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About Vassoom

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    Barely Competent. Period.
  1. Re: Cool Guns for your Games Indeed it is. It's actually one of the first things I noticed, since my wife has an identical little Hello Kitty chotchke that hangs from her purse... Personally, I think that kind of detail really makes the image.
  2. Re: Cool Guns for your Games
  3. Re: Cool Guns for your Games Awesome. Thanks for sharing this. The recoil compensation system in these is extremely clever, and I'm glad to see they've made it to market. I've shot a Tommy Gun (M-1928) chambered in .45 ACP, and the lift was quite pronounced. I'd love to try one of these Kriss SMGs and see if it stays on target like they claim... EDIT: Forgot to add that I've had these incorporated in my cyberpunk game since I first heard of them back in 2006 or 2007, using the following stats: STR PER A/R Name Cal OCV RMod Dam STUNx Shots Min Mod Cost Mass Notes ------------- ------- --- ---- ----- ----- ----- --- --- ----- ---- --------- PDI Super X 10mm +1 +1 2d6-1 1d6-1 32 10 +4 61/19 1.90 AF5, iRC3 PDI Super V .45 ACP +1 +1 2d6-1 1d6 28 10 +4 67/20 2.00 AF5, iRC3 Looks like I'll need to modify the magazine capacity down to 25 since I was guessing at the final max capacity.
  4. Re: Cool Guns for your Games The +1 OCV from "Set" will help, but that 1/2 DCV from "Braced" is a killer. Although I suppose he'll get the advantage of partial cover from the drum...
  5. Re: Cool Guns for your Games For my gritty cyberpunk campaign, I like to keep it as realistic as possible for the players while also adding futuristic touches. One of the ways I try to do this is by providing images for the various weapons they come across...since, as they say, style is always in style. So I'll find existing weapons and through the magic of Photoshop, I'll tweak them to try and make them fit the campaign a little better. In my attempt to add to this excellent thread, here's one such firearm, complete with game stats: [ATTACH=CONFIG]42656[/ATTACH] Heckler & Koch MP24 (10mm x 24mm Ca) Submachine Gun [2d6-1 RKA, +1 OCV, +1 RMod, AF5, RC1, Rail, Threaded/QC Lugs, Clear Mag, 40 chgs, 10 STR, +3 PER] A slightly modified version of the highly successful MP5, the MP24 was initially developed to become a less expensive version of the venerable Maschinenpistole Model 5. During redesigns, however, it took on several unique traits of its own, ending up a peer of the still-favorable MP5 rather than its replacement. The MP24 was eventually chambered with the 10x24mm Caseless round that HK was developing at the same time. Even though it was a larger caliber, the caseless round was smaller overall and packed more punch than the 9mm, which was falling out of favor with law enforcement and militaries alike at the time. The MP24 was designed to meet additional special forces requirements for top-of-the-line suppression, which also benefited from the larger caliber round. It supports both threaded and lugged suppressors, and has a unique bolt locking device to silence even the cycling of the bolt from a single silenced round, making the MP24 one of the quietest suppressed firearms in existence. The owner can fine-tune the gas cylinder to dynamically support custom +P or –P rounds as well as turn supersonic rounds subsonic, and it even allows the operator to silently cycle the bolt with manual controls. Although shown here with the larger 40 round extended clear magazine, it also has a smaller 20 round mag which is popular for concealed carry situations. The MP24 supports up to 3 accessory rails, although many owners often keep the default lower receiver foregrip/laser/flashlight combo and only use the top rail for reflex sights or SmartLink units. The weapon actually stems from an amalgam of several HK prototype SMGs that never made it to production: the SMG-I, SMG-II and the MP 2000. All of which, btw, were eventually scuttled with the extremely effective redesign that became the UMP platform (e.g., UMP-9, UMP-40, and UMP-45). I really liked the compact look of the SMG-II along with its outstanding suppression features...something that is fairly important for runners in a cyberpunk campaign in which sneaking through a hostile megacorp's campus undetected might mean the difference between mission success and getting the team pinned down by corporate security forces, for example. So I made a few Photoshop modifications to one of the few SMG-II images I could find by upgrading the ammo from 9x19 to my mythical 10mm x 24mm Caseless (electronic firing) rounds, and I threw in the clear magazine from the G36 for good measure. I also modded the select fire switch from 0,1,3,30 to 0,1,5,40 options to match the AF5 game specs, and thus was the MP24 born. Edit: Not listed in the game specs, btw, is the fact that since it fires caseless ammo, there are no brass casings left behind, so it also technically qualifies for a limited "Invisible Power Effects" advantage. But weapons are "equipment" in my game, so the Active/Real points are immaterial...which is why I didn't bother listing that in the stats.
  6. Re: Firing Into Melee, a rules quandary Fair enough. I just don't think that when you miss your initial target, it's fair to have those characters with higher DEX be much more likely to hit the unintended target than the shooters with lower DEX. I guess it's just me. *shrug* - Vassoom
  7. Re: Firing Into Melee, a rules quandary Yes, that's a very cogent rationalization for the ruling, I suppose...but it still doesn't get at the core of the ruling's problem, which is that it penalizes the more gifted combatant, which is counter-intuitive. I considered the idea of using a flat OCV, but that also struck me as somewhat arbitrary. What should I set the baseline OCV equal to? Do I keep bumping up the baseline OCV used as the characters gain XP to keep the percentages the same? Or do I let their XP (and presumably, therefore, DEX gains) slowly diminish the likelihood of hitting an unintended target? And this still wouldn't really address careful shots into melee versus reckless shots into the scrum. Hmm. Right after I posted the above conundrum, I started tossing around a few ideas on how I might possibly resolve it...and I think I've hit upon something pretty good. I'd be interested in hearing what you think. Here it is: Instead of using the purely DEX-based OCV or using an arbitrarily assigned base OCV, what if the attacker's OCV was set to however much they missed their initial target by? Here's the example: NPC and the Villain are in HTH combat, with the Hero and the Mook on the sidelines. Hero: Dex 20 (OCV 7), +2 OCV w/ firearm from CSLs Mook: Dex 10 (OCV 3), No CSLs, but at least a weapon familiarity HTH Villain: DCV 6 HTH NPC: DCV 6 Scenario #1: Hero fires at the villain with a single, careful shot. He has a 9 OCV. Attack Roll is 15, missing by 1. Therefore, his OCV to accidentally hit the NPC is a 1, which versus a 6 DCV means he would only hit the NPC on a 6 or less (9.3% chance). Scenario #2: Hero fires at the villain using a more reckless 3-shot Rapid Fire (-4 OCV). He has a 5 OCV. Attack Roll is 15, missing by 5. Therefore, his OCV to accidentally hit the NPC is a 5, which versus a 6 DCV means he would hit the NPC on a 10 or less (50.0% chance). Scenario #3: Mook unwisely fires at the NPC with a single shot. He has a 3 OCV. Attack Roll is 15, missing by 7. Therefore, his OCV to accidentally hit the Villain is a 7, which versus a 6 DCV means he would hit the Villain on a 12 or less (74.1% chance). This method rewards those with a higher DEX and more CSLs since those are always going to factor into how much the attacker initially misses by. It also penalizes those making reckless attacks into melee, since doing so would automatically increase the likelihood of missing by a lot, thereby increasing their OCV versus the unintended target(s). This method would also allow you to easily keep the book's DC "Combat Shooting" Talent's defined +5 OCV for purposes of not hitting an unintended target. As a house rule replacement for "Firing Into Melee", I think it may be a winner. Let me know what you think... - Vassoom
  8. I'd like to solicit some more advice from the Dark Champions gurus out there. In my hero-level near-future Dark Champions game, nearly everyone uses firearms, although there are still times when either one of the characters or a bad guy moves in for good ol' hand-to-hand combat. The problem arises when the characters (or villains) elect to shoot at someone who is in the midst of a HTH melee. What happens when the attacker with the firearm (or missile weapon) misses, and how often might an unintended target be struck? Putting aside for the moment the "Combat Shooting" Talent (DC, page 90), let's look at what the book says happens. Page 179 of Dark Champions addresses this issue, but the official ruling bothers me for two reasons. The ruling states that the GM can use the Concealment rules to help determine the likelihood of striking someone other than the target. I don't have a problem with this aspect of the ruling. However, it then goes on to state that if the attack is deemed to miss but is less than or equal to the Concealment penalty applied, the GM should determine the likely candidate among the unintended targets, and then the following second attack roll is made: I have emphasized the portions of the ruling that gives me trouble, namely:The OCV used to determine whether or not the unintended target is struck is the base OCV from DEX, and The attacker gets no adjustments for Combat Skill Levels or Combat Maneuvers, etc. These two parts strikes me as antithetical for two reasons. The first is that according to this framework, the more Dexterous you are (e.g., the higher your base OCV is), the more likely you are to hit an unintended target whenever you miss! Secondly, (barring the use of the Combat Shooting Talent), an expertly trained marksman is just as likely as a completely unskilled shooter to strike the unintended target, i.e., there is no "reward" for practice/skill levels here. (As a corollary, by excluding maneuvers, a carefully lined up shot is no less likely to hit the wrong target than a reckless hipshot.) The best way to exemplify my problem with this ruling is by example. Let's assume that an important NPC and the nefarious Villain are duking it out in HTH combat. On the sidelines we have both our overeager Hero as well as one of the villain's overzealous henchman Mooks. For the purposes of this example, both the NPC and the Villain (the HTH combatants) are DCV 6. Also for the purposes of this scenario, let's say our Hero is a gifted and highly trained marksman, with a DEX of 20 and 2 Combat Skill Levels with his firearm. The untrained Mook, on the other hand, has a DEX of 10 and doesn't even have proficiency with the gun he just picked up off the floor. Now, let's assume both our overeager Hero and the overzealous Mook decide to shoot into the melee, and that both of them manage to just miss, thereby enabling the official "firing into melee" ruling. Based upon the ruling as stated, our expert marksman with a base OCV of 7 is nearly three times as likely to hit the DCV 6 unintended target (12-, 74.1% of the time) as the unskilled Mook with an OCV of 3 (8-, 25.9% of the time)! How in the world does this make any sense?!? God forbid the Hero be a gifted superhuman with a DEX of 28 and a base OCV of 9...he'll hit the poor NPC 91% of the time! Granted, I understand that a more skilled marksman may initially miss their target less often, but even if all else is equal, the more Dexterous shooter is still penalized, and that doesn't sit well with me. [As a second example, assume the Hero is merely gifted but not an expert marksman, and his 7 OCV is based solely on his 20 DEX, while the "average" 10 DEX Mook is a former military marksman who has 4 CSLs with firearms that raises his final OCV to 7, as well. So now both of them have the exact same chance of missing initially, but the Hero (with the higher DEX) is still 3x more likely to strike the unintended target! Huh?] You wanna know how broken this rule is? The Hero is actually better off using a weapon that he is completely unfamiliar with and taking the -3 OCV penalty to his OCV, not applying any CSLs, then Hurrying (another -2 OCV) his 3-shot Rapid Fire attack (another -4 OCV), but all the while initially aiming at the NPC, since he's virtually assured of MISSING HIM with all 3 shots (needs a Natural 3 to hit, for a mere 0.5% chance of "accidentally" hitting the good guy) but knowing that he then gets his base OCV of 7 against the other guy in melee and is therefore 74% likely to hit the VILLAIN! Am I missing something, or does anyone else also have a problem with this ruling? I'm thinking of scrapping this Bizarro-World ruling and coming up with a house rule that is the opposite, wherein the more gifted you are (higher DEX), the more skilled you are (appropriate training and CSLs), and the more proficient you are (other OCV modifiers like, say...Weapon Familiarity), the LESS likely you are to hit that innocent bystander or unintended target. That being said, I'm not sure exactly how to design that rule yet. Has anyone out there already done so? And if not, got any ideas? I already use an optional critical/fumble system that takes into account the *really* bad "Oops!" scenarios...but I need to create a ruling that handles misses when firing into melee that aren't catastrophically bad Attack Rolls. No matter how I eventually define the new rule about shooting into melee, the following three things should always be kept in mind: It should help reinforce that it's rarely a really good idea to shoot into melee It should easily allow for something like the Combat Shooting Talent to be applied in a beneficial way (in order to encourage its use) It should penalize the less dexterous, less skilled, and less proficient shooters, not the other way around With that said, let's open the floor to comments and suggestions... - Vassoom
  9. Re: Low recoil gun-fu 25 meters?!? Yikes. No way I could pull any of that off. I guess that's why it's a competition for experts, huh? - Vassoom
  10. Re: Low recoil gun-fu Interesting point. However, is it your contention, then, that the "average" person can successfully pull off firing 5 aimed shots on target in 10 seconds? I would tend to think the average person would definitely NOT be able to do so. (Shoot five rounds, sure. On target? Not likely.) When I think of my mother, or my sister, or my uncle, or even a couple of the guys I game with each week...I don't think they could do it. I could do it (and did so with moderate success just last week), as could my wife and her father (former law enforcement, he has multiple skill levels), but the "average" person? Not likely, imho. You have to consider that 1) the "average" person in the real world (as well as in HERO) is decidedly not very competent at things like that, and 2) the subset of the general population you would expect to get for a marksmanship test is probably not going to be truly "average". Nearly all of them are probably significantly better at such tasks than the random 2 SPD/6-10 DEX mook grabbed randomly off the street. I would counter that almost anyone trying to accomplish this particular feat in the first place would either A) have had significant weapons practice, and therefore own a couple of skill levels to help them achieve success, or possibly have less practice, but slightly greater physical gifts than average (higher SPD and/or DEX) to help them achieve success. I doubt very few people without at least one of the two options above would even have an interest in marksmanship or target shooting, since they would royally suck at it. But the average cop could do it easily, because of their extensive training (skill levels), and anyone at an NRA-style contest with any marksmanship yearnings is likely to be more gifted or sufficiently practiced to squeeze off a few quick rounds and hit the target. (Of course, in the interest of full disclosure, I also tweaked my campaign's rules to make Rapid Fire a little less difficult, dropping the penalty to a mere -1 OCV per extra shot rather than -2. ) So while I agree with you that the HERO system definitely starts to break down a touch at the extremes (as nearly all systems do), I don't think this example is necessarily a very fair test to gauge the ability of an "average" person. The next time you're standing in line at the DMV, consider a random sampling of them trying to rapid fire a gun on target. *shudders* - Vassoom
  11. Re: Low recoil gun-fu LOL. Ummm...YES! Yes, there is! Just rep me, and I'll make sure it gets to Tim! Speaking of which, here's some rep for Inu for posting the URL to the awesome video! - Vassoom
  12. Re: Low recoil gun-fu First of all, I hadn't seen that...and as someone who's been skeet shooting before, all I can say is: HOLY CRAP! As for simulating that in DC, I'd take the following stab at it: I know nothing about the Beretta Xtrema2, (except to NEVER piss off Tim Bradley if he's holding one!), but I would assume the weapon has RC2, which is a very high level built-in recoil compensator. As for the shooter's skills: 1) Assume DEX 18. Within human norms, but at the very top of the "Competent" range and equal to those enormously gifted few who have also trained extensively, such as "Olympic athletes" and "elite soldiers". That gives a solid CV of 6 and any DEX-based skill roll of 13-. 2) WF: Shotgun (duh!) 3) The video tags him as an exhibition shooter, which is clearly evident. In the video, he mentions the accuracy challenges for shooting both rifle and shotgun, although we never see him shoot a rifle in this video. However, I'm willing to bet that he's probably pretty good with them as well...so let's be generous and give him four 5 pt CSLs: +4 w/ Ranged Combat. That gives him a very impressive 10 OCV w/ that shotgun before we get to anything else. 4) He executes a LOT of multi-target shooting, one of which shows him walking over to grab the shotgun and then wheeling around and firing, which indicates that he clearly has "Rapid Attack - Ranged". 5) The fraction of a second it takes him to bring the weapon up, aim, and fire in several of the tricks is extremely impressive, so I'd also give him the Lightning Reflexes Talent, +5 w/ Shotguns, giving him an effective 23 DEX when it comes to acting first with a shotgun. 6) Since he's hand-tossing them, nearly all of the pigeons that he shoots are well within 8" (50 feet), which would only call for PSL: +2 vs. Range with Shotgun. However, he probably has lots more than that... 7) We see him shoot the shotgun one-handed using each hand, so he would have a decent STR (perhaps 15, or maybe just 13 with a relatively low STR min for the weapon) and the "Ambidexterity" Talent (or maybe the "Two-Weapon Fighting" Skill, if you want to push it). From this point, there are plenty of different ways to buy his impressive targeting skill with the shotgun, including quite a few more shotgun-specific 3 pt CSLs, tons of hit location PSLs to hit the small targets, tons of PSLs to offset Rapid Fire penalties, and/or maybe even Autofire Skills, if you really want to stretch it. However, in my opinion, the easiest way would be to just use the "Power" skill. This 3/2 skill would allow him to base his "Shooting Tricks" on a DEX-based skill roll rather than straight combat maneuvers. I would figure that he has "Power: Shotgun Shooting Tricks (DEX)" on about a 21 or less, a 19 point skill. Depending on how hard some of those stunts really are, you could bump it up even more. (Remember, they don't show the clips in which he may have missed one or more of the targets... ) Since we don't know what his shotgun's load is, and assuming the choke is wide open, a few of the tricks are probably just "difficult" or "challenging" rather than "ridiculously hard". But there were several of them that were downright "insane". No matter how you would end up building them, that guy's definitely got some mad shotgun skillz! - Vassoom
  13. Re: Weekend Warriors -- Campaign Log Edsel, I'm not entirely certain, but I believe we may actually be long lost twins who were tragically and secretly separated at birth. Or maybe it's just the "great minds think alike" axiom. Either way, it's eerie how similar our two styles of GMing are: I keep a daily log of each episode in my Dark Champions campaign, and read it aloud to the player's each session to kick off the night's game. I also use a calendar tracking both (historical) past incidents, as well as probable future events, subject to change or adjustment as dictated by what those unpredictable PCs do next, as well as daily weather, sunrise/sunset info and moon phases data. I have a detailed Equipment list (currently an Excel spreadsheet) provided to the PCs documenting all builds for weapons, ammo, armor, tools, cybernetics, and other items either identified or carried by the party. I also provided the players with a campaign rules summary document detailing all of my house rules, listing which optional rules are in effect for the game, as well as general campaign setting info to better "paint the picture" of the world they are inhabiting. I have a detailed GM-only document listing campaign and NPC info not generally known to the players, or "not yet discovered" information for things they will eventually uncover. Currently running at just under 100 pages, it documents all of my planned long-term main story arc plans as well as detailed "side adventure" plotlines, including dialog snippets and detailed data points (Ex: the specs on that armored attaché case they intercept from a courier, the description and type of biometric safe they need to crack and how to defeat it, etc). I also generate tons of "props" and handouts for use in-game, which I notice that you seem to enjoy, as well. And here I thought I was the only one. Eerie, I tell ya! My group typically gets together once a week on Wednesday evenings, and it is definitely a challenge staying prepared enough to run weekly sessions. But we typically have enough impromptu cancellations due to real life scheduling issues that I'm able to maintain my sanity, such as it is. Glad to see another kindred spirit in the obsessive-compu, er... massively-detail-oriented GM fold. - Vassoom
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