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Theros

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Everything posted by Theros

  1. Page 228, Champions Powers. I would appreciate information how, in game, that power works. Information how it is used, what dices are rolled etc... I have read the rules from Advanced Players Guide, but still I dont know how to use powery in game.
  2. I will raise this topic abit... I am looking for some starting adventure or two to GM...? Are there any adventures?
  3. I am going to build up character which wears Power Armor. In a case of emergency or in some other case, there should be possibility for base computer to take over control of power armor. Then base computer should be able to use weapons, navigation and sensors of power armor in following situations: - Fly power armor back to base or to some other place - Fire weapons to defend suit - Use sensor powers to observe surroundings of power armor How that can be build? I was thinking to create one big computer to base. Computer will combine Military Computer and Basic Computer programs etc. How link between computer and power armor can be established? How it is possible for users of power armor to get data from base computer? What programs I need to put to base computer that it can analyze opponents weapons?
  4. I was lucky and got one Hard cover version from US for reasonable price. Now comes the question... Should I buy some monster book and book that describes spells?
  5. Local stores in Finland do no sell books, and they cannot get any book to their stock. Where I can buy one hardcopy? It seems that there are some books in amazon.com, but shipping costs are pretty high, as much as 30€- 40€.
  6. Yes I will be GM. I try to do things that way. Thanks!
  7. I did read through Ultimate Base book. I am bit confused about example that describes cost of the "workers/NPCs" in base. In example there were base. Player wanted to get 64 agents to base and use 100 points to create agent. So that will cost 100/5 = 20 points, x64 = 30 points. So total is 50 points. What that means? How point cost is being calculated? Every agent has 100 points to be spent into the skills and characteristics?
  8. How to I can put skills to equipment or weapon? Now I mean that Tricoder needs some sort of perception skill? So how I can put it there in game terms?
  9. Thank you from phaser build, that looks good It seems that I need a lot of practice to get my builds work. Well.. Phaser will be more likely Data's weapon in superhero campaign and he doesn't use it agains PCs (hopefully not), as they are supposed to help me away. I will increase damage to 6d6 I guess, then it should be able to take out most people. I will work with Tricoder build today, that is pretty much analyzing tool.
  10. I proceed further with creation. Now I have following things and changes done: Changes to previous build: DMCV: 3 -> 20, cost: 51 points OCV: 15 -> 12, cost: 45 points DCV: 15 -> 12, cost: 45 points Additions to previous build: Phaser (weapon) Multipower, 115 points reserve, OAF (-1), fixed slots. Stun mode: 8d6 STUN (f). Limitations: Stun only, -1/2, Extra time (takes one turn to change firing mode) -1/4. END: 4, Active: 40 points, real points: 15, CP: 2 Killing mode: 4d6 RKA (f), Limitations: Extra time -1/4 (takes one turn to change firing mode). Active points:60, Real Points: 27, CP: 3 Continuous Beam (for cutting and melting) (f): 4d6 Body, Does Body Damage +1, Advantages: Penetrating +1/2, Damage over time +1, 2 increments +1/4, Every segment +2. Limitations: Beam -1/4, Extra time -1/4 (takes one turn to change firing mode). END: 12, Active points: 115 points, Real poinst: 46, CP: 5 Total cost: 115 (reserve) + 3 (slots) + 15 (stun mode) + 27 (killing mode) + 46 (continuous beam)= 128 CP (right?) Is this weapon done right? I still think that Killing mode is not powerful enough, as in Star Trek almost every opponent dies from one shot (excluding some rare exceptions). Weapon is relatively expensive and most of the characters don't have access to this kind of points to one weapon only. Also I think that Continuous beam cost should be lower, as it is not used to kill opponents. Usually to cut something or melt metal. I think that weapon needs tweaking somehow. Complications: Distinctive Features (golden skin and yellow eyes) 15 points Psychological complication (faithful servant of Federation) 10 points Psychological complication (Highly attracted to cats, strong and common) 15 points Social Complication (no feelings or emotions) 20 points Vulnerability (Electric bursts, x2 damage, uncommon) 10 points Total: 70 points
  11. This needs a lot of training to get combat flow fluently...and funny...only think that worries me is damage...mixture of those...
  12. To be honest, I am too lazy to read whole thread to get answer to my question. I will borrow this topic and write it to end, as this is close to orginal question. Character with Multipower weapon. Lets say that he has 40 points in reserve, he has power that causes 8d6 Stun damage. No adders, advantages, limitations and so on. He wants to use power from his weapon. He has enough reserve to shoot, as 8d6 consumes that 40 point reserve. Is that reserve in use every time character shoots? Is there some sort of recharge time? Is it so that reserve is actually "maximum number of points of powers in use at the same time"? I think that this isn't clearly said anywhere in the book. Then...if character has a weapon. Why weapon consumes energy (END) from character? If it consumes, I think that END is one kind of Action Points, which determine what character can do in battle, is this rigt way to think? If there are charges in characters weapon, is it so that after charges end, weapon is useless until it gets more charges? How I should handle situation where charges end and character needs more of those? Let me tell how I think. Weapons don't cost END, those use "own" energy or some sort of external energy source from bullets, battery and so on. Hitting with fist or sword consumes characters own END, because he does actual job. In some situation there might be limitation that connects character to weapon of some sort. That situation differs from original situation, because then character might use his own END to shoot. If character has power armor, where he has numerous weapons and he has one general power reserve for all equipment. How that is handled?
  13. This discussion is pretty pointless for all participants. People change from system to other when they get fed up to current one. I have GMd and played several systems during the last 20 years. There are actually only few things that keep me playing systems and stop to play some. 1. Interesting setting - World where game is played should be interesting, fun and suitable for GM and players. 2. Possibilities (Hero system "rule" explains this pretty well. You get what you pay for.) - Just examples... Rolemaster is hard to learn, but everybody remembers the critical tables. Game is rather complex to play and character level advancement is not so easy task for those who lack concentration skills. Rune Quest is deadly, pretty simple and kind of low fantasy setting. No special powers (edges, feats etc.). Setting is interesting, but current 6th edition contains some problems. Savage Worlds is simple (I think that too simple to play), possibilities to create different kind of characters are quite limited, adventures are very combat oriented and so on. After one year characters start to be similar. Setting are interesting, but that system is something between FATE and other RPGs. Vampire...well all know this and is suitable for certain people. Last edition of Shadowrun...it is interesting, but there are some very complex rules and I don't like those mini games that inside the game. That is excellent game, but is demanding for players and GM more than some other games. D&D...well...all know that. Direction is toward tactical miniature RPG/wargame mixture. There fans of that too. Summarum from my examples. Complex systems, give possibilities. Simple systems limit those. That is simple rule...I think that Hero System (Champions) powers are not too complicated. Easy...you pick power, add certain points, then multiply that result by advantages and divide whole thing with limitations. Of course there are some things that could be done easier, but that is only in character creation. One player might like M&M, other likes from some other that is not a problem. I think that saying from system that it is bad or good is not right way. People like from different things. I know for sure that there are no perfect system. 3. Game flow. - If game flows easily, but it is easy to add some rules without changing the whole mechanic. Then it works. Those reason, but sometimes those will be forgotten by game designers. The best game tester is person who is playing whole system for the first time. Those old veterans who have played system for years know the basic rules and are not able to question too complex version from rules. They know most of the things by heart and can keep game flowing easily, but some new might not.
  14. I am going use Data in superhero campaign. Data has came to universum, where PCs are, when he was investating WH in his own universum. Data is subplot, so PCs are supposedly to help him away from their current world to back to his own world. I will use 400 points + 75 points to complications. I did start to create Data and first problem happened to be Positronic Brains. How I can build positronic brains for him? That is the key thing to build "him". He can easily get more knowledge, just by looking at computer screen (I took Spead Reading x20, maybe that should be inceased to x40, for him). Currently STR: 25 Dex: 25 Con: 15 Int: 25 Ego: 10 Pre: 10 OCV: 15 (he hits always with phaser) DCV: 15 (good reflexes) OMCV: 3 (cannot use Mental attacks) DMCV: 3 (needs some power to negate mental attacks) SPD: 3 PD: 10 ED: 10 (I have to take vulnerable to electric attacks complication) REC: 10 END: 40 Body: 20 Stun: 40 Total cost: 241 points Skills: Climbing: 16-, Deduction 18-, Knowledge (Federation territory): 20-, English 18-, Paramedics 16-, Spaceship Pilot (PS) 16-, Stansport Familiarity (Space Shuttles) 16-, Bureucratics (Federation) 16-, Combat Pilot (Starship) 16-, Computer Programming 18-, Cramming 20-, Cryptography 18-, Electronics 14- Total cost: 53 points Perks + powers: Computer link (8 CP), Internal Clock (Absulte Time Sense), Eidetic Memory, Lightning Calculator, Speed Reading x20 Total cost: 25 points There are still points to be used...and I am eager to have Phaser weapon (power levels: Stun, Medium Power to kill, Maximum power to kill and then continuous beam to cut and melt things), then that hand held analyzer that he carries.
  15. Fantasy Hero Complete...Hero System is flexible. I really propose to create spells so that caster can boost the basic power of spells. There should be clear and easy method to do it on fly, at the middle of combat or so. That is important thing.
  16. I will make some build one post it to here then. Let me hear your opinions from that then.
  17. How about that "robot" like construction?
  18. Ok...I think that I get the rules, but those are rather confusing.
  19. What is needed to build playable android?
  20. I think that I am getting to rules bit by bit...this seems to be hard to change mindset to this kind of rules. Ok...let me know if I got this point right: If character has STR 20. When he punches he rolls 4d6, his DC is 4. Causes stun damage and dices determine what will be the body damage. Then character decides to use club. Lets say that club has damage class 4 (4d6 damage). As club won't do killing damage character with STR 20 will inflict 8 DCs damage...in this case it should be checked from the certain table (?). Then...character will start to use sword. Sword does killing damage of 2d6. In killing damage Normal Damage DC is divided by 3. Then Character has DC 1 to killing damage. In this case Damage of sword will increase by one DC (lets say that 2d6 is DC 4, so it will increase to DC 5, where damage is 2d6+1). Right? Then comes question that confuses me. If character wil club wants to inflict killing damage (it is possible to kill with club). He divides Club DC by 3, when it is 1, then adds his characters strenght DC for killing damage, which is 1. Total of 2 DC, which is... xDC (I dont't have book with me). Is that right?
  21. This one needs explanation. Ok, I did write it wrong, but I'll explain with more details. If you buy superpower for some character, that inflicts 5d6 damage (lets say blast). That damage is treated as Normal Damage (?). Then...if player wants he can buy some adders (I don't remember which was the name of addition that should be bought to power) which chance damage so that character will inflict killing damage instead? Right? So in basic forms, weapons are inflicting killing damage. Other attacks like Blast spell, rocks, throwing character through the stone wall etc... inflict Normal Damage?
  22. Thank you from your answers and don't get me wrong. I really like from Hero System, flexibility and the choices that can be done in this system. It is shame that I did not find this system earlier, but in the other hand I played and GMd other very good games during the last 20 years. This is like to edged sword...but now to the point. I think that it is hard to control when there are three types of damage. Stun, body and RKA. Well...that is the hardest part. When character with STR 20 attack bare handedly against his opponent. He does 4d6 stun damage. That is clear. Then he rolls the dices and gets 3, 4, 1, 6 = 14 points of stun damage. That is clear too, then attack inflicts 4 points body damage, no problem with that. For the next strike character wields weapon...lets say shotgun. He shoots with shotgun that does 6d6 damage. He rolls damage and gets= 1, 1, 2, 5, 6, 6 = 21 RKA damage (right, as it is weapon)? With examples I try to explain? I need rule of thumb that can be used in 95% of the cases as to remind when to use RKA, when "normal" stun damage. I see for example that Power Blast inflicts 6d6 damage, but it is stun damage (right), but some weapon inflicts 6d6 RKA damage. No need to buy some extra things with CPs right? Currently I find hero system damage complicate and it leaves me more questions than answers. From first answer to my post I figured out some points, but still I find it confusing. I have played and GMd crunchy games like Rolemaster (for 20 years), but this leaves me bit confused. In every other game attack basically inflicts lethal damage and it can be converted to subduing (Stun) damage if wanted. That is simple and very easy to understand. In Hero System damage is inflicted basically in three different forms. Did I express myself clear enough?
  23. To be honest... I think that damage is not handled well enough in Hero System. It is too hard to explain and too hard to control everything. Ok...stun and body damage are easy enough....then comes other damage types. I think that it needs some sort of tweaking...
  24. I was requested to post my question to here too...so... I did read damage rules several times from Champions Complete book. I think that those are rather hard to understand complicated. I understand that every attack does stun damage and dices that roll 2-5 inflict one point body damage and 6s inflict two points body damage. Then...right? When body goes to zero, then that character or opponent starts vleed to death (he loses body every phase or?). Then...killing damage. How that is inflicted, how it is calculated? Of course killing damage (RKA?) goes through PD and ED. Only resistance will help to prevent damage. Then question from DCs (damage classes)...that is rather confusing too. Why those are needed? Is there any possibilties to ease that (now I am especially speaking from Champions campaign)?
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