lim: Peaceful will become angry on an Ego +20 or higher). Treat this as an Enraged, possibly as a Berserk, depending on circumstance. Gm's who wish to mess around with their PC's can have the Zero System Side Effect be a bit more versatile. Since the Zero System is already "Mind Linked" to the Pilot, it can read any of the Pilots psychological limitations. The Zero System is in effect, a special system that reads the pilots intentions and does its best to carry those intentions out to the fullest. A Pilot who is using the Zero System is supposed to be in a specific state of mind such as "Destroy My Enemies" or "Complete My Mission To Rescue Releena!" However, Psychological limitations (especially strong ones) have a way of creeping up into our train of thought at the most inopportune of moments. Thus, the Zero System will oftentimes latch onto these Psych lims and do its best to carry them out to its fullest. It will reinforce these attitudes to the pilot, making the operator obsessed with them. This effect varies from individual to individual, so there are too many variables to go into here. GM's are encouraged to use their twisted imaginations as they will, based on the Psych lims of their PC's. The Wing Zero's weapons are pretty conventional. The Machine cannons are best used as Anti-missile weapons and close-in deterrents for bargin-basement Mobile Suits. The Beam Swords are its main weapon for Hand to Hand combat. They are built as HKA's which means the Mobile Suits strength adds to the damage. Mobile Suits also often use Maneuvers to enhance the damage as well (Move-by and Martial Arts maneuvers are popular). Since the Beam Swords are double AP, they tend to cut other Mobile Suits to ribbons. When using the Beam Swords with the Zero System active, the Wing Zero is an especially dangerous opponent (enemies Defenses are at 1/4!) The Twin Buster Rifle is the Wing Zero Custom's main ranged weapon and its power is undeniable. It posseses two of these rifles, which resemble the standard Beam Rifle of other Mobile Suits, but the Twin Busters can be combined to form a single, powerful Beam Cannon capable of great destruction. It was purchased as two seperate beam rifles (each capable of 8D6K ap/pen attack) but when its combined, use it as a 0 penalty Multiple Power Attack with a single attack roll for both rifles. Apply damage to defenses seperately then add together for total damage (similar to a Reduced Penetrating attack). This allows the Twin Buster to produce up to 96 Body worth of damage in a single attack, making it incredibly powerful compared to other Mobile Suit weapons. Even colonies won't be safe!
  9. Well...this is merely a matter of perspective, which is to say its a moot point to argue. Oh, I understand this completely, however I personaly have a very liberal attitude toward the rules. I'm a firm advocate of the "if the rules get in the way, throw them out" style of Roleplaying, and my posts oftentimes reflect that. It tends to cause problems with those who stay within the "letter of the law" so to speak. No argument there. Thats the way I would handle it, for the most part. I look at exactly how the maneuver is executed and apply accordingly. Ruleswise, this is the easiest way to go. It is cut-and-dried which is good to avoid arguments during the game. However, this is not the way I would use it. Ah, here is where our opinions differ. This particular situation is completely up to the discretion of the individual GM. There is no hard rule in the UMA, other than the extremely vague single reference in the description of the Response restrictive element with which to guide things. Interpretation will vary from individual to individual. You have come up with the conclusion that this will require 2 seperate maneuvers to be able to affect both a puch type maneuver and a kick type maneuver. I have come up with the conclusion that this is not necessary. From the image I have in my head of such a maneuver ocuring, the same technique should be usable against both a punch or a kick, provided they are launched at the same general area (head to midsection) [image: an attacker is attempting to assault the PC, the PC uses the maneuver and punch/blocks the incoming attack by punching the attackers elbow as its incoming. Applied to a kick, the same technique attacks the opponents knee during an incoming kick]
  10. Remember the #1 "rule" in the 5th edition: Its only "illegal" if the GM says it is... But any anycase, I was alluding to the use of a maneuver with the "strike" element (that is a punch or a kick thats supposed to do damage) it wouldn't work against a nerve strike, a throw or a grapple. It shouldn't work against a leg sweep either. In general, some of the more complex maneuvers require just a bit of common sense in their application. I was assuming the original poster wanted to be able to damage an opponents punches or kicks as they were being launched in his characters direction, so I didn't differentiate between the two, considering they are effectively the same thing (Strike maneuver).
  11. I'll look around in the next few days. There is one page in particular by a rabid WoT fan that is quite large and informative. I'll look there first. If I find anything, I'll post a link.
  12. Actually, that would be exactly what he's looking for. Make the maneuver in response to a punch or kick (but not a grapple or disarm or other offensive attacks) and specifically attack limbs and give the maneuver the disable element, and thats probably exactly what he's looking for. Using a maneuver of this nature with a held phase would produce the desired effect described in his original post.
  13. I'm still working on them...yes. Its just a matter of me getting the time to sit down and post them. Currently I post from work, and I only have 30 minutes during lunchtime. I'm going to have to set aside some time at the public library, in which case I should have enough time to post 1 a day. Hopefully I can get to that this weekend....
  14. feints Well...looks like the whole thread is back. Now its just up to us to continue it...
  15. The above suggestions are all good ones. Provided you have access to The Ultimate Martial Artist, you can custom design that specific maneuver. Just make sure to specify that it affects the limbs and use the "in response to" element (which means the attack goes off in response to your opponents attack) and make sure the DCV modifier of the maneuver is high (+2 is recommended) Wish I had my UMA with me now, I'd design the maneuver for you and give you its cost. Maybe I'll do so tomorrow, if no one beats me to it (I'm at work sans book)
  16. Hmmm...not that I'm aware of, though several threads covering the subject dotted the old message boards. Toadmaster and myself both have Energy to DC charts using JOULES as the measurement. Our charts are very similar as well, and after comparing, they tend to match up to the DC's in official books or are off by no more than 1DC. (except for those pesky Tank guns in the 5E and TUV) I'll post my chart in a day or so if the green-one doesn't beat me to it...
  17. Yes, I've had New Legend of Shaolin for some time now. It was recently released by New Line Home Video under the tittle Legend of the Red Dragon and the cut about 15 minutes from the film...which sucks because the film is short enough in its original length (about 100min or so). The seemed to cut out most of the scenes with the mom and the kids interacting (when she was pretending to be dead) I hate it when they do that damnit!
  18. I actually liked Last Hero in China. Not as much as the OUATIC movies, but I still liked it nonetheless. I'm not that big a fan of the Fong Sai Yuk movies, but they're pretty good overall. A movie which features the Fong Sai Yuk character (but not played by Jet Li) is a movie called Burning Paradise. That one I liked a lot. Good stuff. Check it out if you haven't already.
  19. You know...all this completely depends on the cops normal environment. Is he a small town cop? if so, chances are, he's not even as good as the cop detailed above. Is he an inner city beat-cop? If so, he's definately going to have streetwise and related Knowledge skills and City-based area knowledges. Is he a cop in Beverly Hills or Hollywood? If so, then he doesn't see much action, but will probably have connections with various stars, directors etc, as movie studios coordinate with hollywood police often to keep the masses at bay as they film. The above characteristics are actually pretty good for an "average" cop. Assume the average cop doesn't see that much action, but has the skills to deal with it when it does occur. Adjust the package slightly depending on environment. I do agree though, that all cops should have at least a +1 Perception bonus, if not more...they are trained to look for things out of the ordinary, moreso than any other profession aside from detective.
  20. Ah, okay. Didn't see that. I was posting during lunchtime at work (thats why I post so early in the morning...I work graveyard shift) so I didn't have time to read through all the posts.
  21. My suggestion is to use the Multipower method but exert control over how/when a mage gets to add additional spells to his list. Come up with some sort of rules for "spell research" using the Inventor skill (renamed for Fantasy Hero of course). If a character can only add 1 spell per month (game time) thats going to limit the number of spells he/she can add to their Multipower during gameplay...and the low cost of Multipower slots allows the mage to grow in other areas besides magic. I've run several campaigns using the Multipower method, and its worked out quite well for me. Sure the mages could afford to purchase a lot of spells over time, but this is how I think mages should be. Using the method from the old 4th edition Fantasy Hero, gaining power was way too slow for a mage (unless you planned to play for years...I normaly limit my campaigns to about 6 months each) I've also used the Variable Power Pool method (to represent a free-form magic system like the one from Mage: The Ascension, or The One Power from The Wheel of Time) and that worked out pretty good too, but unless you want your mages capable of just about everything, I wouldn't recommend it. I haven't tried an Elemental Control magic system yet, but I'm considering using one to represent an Elemental Magic system (Fire, Water, Air etc) I'll get back to you guys on that one.
  22. Which is as it should be, considering how much firepower mecha tend to wield. Your average Superhero (Marvel standard, not D.C. standard) should stand no chance going toe-to-toe with mecha from most Anime series.
  23. BLOOD AND ASHES!!! You da man, Nolgroth! Now that (most of) the old messages are posted here, any opinions? Gripes? Additions? I'll be thinking of some more to add in the days ahead (and of course will be updating the Blademaster arts to the 5th edition) Thanks again Nolgroth.
  24. I have yet to read Game of Thrones, but its on my list (currently reading the RuneLords...PERFECT campaign material. I'll get to GoT after I read Crossroads of Twilight) but the magic system of WoT is just about perfect. I can't imagine another novel comming up with a more gameable magic system. It seemed almost tailor-made for gaming... From what I read though, the G.R.R. Martin's world is Magic-lite. Wouldn't it throw off the flavor somewhat if you introduced something as heavy as The One Power into it?
  25. Oh man. We had a sweet thread going! We had rules for The One Power, Ogier, Angreal, Ter'angreal and Sa'angreal, Channelling and Burnout, cutting one off from the Source, Linking and Circles, the Blademaster Arts...basically The Whole Enchilada. Practically the only thing we lacked were stats for specific characters and creatures. Man, that was one kick ass thread. And now its GONE. Thats why I'm starting this thread here. I'm hoping the people who contributed to the thread on the last board will help in upgrading to the 5th edition...
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