Jump to content

Erkenfresh

HERO Member
  • Posts

    902
  • Joined

  • Last visited

Everything posted by Erkenfresh

  1. Re: Martial Artist I think it helps but you may be getting ripped off. Part of what you get from TWF is Ambidexterity, which you don't need when fighting with your fists and feet.
  2. Re: rules questions (Fantasy Hero) 1) Personally, I've never bothered with attacks from behind during combat. I could certainly see it used when two people are on opposite sides of an opponent though. 2) That's a fine rule since the armor weighs you down too much to twist away from the weapons (and of course there's a balance issue with too much DEF). I made a similar transition from D&D to Hero about a year ago. I don't miss D&D at all. You can do so much more with your character in Hero besides bump a few skills up every level.
  3. Re: Improved Critical You could use the "Critical Hits" optional rule then have the character buy 5-point CSLs in HtH (or ranged) with the limitations "Only to improve OCV" and "Only to increase the value to roll under to score a critical hit". I think that about does it.
  4. Re: What does your SPD Chart look like? Similar to many of the others here. In addition, I take a die and place it just over the segment number and character who's currently going. When they're done, I slide the die down to the next one and keep going. It helps keep track of the segment we're on and who goes next. (It works great until I pick the die up to roll it at least).
  5. Re: Mission hooks, getting your players into the game "The page cannot be found". I figure it was a large peach shaped like a butt? I like that idea though. I'm thinking it's not too long after what caused the apocalypse for something like that to happen. Maybe two generations after or so.
  6. It's a pretty generic topic, so I'm hoping for lots of responses. I'm starting a new campaign. It's a post-apocalyptic car combat thingy. Anyhow, I figured a few generic mission titles could be: Standard Missions Fight the pirates Defend the town Deliver/Retrieve the package Deliver/Retrieve the automobile Fight the monsters Salvage the resources I'm sure there's hundreds, no, thousands of ideas out there for mission hooks. Please share and maybe we'll all get a new idea for the players to run through.
  7. Re: Emotion Sense - would you allow this or is it munckin? Erhhhm, except with a multipower you couldn't use Mind Scan and also Telepathy on the target. Hmmm..... Well you could always buy the two powers seperately.
  8. Re: Emotion Sense - would you allow this or is it munckin? I think the range penalties are all listed in Mind Scan. The larger the area you cover, the bigger the penalty to find someone. Generally, you wouldn't really need a limitation on Mind Scan to simulate being unable to find people far away. You'd simply buy less dice for it. Overall, it sounds like you're describing two seperate powers. One to determine someone's emotions (Telepathy) and one to find someone (Mind Scan). It makes sense that this could be done as a multipower.
  9. Re: Martial Artist Did you go around saying "when I put my hands in my pockets, I could get arrested for not having a concealed weapon permit"? Or maybe you bought the perk "Concealed Weapon Permit".
  10. Re: Dealing with Stun, End etc in Fantasty Because metal interferes with the protective attributes of leather. It's a mystical thingy. Trust me.
  11. Re: For your "inner Batman" Oh, but that's no fun.
  12. Re: Emotion Sense - would you allow this or is it munckin? You said it was similar to Mind Scan. Why not use Mind Scan? It's already got rules for detecting over a large area, range, and so forth. More dice increases the chance of success. The problem with building it as a sense is that it ALWAYS works, unless someone has a "Darkness to Emotion Sense" in the area.
  13. Re: Some Thoughts On Rules Looking at all the math, can't we just buy 2-point CSLs with the special effect that the attack homes in on the target? If that's not good enough, why not just buy a vehicle to represent what's homing in and have it make a move-through attack. Not complicated enough? I guess you could use extra-dimensional movement to a dimension where there's a missile homing in on your target. Or you could use a "Dispel Life" power with Extra Time, Cumulative, and Continuous. Or...
  14. Re: Dealing with Stun, End etc in Fantasty On himself, sure that seems a viable explanation. But if he's casting his force field on the mighty warrior, then the metal thingy. You could just tell your players "because it's unbalancing" if they don't think your in game explanation is credible.
  15. Re: Martial Artist Don't forget to pick up a few skills! Acrobatics, contortionist, and breakfall would make some sense. You should also consider flight (only in contact with a vertical surface) to simulate fast climbing or SLOW falling next to a wall or cliffside.
  16. Re: Dealing with Stun, End etc in Fantasty Well you see, the nature of metal interferes with magic in such a way that they can't work together. The more metal there is, the stronger the magical force field has to be to overcome it. Or some such magi-babble. As for END, I've pretty much done without it. Spellcasters induce long term endurance loss from casting spells, and they keep track of that. But, I've found that even the strongest giant in the party at maximum running and swinging would take 4-5 turns to wear out. So, there's not really any point in tracking END during combat. That being said, it does make some sense to track END during a chase or some such thing. When the giant's run a couple of miles in his suit of chainmail, he may be a bit too worn out to keep his distance from the approaching pack of wolves.
  17. Re: For your "inner Batman" I wonder how the top of the rope is anchored. I guess you gotta make some poor soldier climb the cliff with his bare hands first!
  18. Re: Fast combat? I've had slow nights and fast nights. It depends on the mood of the players. Also CSLs tend to increase the time of combat exponentially. One thing I've found very useful is for every player to make a chart on their character sheet with all their attacks. It lists: name, damage, OCV, DCV, applicable CSLs, then notes such as armor piercing or autofire. This prevents them from having to look at the front of the sheet for OCV and the back of the sheet for damage.
  19. Re: Can't find a limitation Yeah but as a block of ice melts, it gets easier to break out of. It's a distinct difference because if it's trapping someone weak and the DEF doesn't deteriorate then they won't be able to break out until it's completely gone.
  20. Re: Request for Comments Sounds neat. You might consider what happens if the conduit goes wrong. Does the psychic get blasted or maybe the energy dissipates into the air causing storms or other strange weather? Something that might spice up the campaign.
  21. Re: Economy???? A lot of people have mentioned multipowers but you may not be very familiar with the system yet to understand how cost effective they can be. I made a quick writeup of Batman and here's his utility belt: 27 Utility Belt: Multipower, 40-point reserve, (40 Active Points); all slots OIF (-1/2) 3u 1) Grappling Hook: Swinging 40" (40 Active Points) 4 1u 2) Zip line: Flight 20" (40 Active Points); Only up to 20" and only towards another object, wall, or cieling (-2) 4 3u 3) Smoke grenade: Darkness to Sight Group 4" radius (40 Active Points) 4 1u 4) Gas Mask: Life Support (Self-Contained Breathing) (10 Active Points) 0 1u 5) Infrared Goggles: Infrared Perception (Sight Group), +5 to PER Roll, Discriminatory, Analyze, Telescopic: +1 (21 Active Points) "All slot OIF" means that while it may be easy to snag one of his gadgets away while he's using it, the rest of the gadgets will still be available. The only way to take it all away is to completely remove the belt, a task I definitely wouldn't want to accomplish while Batman is concious! As you can see, the main cost of the belt is the multipower pool itself. After that, the gadgets are fairly cheap. Infrared goggles and gas mask for 1 character point each. That's a pretty nice deal. With this flexibility, he can have a huge pool of gadgets in no time. He can also use a multipower for his weapons if he so desires. That way he could bring along his sniper rifle on one trip, his fully automatic pistol on another, and his grenade launcher the next time. I hope that helps!
  22. Re: The Vehicle Books The Ultimate Vehicle is a great read is you're thinking of doing much with vehicles. Highly recommended!
  23. Re: Car hero, part 2 custom vehicle movement and combat rules I think move throughs would handle shoving other cars off the road, assuming you move them far enough. I like the ideas of making sharper turns using some skill rolls. TUV does mention the bootleg reverse, so there's already rules for that (if only I could remember which page). Now, there's this one maneuver in a recent James Bond movie, maybe Die Another Day, where he's driving on ice and does a 180 while simultaneously putting the car in reverse and maintaining full speed. What sort of penalty might that incur on the combat driving roll?
  24. Re: Car hero, part 2 custom vehicle movement and combat rules Those are good points. I don't think I quite understood the Block thing though. What you described sounds like a Dodge.
  25. Part 3. Vehicle Design Characters start the game with XXX dollars on which to buy equipment. The GM may allow a character to buy the Money perk to start with more cash but this may be unbalancing to the game. Part of the fun is salvaging some nice equipment to upgrade your car, but if you already have enough cash to buy everything you want, you’ll miss out! The following parts of the vehicle must be bought in order for it to run: the chassis, the engine, the suspension, and tires. The following options will make the car more combat-ready, fast, or otherwise better: weapons, defenses, movement enhancers, gadgets, and luxuries. Chassis There are X types of chassis available. The chassis defines the Size, STR, BOD, DEF, DEX, SPD, number of mountable weapons, handling, and DCV and also provides some other bonuses and penalties. When purchasing a chassis, pick a manufacturer, model, and year of the appropriate type. For example, if you get a Sportscar, you can define it as a 2010 Chevy Corvette. If you get a Motorcycle, it can’t be a Corvette (sorry!). This is just for flavor, so pick your favorite car of that type. Motorcycle: Two-wheeled vehicles that are extremely fast but lightly armored. It’s much easier to hit the driver of a motorcycle than any other vehicle due to the lack of cockpit. Motorcycles also can’t carry much cargo beyond the rider’s personal belongings (including some guns) and are subject to falling over when shot from the side. On the plus side, motorcycles are cheaper, handle very well, and are able to perform the “slide under barriers” stunt. When buying an engine and wheels, cut their price in half. Sportscar: Built for speed and handling, they were popular before the cataclysm for their style and performance. They still have their uses even today for fast transport, courier services, or for outmaneuvering opponents on the battlefield. They tend to be lightly armored but have high SPD and DEX. Sedan: Extremely popular cars due to their reliability. They are slightly larger than sportscars, generally suited for four passengers with a roomy trunk for getting groceries. They are more armored and can carry more weapons than a sportscar but are generally slower and less maneuverable. Truck: Meant for hauling cargo, pulling cars out of ditches, and towing broken down vehicles. Trucks are similar to sedans but even slower. Their advantage is their great towing capacity and high defenses. Semi: One more step up from trucks, semis are meant to haul large quantities of cargo. They have extremely high defense to protect the cargo, but suffer from poor handling. Due to their mass, engines cost double for trucks. They also have 16 wheels instead of 4, quadrupling the cost of tires. On the plus side, it’s much harder to stop a semi by popping a single tire. Semis also have a base handling of 2. The base characteristics of each are: Size STR BOD DEF DEX SPD Wpn Hndl DCV Price Motorcycle 1 25 11 3 21 4 1 3 -0 $5000 Sportscar 3 25 13 4 18 4 2 3 -1 $15000 Sedan 4 30 14 6 15 3 3 3 -2 $12000 Truck 4 35 14 6 13 3 3 3 -2 $12000 Semi 10 60 20 7* 10 3 3 2 -6 $30000 How do I fix this table? Grrrr.... *A semi gets +3 DEF when the cargo is hit by the attack Engine The engine makes the car go. You probably want to buy one. All engine models have the following limitations: OAF (standard tires; -1 ½), Only on Appropriate Terrain (-1/4), 1 Continuing Fuel Charge (easily-obtained fuel; lasts 6 hours; -0). If your chassis is a motorcycle, cut the cost of the engine by half. If your chassis is a semi, double the cost of the engine. The distance quoted for each motor is expressed in combat inches per Turn. You need to divide this by the car’s SPD to determine it’s movement per Phase. All engines have a “x4 Non-Combat multiplier” which allows you to drive the car faster outside of combat but drop to 0 OCV and ½ DCV. The Weenie Motor comes with the chassis. Weenie Motor: 60” per Turn, top non-combat speed of 90 MPH, comes with the chassis Entry level Motor: 70” per Turn, top non-combat speed of 105 MPH, $4000 Basic Motor: 80” per Turn, top non-combat speed of 120 MPH, $6000 Nice Motor: 90” per Turn, top non-combat speed of 135 MPH, $8000 Fast Motor: 100” per Turn, top non-combat speed of 150 MPH, $10000 Racing Motor: 110” per Turn, top non-combat speed of 165 MPH, $15000 Ultra Motor: 120” per Turn, top non-combat speed of 180 MPH, $20000 Suspension Buying better suspension will increase the handling of the vehicle, allowing it to turn more rapidly in combat. Suspension may also allow the vehicle to drive over terrain it normally couldn’t go over. Standard suspension comes with the chassis. Offroad shocks may be combined with the other suspension packages. Standard suspension: no bonus Advanced suspension: +1 handling, $2500 Racing suspension: +2 handling, $5000 Elite suspension: +3 handling, $10000 Offroad shocks: car may drive over large rocks and shallow creeks without getting stuck, $3000 Tires Your vehicle rolls on these. You need them if you want to go anywhere. Consult TUV page 41 for the list of tires available. Find the point cost and multiply by $250. For motorcycles, cut this price in half. For semis, quadruple this price. Tires are highly resistant to blunt attacks (try popping one with a baseball bat, good luck). Ignore the rule about being vulnerable to sharp attacks (all weapons will be sharp anyway so we’ll assume these tires are tougher than the ones in TUV). Back to the main thread: http://www.herogames.com/forums/showthread.php?t=52256
×
×
  • Create New...