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The_Patriot

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  1. Re: Kingdom Rules - Used in Any Supplements?

     

    Sorry' date=' to clarify: if you're thinking of using the idea we'd been discussing--a STR table that describes unit sizes where 1 STR is roughly eight 25pt soldier NPCs, and vehicles are bought for their price from the same pool--then paying for the vehicles and paying an extra +n cost multiplier for STR to account for the vehicles' capabilities is double counting. If you're not using that STR table idea, then yes, you're doing it exactly as written it appears.[/quote']

     

    Sorry, for the delay in replying. I've spent a lot of time thinking about how to work up a conversion of kingdom STR to units. The more I thought about the problem the more I'm leaning towards something akin to followers for kingdom's but the pricing would be along the lines of 1 STR=1000 character points for the unit in question. This way you keep the numbers manageable on the kingdom level. Just my 2 cents on it.

  2. Re: Cybernetics

     

    I built the cybernetics in Inceptum Terminus: Chronicles of the New Confederation as OIF or IIF depending on where the cybernetic was located. I wanted the cybernetics to be able to destroyed so I either made them fragile or durable, gave them rPD/rED, and gave them 1 Body for fragile and 2 Body for durable. My cybernetics all have a mechanical benefit, so they're properly statted up. Here's a sample cyberarm from my book.

     

    Basic Cyberarm and Hand: (Total: 11 Active Cost, 6 Real Cost) +2 BODY (2 Active Points); OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼) (Real Cost: 1) plus Resistant Protection (3 PD/3 ED) (9 Active Points); OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼) (Real Cost: 5) Real Cost: 6

  3. Re: Kingdom Rules - Used in Any Supplements?

     

    I think if you're going this way' date=' then adding the modifiers for air units, fast units, etc., would be double-counting since you're already going to use the increased cost of the actual vehicles themselves as the relevant cost multiplier.[/quote']

     

    It's not double counting since those are advantages for the Strength attribute. How I'm handling it is that each step on the Organization Chart is x amount of points of Kingdom level Strength. Due to the sheer size of the factions it was necessary to use the stats as an abstract within some definite constraints to keep it balanced for when the world grows beyond the first setting book. Kingdom Strength really doesn't have anything to do with the tabletop wargaming side at all. For the wargaming aspect, each of the units uses a different formula to determine the point cost. What I did was take the base soldier and multiplied them by the unit size then added in their leader's cost. Equipment and other upgrades are additions to the base unit then I took the final total and divided by 10 to make the handling of points simpler. A squad of standard soldiers with no upgrades is 168 points for purposes of the wargame, but the full cost for individual combat/role playing would 1,680.

     

    My design goal is to make it as seamless to go from role playing up to theater level of operations. The way mass combat and the Kingdom rules are written have streamlined the process quite a bit. My take is that instead of letting the random tables for kingdom actions take precedence, but the players play it out as a wargame using the units provided or they created. They can set up the objectives for the game as they see fit and roll with it. In my playtests the scaling is perfect and the ability to use a combined arms force is perfectly balanced. Gameplay was very quick for the wargame section with most battles only lasting up to 30 minutes with about 1k points per side.

     

    One of the things I added for the wargaming part was the inclusion of tactical formations. Currently, I have written up infantry squad and platoon formations plus ground vehicle formations. Company sized and larger formations are currently in the works. The formations give modifiers to OCV, DCV, movement, tactics, and morale rolls. One of the requirements for the use of formations in the squad and platoon sized games is that the miniatures must be positioned on the table in order to receive the modifiers for the formation. It rewards player tactical thinking and makes it more dynamic.

  4. Re: Kingdom Rules - Used in Any Supplements?

     

    Here's how I broke down the STR from one of the factions. I've also included the Organizational Chart from Inceptum Terminus: Chronicles of the New Confederation. I went with a more concrete approach that used flat cost per unit type based upon the size of the unit.

     

    Organizational Chart Size of Unit Designation

    10-12 troopers or 1 vehicle Squad

    4 Squads Platoon (40-48 troops/4 vehicles)

    4 Platoons Company (160-192 troops/16 vehicles)

    4 Companies Regiment (640-768 troops/64 vehicles)

    4 Regiments Brigade (2,560-3,072 troops/256 vehicles)

    4 Brigades Division (10,240-12,288 troops/1,024 vehicles)

     

    Characteristic/Category Value Allocation Cost

    Strength: 84 21 points

    Artillery: 109 Regiments 7

    Armor: 109 Regiments 7

    Air(Aerial +1): 109 Regiments 7

    Infantry, Mechanized & Airmobile (Fast +1/2): 110 Regiments 11

    Special Operations (Stonewall +1/4): 219 Regiments 18

    Covert Operations: 219 Regiments 14

    Transportation: 109 Regiments 7

    Supply: 109 Regiments 7

    Dreadnought Battle Group: 1 1

    Battleship Battle Group: 0 0

    Carrier Battle Group: 0 0

    Coastal Patrol: 5 1

    River Patrol Force: 10 1

  5. Re: Kingdom Rules - Used in Any Supplements?

     

    I'm currently working on the second book for the Inceptum Terminus: Chronicles of the New Confederation, which is centered around wargaming. I've written up each of the Corporate States and other factions as kingdoms to allow people to play at the strategic level, but when two or more opposing forces meet in the same area on the strategic map the game shifts to tabletop wargaming complete with unit lists. The role playing elements will drive the objectives for when the two or more sides meet on the battlefield, so there will be a lot more objectives then what is normally found in current wargames. I've worked up all of the naval units, plus added more ground and air units. I hope that people will like what I have in mind for using Hero System to unify both role playing and wargaming.

  6. Re: Large Scale Combats

     

    I use the kingdom rules for general maneuvering of units, on a map, then switch to the mass combat rules to resolve the actual battle as a wargame. It works out pretty well since mission objectives for both sides can be really in depth like having a team steal data from a lab while a battle is taking place as a distraction with the main forces.

  7. Re: How does a Megacorp make money?

     

    I do not think that the emphasized terms mean what you think they mean...

     

     

    ..because "monopoly" is the antitheses of both. What you have described here is a purer form of merchantilism, where law/regulation/treaty favors one or more economic actors over others, with the right of force ensuring compliance.

     

    I understand the terms as emphasized by you. I used capitalism in it's generic form since mercantilism is a form of capitalism. Due to the way I've written the economy there isn't a model or term currently in use that adequately embodies it. The way the macro-economy is set up is that it does share similarities with mercantilism, but it isn't mercantilism as you pointed out. Since each Corporate State has natural monopolies over certain goods and that the other Corporate States need said goods a free trade system developed. Trading of those goods between Corporate States is free from all taxes, which is where the capitalism enters the picture due to this being free trade between the Corporate States. Each of the Corporate States need each other for survival because no single Corporate State can manufacture everything that a society needs. High Plains Alliance controls biotechnology, while Republic of West Coast States controls cybernetics.

     

    The vehicles engaged in commerce are classified similarly to how naval vessels on the open sea are classified. They are, for all intents and purposes, to be moving islands on the roads belonging to one Corporate State that they are registered in. Any acts of aggression against these vehicles is an act of war, so the Corporate States will not attack them. They will protect these vehicles from attack. The entire system is pretty complex like any economy is.

     

    On the micro-economic scale, each Corporate State uses a single economic system internally. For example, High Plains Alliance uses fascism internally, Consolidated Great Lakes States adheres to communism controlled by a central planning commission, etc...

  8. It's been a long while since I posted an update on what's been happening with this title. The book has been edited and finalized for print. The logo, page background, and sidebar art are also done. The only thing left to do is the book art and layouts from what I understand from what Jason has told me. The cover is coming along nicely with it nearing completion in its final colorized form. I can't wait to see it.

  9. Re: How does a Megacorp make money?

     

    How I handled megacorps within Inceptum Terminus is by giving them clearly designated product lines, political power, and geographical control. The federal, state, and local governments collapsed before or shortly after Armageddon leaving only the corporations behind. The corporations fought a series of wars to consolidate power and land in order to allow humanity to come back from the brink of extinction. After the corporate wars, an uneasy period of peace ensued with small scale conflict being the norm. With the consolidation of political power and land, the Corporate States of America were born.

     

    The biggest treaty that was ratified between the nine Corporate States was the Corporate States Economic Trade and Assistance Treaty which establishes a status quo with the introduction of natural monopolies, free trade, and a universal monetary system. Corporate States that infringe upon another Corporate State's monopoly is met with harsh reprisals, including the destruction of the labs/plants where the infringement took place. The new monetary system is based upon precious metals of gold, silver, and platinum because of the collapse of the US Dollar as a fiat currency.

     

    Another aspect of the CSETAT is the strictest regulation on the movement of people. Everyone is implanted with RFID chips with a network of radio towers tracking everyone's movement. The greatest natural resource a country has is its citizens and by regulating their movement the Corporate State can prohibit mass migrations to more freer Corporate States. The virtual reality cyberspace networks are linked together by a central hub, but passage from one Corporate State to another is also strictly controlled. Another method of control the Corporate States employ is education and guard it fiercely. Through indoctrination the Corporate States can maintain a strict grip over their people.

     

    The natural monopolies enabled capitalism to survive in the macro-economic sense, but inside each of the Corporate States there are competing market philosophies ranging from fascism to laizze-faire capitalism to communism. Each of the market philosophies has gaps between the haves and the have nots.

  10. Re: Inceptum Terminus: Chronicles of the New Confederation Cover Preview

     

    Here is the inked version of the cover that we received on Monday with the color cover coming soon. Brett has me on the edge of my set and wanting to see how the next step comes out for the cover. It's amazing at the level of detail that he puts into the art and how it just seems like he captures the feel the setting of Inceptum Terminus has. It's like he is able to look inside my head and see what I see then puts it to pen and ink. I am in awe at his ability to capture the gritty, film noir style that the world lives in.

     

    FrontcoverinksFINAL2.jpg

     

    Comments are more than welcome.

  11. Re: Mortal Wounds

     

    Again, I'm not talking about how to build a specific power. The reason I started this thread was more to discuss this aspect of the nature of damage in RPGs, and maybe come up with a house rule for HERO that reflects this.

     

    For example a rough idea (and I just came up with this now so its not been thought out fully) is any impairing or disabling wound to the the torso or head has a chance (perhaps determined with a CON roll) of being mortal. If the wound is mortal then the character makes a CON roll every hour and if he fails the roll he looses another body. Maybe with a mercy rule, pass 5 con rolls in a row and the wound wasn't mortal after all and you can start healing.

     

    Well you my apologies then. How I handle mortal injuries is by using what is plausible in the setting and run it that way. I don't use mechanics for this specific effect since I let the plot determine what happens. If it deals with the death of a PC I make sure to talk to the player to see if it's okay with his/her character to die in this manner. I handle all character deaths the same way by talking with the player first. My style of GMing is big on the heroic action, but take the player and their character to the edge of where death is certain. Do I ever go through with it? Nope, since it ruins the fun for the player unless they want their character to die. Mortal wounds are fine for me, but only with player consent and it fits with the story.

  12. Re: Mortal Wounds

     

    Any wound that is up to -9 Body of the character is considered a mortal wound. At -10 Body the character will die. A character will suffer -1 Body each turn unless a successful Paramedics roll is made. It's on page 107 of 6E V2. You can design attacks that will kill a character at a specific time on the time chart with the Culumative Advantage on page 328 of 6e V1.

  13. Re: Hero system complexity

     

    Way back in 1987 my brother bought Champions 3E. I tried my best to wrap my head around some of the concepts presented in the rulebook like reasoning from effect etc... Up until that point all of my experience with role playing was AD&D 1E/2E, Marvel Superheroes, Traveller, and Twilight: 2000. I really didn't have a problem with the math used by Champions, but it was the reasoning from effect that was my stumbling block. It wasn't until 1992 when I got into a Champions 4E game that it was fully explained to me about what Hero System was all about. After that I keep going back to Hero System because it does everything I need it to do and then some.

     

    I've found that in teaching new players about Hero System, is to first talk about the underlying mechanics of reasoning from effect. I've tried avoiding talking about it with earlier groups, but their eyes would glaze over with no comprehension. After talking about it first, the players would immediately grasp the system and enjoy it over other systems like d20. YMMV, but this was my experience with Hero System over the years.

  14. Re: Do you think this use of Personal Immunity is reasonable?

     

    A group of characters is given a UOO power with Personal Immunity. This immunity is defined so that each character is not only immune to their own copy of the power' date=' they are also immune to the copy of the power given to every other UOO recipient. I can't think of anything abusive off hand, but I want to be sure.[/quote']

     

    I would have to say no since the description of Personal Immunity states, "This Advantage prevents a character from being affected by his own power." It would take a custom Advantage at a +1/2 or higher to make a character immune to powers granted by a UOO advantage. I wouldn't allow it personally, since in the Hero System it doesn't have absolutes in it and this brings in an absolute.

  15. Re: How To Build: Mind Wipe

     

    Yeah, the time limit here would not work. With the way time limit is written, it would heal back after the 5 minute time limit was up... HOWEVER... I can see where you are going with it, and I would use a customer modifier for the same amount and define it as "Can only effect the last five minutes of memory" because that does SEVERELY limit the ability you are building.

     

    Second, you are making a mental transform. Your build is headed the right direction, but per 5th edition Pg 238 (I don't know if it changed in 6th) "To Transform a target’s Mind, a character must use a Mental Transform (one with the BOECV Advantage; see below).

     

    "Based On Ego Combat Value: Transforms bought with the BOECV Advantage are referred to as Mental Transforms. Th ey must also take the Power Modifi er Works Against EGO, Not BODY (this may be an Advantage or a Limitation, depending upon which Characteristic is normally higher in the campaign; typically, it’s a +¼ Advantage). They also usually take a Limited Target Limitation (see below).

    Other than working against EGO, Mental Transforms work the same as normal Transforms. Characters can use them to perform “Psionic Surgery” (the removal or alteration of memories, Mental Powers, Psychological Limitations, some Enrageds/Berserks, and the like; this may be a Cosmetic, Minor, or Major Transform depending upon the importance and point value of what’s changed or removed)."

     

    Lastly... 1d6 of transform would only work against an ego of 3. Transforms have to achieve twice the target characteristic effected before the transform is complete. So in this instance, I would recommend 7d6 with the standard effect advantage (+0 advantage) to guarantee an effect of 21 before power defense. This would ensure that an average person would succumb 100% of the time. Though, she bested batman once with this power... So you may want more dice and eschew the standard effect rule since page 104 states "If a character applies the Standard Effect Rule to a power, he cannot switch back and forth between the “standard” effect and the rolled eff ect. He can only use it as a Standard Effect."

     

    Yeah, a custom modifier would work for this. I used AVAD and ACV which is the way 6E handled BOECV. I only built it with 1d6 to show how much a single die would cost and to let him scale it up.

  16. Re: How To Build: Mind Wipe

     

    So Zatanna speaks backwards' date=' starts the power and the target will not remember anything that happens in the [i']next [/i]five minutes? I think the OP wants more of a Men In Black style power that wipes the target's memory of anything that happened in the last five minutes.

     

    Well, I will admit that I built it wrong to begin with. It happens sometimes, so the correct build would be without the Time Limit advantage.

  17. Re: How To Build: Mind Wipe

     

    Yes, but I don't think that's what a Time Limited Transform does. It transforms the target for the period indicated in the table, then instantly restores them.

     

    If you want to do what Zatanna does, I don't think you need Time Limit. I think you only need a simple Transform -> Target Gains Physical Complication (anterograde amnesia), with the Minor, Major, or Severe designation depending on how much future memory you're wiping out and how persistent the effect is. If you want to make the target like the main character in Memento, who couldn't retain short term memories at all, I'd call that Severe. Physical Complication: anterograde amnesia (next five minutes) is probably a Minor transform, since the time period is very short and you aren't altering the target's existing memories.

     

     

    According to how Time Limit is defined you do need it. In Hero Designer Time Limit's definition is "The Time Limit Modifier allows a character to create an effect that lasts for a defined period of time." Since her power only lasts for five minutes of time for memories then it would need the Time Limit advantage. It all depends on how you would want to do it. Either build would be correct depending upon the GM. You'd be correct about it being a Minor Transform. I was thinking of how Transform used to work under prior editions.

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