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Agent333

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Everything posted by Agent333

  1. I finally got a near complete version of the document I've been working on. It's my group's rules for using the Hero System to play Vampire: the Masquerade. I now have it updated to the 5th edition and I'm kinda proud of it. Take a look and see what you think. You'll find the PDF in a zip file here. Just right click and save. I also want to thank Robert Harrison for all his help and input and W. Jason Allen for his excellent vampire template in Digital Hero #6.
  2. Re: Please review this new advantage Well, I kind of did already, 5th level Obfuscate: Cloak the Gathering Add to Unseen Presence: Usable by eight others simultaneously with caster (+1½), Persistent (+1/2), Extra Time: Full Turn, can do nothing else (-1¾), Concentrate: 0 DCV (-1/2), Single Activation +2 [13-] (-1/4) & Major Transform 3D6 (change object or portal into same object only invisible. Invisibility is dispelled by others actively searching for object with a Perception roll -5); Limited Target: Inanimate objects of 3,200 Kg of mass or less or portals/doors (-1/2), Extra Time: Full Turn (-1¼), Concentrate: ½ DCV (-1/4) Cost: 16 I'm not sure how much an Extra Time, Can Do Noting Else is worth, but I'm assuming it's an additional -1/2 (someone set me straight). And I'm using a heretofore unheard of form of Activation usable for constant powers. Single Activation means the Activation roll is only made when the power is first turned on and is worth 1/2 less limitation.
  3. Re: Please review this new advantage Okay, so the Personal Immunity is applied to Invisibility before the 0 END (+1/2), got it (I get married to active point costs rather easily, as you can see.). So, lemmie try again: 26 Base points, Personal Immunity (+1/4) gives me 6.5. Usable as Attack (+1) and At Range (+1/2) on the 6.5 gives me 15. Okay, I'll stop there and say "Nice one" That looks good to me. However, I still need to do a bit of GM handwaving to get it to work how I wanted (though, I suppose making ones own Advantage is a bit of handwaving as well ). Such as the player making an attack roll to use the personal immunity on another or using the personal immunity on some, but not all, targets in the area (Selective AE I would presume). Then there's the possible argument about whether you can be only partially immune to a power when affected by Personal Immunity. The more I look at it, the more I'm leaning towards the home-brewed advantage. It would seem that a well described advantage would subvert a lot more arguments than an unconventional stacking of advantages. I'm just not sure yet. And again, thanks you guys!
  4. Re: Please review this new advantage Wow, thanks guys! This is very helpful Okay... my Obfuscate is Invisibility to Sight, Hearing and Scent. Base cost = 26 points 0 END (+1/2), Does not work while attacking (-1/2), Extra Time: Delayed Phase (-1/4) Real Cost = 22 Now, I want this new ability to be a "Power Stunt" of sorts that players may buy. So, add Personal Immunity as a naked advantage on 39 Active points = 9.75 (call it 10) Usable as Attack, IIRC, is a +1 adavantage = 20 points. Yikes! That practically has the player paying for the power all over again, in real costs. I don't think anyone will buy a power stunt for that much... bottom line cost being a factor. I like this approach, since it uses the rules in a new way, but it's really expensive for something that I think is a rather minor effect. If I'm missing something, please tell me. With the advantage priced at +1 the real cost, after disadvantages, was still only 15 points. Pricey for something I think of as costing about equivalent to a ten point adder, but doable. Although, I am persuaded that +1/2 may be alot more reasonable for what I'm wanting. That would bring the real cost of the power stunt to about 7 or 8 points. Almost exactly what I had in mind. What do you guys think? Ah, I miss New World. Used to go there back in the summer of '97. Now, I'm in the Norman area five days a week (commute from home down in Maysville). Wizard's Asylum is a great place to get your comics and RPG stuff, just a couple blocks from OU campus corner on Jenkins. If you're going to be my way gimmie a hollar: myndovamadda@yahoo.com Just ask Bob Harrison what a whore I am about pimping my web-site However, tripod has just informed me that I no longer have a site (been there for 8 years...) so, I'll direct you to Bob's stuff here We borrow from each other so it's pretty close to what I have. Plus, Bob included the entire World of Darkness in his writeups, not just vampire and Werewolf like I did. Good stuff there. Edit: wow, I managed to find my web-site after all. Tripod is being rather persnickity lately. Here it is: http://members.tripod.com/~HRClark333/roleplaystuff.html
  5. Re: You don't really GET a choice... After years of running vampire:the masquerade it seemed inevitable I'd run a superhero game like this: 50 years from now, Earth has been conqoured by a technologically and psionically advanced race of large, humanoid, warm-blooded reptiles called the Tarlok. In the decades since they took over, and wiped out every super-team that opposed them, an underground has been built to recruit young teen mutants who are just coming into thier powers. These children get brought up in an environment where they are taught to fight and told they are the last hope for mankind, all while trying to stay hidden from the Tarlok and the human government agents that work for them. Long story short: Older, sometimes weaker, superheroes are the mentors for the younger mutants (the players). Once assaigned to a group the mutants operate like a terroist cel and take on missions assigned from their cel-liason or mentor (this easily gets around the contrived feel of some super-group formations). As you can imagine the game is stark and gritty, almost a superpowered version of a Tom Clancy novel, except the players are on the losing side. One of the major themes we ran into early on was the matter of choice. With so many of these children pressed into a war that many want no part of, it's not uncommon for some to go to the other side looking for "a better life" in the brave new fascist America, where traitors to the Resistance are well rewarded (or so the Beaureau of Control and Registration propoganda machine would have you think...). Their first adventure, my players had to deal with an older member of their cel (a GMPC) who had become a traitor and turned on them during a sensitive mission. Drove home that in this world, much like in vampire, you have to watch everyone: even people you thought you could trust. Maybe this is a good example of not really getting a choice. Much like the Batman Beyond episode that was quoted, it seems when supers are allowed to act like everyday people; desire and need are going to run against truth and justice from time to time. As for my players, I hope they discover that if they had really been given the choice, they'd still be fighting to free the earth from alien invaders. One would hope we all would
  6. While rewriting some vampire powers I stumbled on a problem I need fixing. I need powers like Invisibility and Shapeshift to be effective to all who see the effects except for, say, one person chosen by the user of the power. I thought I might do this with a new advantage; Selective Control (+1) This advantage (used primarily on sense affecting powers like Invisibility, Shapeshift and Images) allows the player to use some or all of the abilities available in a power at anytime they choose, within the confines of the powers description and limitations. Also, the active or inactive components of the power can be sensed by all, some or one target able to perceive the powers effects. (example: Teufel, the Nosferatu, makes his way through a crowded club shapeshifted as a handsome club-hopper dressed in leather. He spots Charles, a known Toreador, across the dance floor. On his next action, Teufel drops the Sight affecting portion of his Shapeshift, but only allows Charles to see his true form. He walks off with a chuckle at the sight of Charles’ horrified stare, everyone else in the club is oblivious to the hideous monster among them…) What I need from you guys is whether you think this advantage is necessary for what I want (and, yes, bottom line cost is a factor). If it is, do you think it's priced correctly at +1. If not, are there other rules I can use to get the same (or better) effect. Please give me your input. Many thanks!
  7. Re: 11- or better 10+ Ditto for me and my group. We also found it was easier to bring in new people who never played RPGs before. Seems all those years of Parker Brothers boardgames has a lot of people stuck in the "More am better" mentality. Can't say I blame them. I also implement a "Defensive roll" in combat. This has me rolling fewer dice and keeps the players a bit more involved. Basically, for thug-level villains, I add ten to their total OCV then, have the players make a DCV+3D6 roll to beat it. For major villains: I roll their OCV and the players roll their own DCV. This adds a wild, but I think more dramatic variance in combat than usual.
  8. Re: Jedi Characters Here's the Jedi Package I posted last year. http://www.herogames.com/forums/showthread.php?t=3305
  9. Nightshift, my Daredevil homage (sans blindness and super-senses) I bult on 200 points for a street-level supers game in 4th Ed Ninja HERO. He was a kid from the streets of LA rescued from a gang-land beating by an old martial arts master. He learned all he could and decided to "clean up the streets" after graduating high school. His trademark was wielding a black wooden bokken (I was a Musashi fan at the time). His arch nemesis was Rat, an actual half-man, half-rat mutant with a taste for human blood and whose natural DEX and Speed made him more than a match for Nightshift's martial skills. High point of his crimefighting career: getting into a relationship with the assassin/anti-hero Sipristi (Whom I considered at the time HEROs version of Electra).
  10. I know this isn't HERO Rules, but if you've got a few Transformer toys handy you can try these miniature combat rules using the toys themselves. Let's see... I've got them right... here! It's fun if you got an hour and you want to run a scenario from the old TV show (we do that all the time). If you need stats for your Transformers look them up here.
  11. LOL! Darn it Robert, you beat me to it. (I wonder if Captain Obvious knew I would drop a shameless plug in here?)
  12. Well, I have run a successful WW to HERO games with my friends for over 2 years. You can find the rules I use below. http://members.tripod.com/~HRClark333/Vrules.html The difference between Robert's rules and my own is that I take alot of liberties with the rules, so I really don't suggest any cross genre stories (If you're looking to add V:tM style vamps to an existing game, use Robert's rules). My rules were used with character creation, and continuing growth in an easy curve, in mind. Therefore: I tried to keep each level of a Discipline under or around 20 points. As for the expense of the characters, I just increased the base points whenever a revision made them cost more. The idea was for players to make the equivalent of a 50 point base/ 50 point disadvantage character with all the vampire abilities on top of it. This has worked really well for making new characters and new players have had a blast making vampires for our game. The difference I've found between White Wolf Vampire and HERO Vampire is simple: Combat. I like the White Wolf game and I like the system for everything else except combat. This was the reason I did the conversion in the first place. With HERO the pace was faster, the actions players were willing to take were more daring and slower characters didn't get ground under the heel of a faster character quite so badly. I don't know if this will be your experience, but it certainly was mine and it kept my players and I coming back for more for a long time. The rules are for 4th edition unfortunately, but I work on a 5th ed conversion from time to time. So, you have my apologies, but hopefully I'll do the 5th ed rules as soon as our latest story-line (which is on hold) concludes. The bad news about that is: the new rules will be based on my group's style of play and not strictly according to WW progression. So, I guess the 5th edition rules can't really be called a conversion. More like an interpretation. Ah well, it was fun, but some things take on a life of their own. D-Man, I hope Robert and I have given you plenty to chew on and I hope whatever game you run will be as big a blast as I've had with my friends. Any questions or comments are, as always, welcome.
  13. Agent333

    Hellsing

    Well, that settles it! My friends and I need to dress up in pale makeup, widow-peaks and cheesy black capes. Then, find the manga author, hang him upside down in a tree and beat him with wiffle bats as we chant: "Ah-LOO-card! Ah-LOO-card!"
  14. Agent333

    Hellsing

    Please, Susano, don't leave his name Arucard. I don't know what sorry SOB decided that the inability of Japanese voice actors to clearly intone the phonetic "L" should define the characters name, but he should be taught a severe lesson. The name Alucard used by the count when incognito is well established in film and books (Son of Dracula with Lon Chaney Jr was the first place I remember the name Alucard used). I severely doubt that when a Japanese writer (perhaps Shinchiro Watanabe himself) put the name to paper, after referencing any amount of vampire lore, that it was meant to be "Arucard". The scene of the last fight in episode 13 strongly suggests that Alucard is the good count himself. That being so, using his name backwards is a good way to both conceal his identity and suggest his presence. Please, at the very least put a notation in your writiup suggesting that the name "Arucard" might be mispelling of the name Alucard. Thank you and thanks for doing a write-up of Hellsing characters. It's another one of my favorite anime' stories.
  15. Off the top of my head I would have to say I'd build Psion at three different levels: a two Psi member version, a three Psi member version and a four Psi member version. Each version increases in power (maybe equal to the points of the summoners?) and each version is a Summon power with it's own slot in a multipower. However, the Active cost of each version is partitioned between each member of Psi. Therefore: Psion gets more powerful with each member included, but the last slot in the Multipower still costs the same (or less) than the first slot. I doubt this is rules legit, but it could get the job done.
  16. I agree with Yamo here. It's just been my experience that once my players dice go cold, so does their RP enthusiasm. It's been difficult for me to insert too many speeches that didn't involve "Look out!" or "Get behind me!". I'm gonna keep trying to get it in there, but until then my ratio is about 70/30 in favor of role-playing.
  17. Just wanting to throw my unwanted hat in the ring. At home my racial packages use both the new and old methods. Now, when a race has, say +3 to a stat I consider it an increase to the base and the maximum. Same goes for decreased stats. So, my Hobbits have a base STR of 5 with a max of 15. My Ogres get a base STR of 20 with their max pushed to 30. It's unbalancing, but it makes for internal consistancy IMHO. Next come figured stats. Here I use the old method except I charge only HALF price for the increase or decrease of a figured stat's max. Thus, my dwarves pay only 1 point for a PD max of 10. The elves get one point back for have a PD max of 6. Again, it's all very unbalancing, but I try to keep my packages on a "tit for tat" rule. One stat goes up, another comes down. Except for Dwarves, THEY ROCK!
  18. I want to give a BIG thumbs up to Killer Shrike for taking in Charles and showing him the ropes. Hero is best learned with a friend, particularly one that already knows the system. You're a class act Shrike. Thanks.
  19. Hey NuSoardGraphite, again I want to say thanks for the help. I'm sorry about the silent treatment, but I've been away from my computer for a while now. Also, I've been away from my books, so I havn't been able to work anymore on the V-tech. That doesn't mean I havn't been thinking about what to do for my V-tech development. Here's some thoughts: 1) "Scaled vehicle movement for use with maps" I was thinking of assigning a kind of 'Macro-movement' for Mechs so I can use my old Battletech maps and such. I was thinking 5" of movement might equal 1"on the map for Mechs. Meaning; the Battloid with 30" Running could make a full move of 6" on the map or 3" for a half move. What do you think? 2) "Altitude measurment" I have a few clear dice boxes from Chessex that seem to be the right size. I was thinking of standing the V-tech mini on top to signify it's flight and a D20 to rate it's altitude in 'Macro-inches'. I'm thinking this could be awesome for Guardian mode combat. 3) "Megascaled senses?" Palladium's Robotech books have a V-tech's radar range at 200 miles, Radio and vid-com at 600m and laser directed com at 1,500m <[is that even realistic?]. Should this be simulated with extra levels of Telescopic (how many levels is 200m anyway?) or should we opt for Megascale? Logan D beat me to the punch on this one. I downloaded a couple of early episodes of Robotech off Kazaa and indeed V-techs do dogfight without the Fast Packs. So, looks like they'll go on my "optional equipment" list. Also I'd like to note that yesterday I used TUV to whip up a villain team jet and a villain's armed hoverbike. It was a lot a fun and it got me past some of my trepidation I was feeling because of working on the V-tech [hey, it's a pretty complex vehicle ]. I'm now VERY excited about playing a vehicle focused game using Hero rules and I've got you to thank for keeping my mind on Hero whenever the mood took me to try this thing. Here's a little background on my game idea, see what you think. It's a rewrite of history, the SDF-1 is developed on earth, but a highly secret project to create another SDF on Mars is nearly complete when the Zentraedi attack. The plan is that by the time Kharzai(?) attacks Mars, the SDF-2 will be complete and the Flying Tiger squadron (my players) will be serving aboard her. Of course, Kharzai will tear the new SDF-2 up, but not before it engages it's own space fold. Big surprise, it goes haywire just like the Macross' did and leaves the SDF-2 on the opposite side of the solar system from Earth. Now, their saga mirrors the Macross' as the SDF-2 tries to make it to Earth and to reinforcements. It'll be interesting to see how my players affect the outcome of history. Thanks again and tell me if you come up with any ideas for names for my SDF-2 (Macross being taken already...). I was thinking "Yamato" in honor of Starblazers.
  20. ACK! You're talking about those blue rocket pods? I coulda sworn the V-techs were fling in space without them... [scratches head] Okay, Bulky OIF it is then. I went the non-vehicle route mostly because I got newbies playing in this game. Trying to K.I.S.S. the situation, RKA seems fastest. As always, NSG, thank you thank you thank you Weird, your first post didn't show up on my screen till just after I posted this one. Okay. NOW, I'll go check those links.
  21. NuSoardGraphite, thank the gods you came. I need Veritech fighters and I need 'em fast! I recently acquired TUV with the intent of interpreting my Robotech RPG (from Palladium) into Hero. Best laid plans of mice and men...anyway, I instead started to create this thing using a "cut and paste" method with the TUV as follows: 1) basic stats from the Hornet fighter jet on TUV page 77 , increased DEF to 12 2) used Transmatron's Power Plant and Aux Power (page 111) for the Protoculture reactor. 3) used Hornet's propulsion and added Spaceflight 50" 8xNCM Flight for Space Only 4) used Hornet's 20mm M61A cannon for Gunpod. 5) used Apache propulsion system (page 79) for Guardian mode 6) used the Rocket Pod from page 131 for short range missiles and added an expensive Autofire (+2) that allows gangfire of all 12 missiles. 7) Then, made the missiles do 5D6 RKA, removed Autofire and increased max range [25 miles] for long range missiles [not to be used with SRMs] 8) dropped the Hornet's ECM and ECCM in favor of the competing System Operation Skill Rolls mentioned on page 125 9) Gave Battloid mode a total Ground Movement of 30", a 20" booster-assisted leap and 30" of Flight only to maneuver in space. 10) Gave all modes a Point Defense Missile Deflection vs. All Physical Objects with the Variable SFX advantage. This is supposed to simulate a V-tech's ability to shoot down incoming missles using it's weapons (Gunpod/lasers) or ECM. So far I think this dog will hunt, all I need now is a proper communications package, radar/motion detectors and pilot life-support. I was hoping to pick your brain on things I'll need or stuff I missed or just what you might do differently. Your input is GREATLY appreciated! Thanks.
  22. Welcome aboard Charles! I don't envy the task you've set for yourself, but I do envy your players. SC is an awesome setting, lemmie give some hints off the top of my head... Protoss: Read the rules on Force Wall and Force Field very closely, these guys use this stuff in spades. Also look closely at the Ablative disadvantage which might simulate the "he shot my shield off" effect very well. (although it's a rules "no-no", a Force Field could be simulated by buying extra BODY and a small amount of Regeneration to "recharge it") Also, read up on Teleportation and learn what you can and cannot do with the basic power. Then, come back here and ask us how you can get around those limitations...(remember: LOS means Line_Of_Sight) Templars are Psychic beings so read pages 251 to 257 of Star Hero for examples of how to make Psionic powers. You can also use the Images power to simulate the illusions they can create. Also look at the Area Effect advantage to help make the "Psionic Storm" attack. When they combine to create an Archon you can simulate that with Multiform or Summon. Dark Templar are Invisible to the Sight sense, but are visible to the Radar (radio) sense. Check pages 105 and 123 in the 5E book to see what I mean. Check page 28 in Star Hero and think about using the Warrior Cultural Package Deal for the Protoss. It seems to suit them rather well. Terrans: Star Hero should have most of what you need here. For Ghost characters see the hints I gave for Templars and Dark Templars, the same should apply. Use the Entagle Power to simulte their Lockdown ability, limit it to work only against mechanical units. Goliath's are piloted robotic weapons, read the all too brief section on Mecha in SH page 205 for advice on building one. Carefully read the vehicle rules beginning on page 314 in 5E to see how to build one of my favorite units. If you have a Science Vessel use the Dispel power for the EMP that destroys Protoss Force Fields. Drain Body works best for the Irridate attack against Zerg. Force Wall with the Usable By Other advantage (5E page 176) for the "Energy Shiled(?)" ability. Give all Terran units Radar sense that's only active when they are near Science Vessels, Turrets or other Radar detection equipment (and limit its range to the maximum range of the detecting unit)[Man, I love Science Vessels too!] Zerg: Wow, these guys are gonna be nasty... All Zerg have Regenerate. Give all their units a level or two of Regeneration. Zerg that Burrow should buy the power Tunneling and the power Invisibility linked to it. Limit the power so the Zerg cannot move while underground AND make it visible to Radar. Zerglings have extra inches of running and a single Hand-to-Hand Killing Attack. Hydralisks(?) are tougher than the Zerglings (extra BODY and some Armor) and spit acid (Ranged Killing Attack). Mutalisks(?) are bigger (more BODY) have wings (Flight) and hit multiple targets every time they attack (Selective Area of Effect). Lurkers(?) can attack while Burrowed (Area Effect: Line). Queens use Summon linked to a Ranged Killing Attack when they "Spawn"(?). Queens use Clairsentice with Sight when they "Infect"(?) another unit. ------------------------------------------------------------------------------ That's about all I got off hand. I hope that helps you get started. Keep us appraised of your progress and feel free to ask ANY and ALL questions you have. We tend to be a fairly friendly bunch, someone around here is always willing to help. Good Luck.
  23. Steve, a player of mine wanted to simulate an Anime character (Ms. Deep from "Read or Die") that clearly sticks to walls and surfaces while desolid. I first simulated this with a limited Flight linked to Desolid, but that seemed a bit odd. Then I tried Clinging with ARW, but then wondered why I need the ARW if all the character is doing is swinging through walls and using floors/cielings like gymnastics poles? What do I do? Thanks
  24. If my character has Clinging and he becomes Desolid can he still cling to walls and ceilings or does he need to buy "Affects Real World" for the Clinging?
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