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Surrealone

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  1. Like
    Surrealone got a reaction from Vanguard in Takes No Body   
    Appropriate amounts of per-turn Regeneration (with the ability to resurrect and heal limbs) fail to properly represent this how, exactly?  I ask because the ability to be Toon-like 'bonked' is effectively a special effect of the ability to die and recover from it.  That's Regeneration in Hero … and a LOT of it at a very high cost if it's supposed to be near-instantaneous.  Do note that even Wile E. Coyote peels himself off of rocks or walks away looking like an accordian after being pancaked … taking roughly a Turn (12s) to do it as he exits a scene in an amusing way … so I don't think you need to recover faster than that.
     
    You probably need a high REC to go with it so that you have some END and STUN, of course … unless you forsee the character needing to take it easy like Wile E. Coyote does (when he goes back to the drawing board) before it goes back into action.
     
    Put another way, I think we already have a power and appropriate characteristics that do exactly what you want. Thus, I don't see a need for another one.  It probably costs more than you want it to cost, but it's so stupidly powerful that it SHOULD cost a ton, IMHO.  Even your two-stage example of inability to lose limbs is actually covered by Regeneration; all you need to do is use the optional Hit Location rules to determine which limbs were hit, and consider them disabled or destroyed if enough BODY is done … then let Regeneration with Limb Healing ability do its thing to bring them back.  No special tables or limitations needed, at all … and no need to create a custom power around it; just use the optional rules you already have around Hit Locations in conjunction with Regen and you're golden.
     
    That said, if you insist that this isn't a special effect of Regeneration and are absolutely intent on building some janky house-rule power around it, then I believe that the cost to achieve what you want using Regeneration and Recovery should be your guide as to the appropriate cost of whatever you build.  i.e. I think this should cost far more than the Automaton powers tend to cost if it's to be near-instantaneous.  To put that into perspective, Recovering 20 BODY per turn with the ability to Heal Limbs and Resurrect costs … (wait for it) … 345 active points.  So that's the kind of power and pricing you're talking about when you want someone to be unkillable and be able to get up and walk away from Wile E. Coyote-like deaths in Hero in 12 seconds.  (And that doesn't include the cost of a high REC to go with it...)
  2. Like
    Surrealone got a reaction from Hugh Neilson in Takes No Body   
    Appropriate amounts of per-turn Regeneration (with the ability to resurrect and heal limbs) fail to properly represent this how, exactly?  I ask because the ability to be Toon-like 'bonked' is effectively a special effect of the ability to die and recover from it.  That's Regeneration in Hero … and a LOT of it at a very high cost if it's supposed to be near-instantaneous.  Do note that even Wile E. Coyote peels himself off of rocks or walks away looking like an accordian after being pancaked … taking roughly a Turn (12s) to do it as he exits a scene in an amusing way … so I don't think you need to recover faster than that.
     
    You probably need a high REC to go with it so that you have some END and STUN, of course … unless you forsee the character needing to take it easy like Wile E. Coyote does (when he goes back to the drawing board) before it goes back into action.
     
    Put another way, I think we already have a power and appropriate characteristics that do exactly what you want. Thus, I don't see a need for another one.  It probably costs more than you want it to cost, but it's so stupidly powerful that it SHOULD cost a ton, IMHO.  Even your two-stage example of inability to lose limbs is actually covered by Regeneration; all you need to do is use the optional Hit Location rules to determine which limbs were hit, and consider them disabled or destroyed if enough BODY is done … then let Regeneration with Limb Healing ability do its thing to bring them back.  No special tables or limitations needed, at all … and no need to create a custom power around it; just use the optional rules you already have around Hit Locations in conjunction with Regen and you're golden.
     
    That said, if you insist that this isn't a special effect of Regeneration and are absolutely intent on building some janky house-rule power around it, then I believe that the cost to achieve what you want using Regeneration and Recovery should be your guide as to the appropriate cost of whatever you build.  i.e. I think this should cost far more than the Automaton powers tend to cost if it's to be near-instantaneous.  To put that into perspective, Recovering 20 BODY per turn with the ability to Heal Limbs and Resurrect costs … (wait for it) … 345 active points.  So that's the kind of power and pricing you're talking about when you want someone to be unkillable and be able to get up and walk away from Wile E. Coyote-like deaths in Hero in 12 seconds.  (And that doesn't include the cost of a high REC to go with it...)
  3. Like
    Surrealone reacted to Deadman in Guns and Ammo   
    Heroic Action Points (HAP)
    Okay I give.  Both Neil and Surrealone mentioned using Heroic Action Points and I have to say that I can't think of anything much more cinematic than that.  It will allow for major characters to somewhat change an otherwise catastrophic event and survive it.  On the other hand I do like a somewhat gritty feel to an adventure and allowing too many modifications could remove that. 
     
    For that reason I would do several things: 
    I would lower the roll from the 2d6 suggested in 6Ev2 pg. 287 to only 1d6.   I would say that the GM may add HAP during the course of the game for Heroic, Creative, and/or Dramatic acts on the part of the player.  I would say that the HAPs a character has are unknown to the Player.  They are rolled once per adventure by the GM.   I would say that HAPs can affect almost ANY dice roll even those performed by others but this does depend on what die roll is being altered. Skill, Characteristic, Perception, To-Hit and Hit Location rolls are 1 for 1. Normal Damage attacks are 1 HAP per STUN (adding 3 STUN will automatically add 1 BODY) or 2 HAP per BODY (no STUN adjustment). Killing Attacks are 3 HAP per BODY or 3 HAP to raise the Stun Multiplier by +1. Other Attack modifications will based on a 1 HAP per 5 AP of the attack. If a character spends HAP on something but doesn't have enough for the desired effect the points are still used.  They just don't adjust the roll enough to have the effect the Player wished. Players may spend HAP to achieve Lucky Breaks (described in Luck below).  The cost is left for the GM to decide. In an attack situation the defender gets the last say on HAP expenditures.  Just in case a bidding war starts. HAP Example:  Hair Trigger is facing off against El Azteca's Lieutenant, El Escorpion and a couple of his cartel soldiers.  She is pinned down behind a short wall taking automatic fire.  Suddenly the shots stop and El Escorpion leaps the wall looking to surprise our Heroine.  The GM gives her a perception roll to hear him coming (he misses his Stealth roll of 12- by 1 but uses a HAP point to make it).  Her hearing Perception roll is 12- and she rolls a 13 (1 short of hearing the stealthy El Escorpion).  Her Player decides to use a HAP point to improve her Perception roll by one to make the roll.  She is not surprised when El Escorpion leaps over and they have to roll to see who can get the first shot off.  They each make a DEX roll which El Escorpion wins (neither spends any HAP points to increase it).  El Escorpion fires two shots at Hair Trigger using Multiple Attack (he has Rapid Attack) and is aiming for a Head Shot (this is a -4 OCV but nullified by his PSLs).  His total OCV for the attack is 8 (10-2 for Multiple Attack) and he rolls to hit.  He gets an 11 on the first attack and a 14 on the second.  Hair Trigger (DCV 6) is hit by the first (by 2) and is just missed by the second.  El Escorpion decides to use a HAP to lower his second roll to 13 to hit Hair Trigger (the nerve!!!).  Hair Trigger's player says that he will also spend a HAP to keep it a miss (El Escorpion can't spend more to raise it again as Hair Trigger is the defender).  The Hit location roll for a Head Shot is 1d6+2 and El Escorpion rolls a 5...(uh oh...our Heroine just got hit in the Head!).  Hair Trigger's player figures that she might be running out but tries to spend a HAP point to change the Hit Location roll to a 6 hitting her in the hand instead.  She has enough and El Escorpion rolls damage getting 4 BODY and 8 STUN in the Left Hand (hitting the hand is 1/2 BODY and the -x1 STUN Multiplier is offset by the Hollow Point bullet's +x1).  After her Combat Luck she takes 1 BODY, 0 STUN unfortunately she misses her DEX roll and drops the pistol that was in that hand.
     
    Hair Trigger returns fire with the pistol in her right hand, shooting El Escorpion twice with her Quick Fire (Autofire 2 shots for pistols).  Her OCV is 10 and she cannot use targeting.  She rolls a 9 and hits El Escorpion (DCV 4 since he use Multiple Attack) both times.  She rolls a 9 and a 13 for Hit Location hitting him in the Shoulder and the Groin.  The Raw Damage is 5 BODY, 15 STUN from the first hit and 6 BODY 24 STUN from the second (Hollow Point bullets +x1 Stun Multiplier).  El Escorpion takes the first shot but worrying about the second elects to use 2 HAP points to change the location to 11 in the Chest where he is protected by his Jacket.  Unfortunately El Escorpion is out of HAPs and takes the shot to the Groin.  This means that the Stun Multiplier is +x1 and he takes 6 BODY, 30 STUN from the attack.  He ends up taking no damage from the first attack (Combat Luck and Armored Jacket) but takes 3 BODY, 19 STUN from the second Stunning him.  Hmmm...what is a good Vigilante to do?
     
    Thoughts, Comments?
     
    T
  4. Like
    Surrealone got a reaction from BoloOfEarth in Walking Autofire Attacks to the Target   
    I believe the following from the 'Weapon Advantages' list within the 1st Edition rulebook is what you're referring to.  (Talk about a trip in the WABAC machine to find this; wow!)
     
    Weapon may Autofire: Autofire allows a weapon to hit a target more than once in a single round. Autofire weapons give +4 OCV. The range modifier of an autofiring weapon is halved (x1/2), rounding up. If the character makes a normal Attack Roll, he hits the target once. The character hits the target again for every 2 points he makes his Attack Roll by.

    Example: After all modifiers, a villain needs a 9 or less to hit our hero. He gets lucky and rolls a 6. He hits the hero twice, once for rolling 9 or less, and again for rolling (9-2=7) 7 or less. The villain then rolls damage for the two attacks. Each attack is applied to the hero's defenses separately. Each Autofire shot takes 10 uses or normal shots fran a weapon.
    Multiple = +1/4.
     
    Citation: p41 of Champions: The Superhero Role Playing Game (by Steve Peterson And George MacDonald), copyright 1981
  5. Like
    Surrealone got a reaction from eepjr24 in Walking Autofire Attacks to the Target   
    I believe the following from the 'Weapon Advantages' list within the 1st Edition rulebook is what you're referring to.  (Talk about a trip in the WABAC machine to find this; wow!)
     
    Weapon may Autofire: Autofire allows a weapon to hit a target more than once in a single round. Autofire weapons give +4 OCV. The range modifier of an autofiring weapon is halved (x1/2), rounding up. If the character makes a normal Attack Roll, he hits the target once. The character hits the target again for every 2 points he makes his Attack Roll by.

    Example: After all modifiers, a villain needs a 9 or less to hit our hero. He gets lucky and rolls a 6. He hits the hero twice, once for rolling 9 or less, and again for rolling (9-2=7) 7 or less. The villain then rolls damage for the two attacks. Each attack is applied to the hero's defenses separately. Each Autofire shot takes 10 uses or normal shots fran a weapon.
    Multiple = +1/4.
     
    Citation: p41 of Champions: The Superhero Role Playing Game (by Steve Peterson And George MacDonald), copyright 1981
  6. Thanks
    Surrealone got a reaction from Vanguard in Guns and Ammo   
    The distance from the wall thing is likely just a cinematic Hollywoodism.  I say this because while it's true the bullet will have more velocity closer to the muzzle … the extra fractions of a foot per second would have little (if any) impact on how well the bullet travels through material or whether or not the impact with material causes the bullet to deform and/or tumble.
     
    Semi-automatics return to battery as part of their recoil-based operation. An out of battery condition exists when they fail to do so. If I recall correctly the phrase has its origin in the artillery world … specifically pertaining to a piece of artillery that is fired before being pulled back into position.  Think back to wheeled, towable cannon that would move (even when chocked) and you'll have the right mental image for the origin of the term, as each such artillery piece had to be repositioned after every shot.  So why is a wheeled gun that fires from the wrong physical position out of battery?  Because it's not firing with the rest of the artillery pieces that comprise the artillery battery; it is, instead, slightly off-target compared to the rest of the battery.
     
    In more modern recoil-operated artillery pieces, the same term came to be used to describe a state where the moving parts of the gun were in the wrong position (since the gun, itself, no longer changed physical position when fired from land).  This was actually appropriate since such a state usually resulted in the inability to fire with the rest of the battery.  The term also made its way to semi-automatic small arms for hopefully obvious reasons, despite the fact that one isn't usually firing such weapons as part of a battery.
     
    The origin of the term 'battery' as applied to artillery units is also somewhat fascinating (to firearm nerds like me, anyway) … and also goes back to cannon use.  And cannons have been around since, what, the 12th or 13th century?  Heh.
  7. Like
    Surrealone got a reaction from RDU Neil in Guns and Ammo   
    The distance from the wall thing is likely just a cinematic Hollywoodism.  I say this because while it's true the bullet will have more velocity closer to the muzzle … the extra fractions of a foot per second would have little (if any) impact on how well the bullet travels through material or whether or not the impact with material causes the bullet to deform and/or tumble.
     
    Semi-automatics return to battery as part of their recoil-based operation. An out of battery condition exists when they fail to do so. If I recall correctly the phrase has its origin in the artillery world … specifically pertaining to a piece of artillery that is fired before being pulled back into position.  Think back to wheeled, towable cannon that would move (even when chocked) and you'll have the right mental image for the origin of the term, as each such artillery piece had to be repositioned after every shot.  So why is a wheeled gun that fires from the wrong physical position out of battery?  Because it's not firing with the rest of the artillery pieces that comprise the artillery battery; it is, instead, slightly off-target compared to the rest of the battery.
     
    In more modern recoil-operated artillery pieces, the same term came to be used to describe a state where the moving parts of the gun were in the wrong position (since the gun, itself, no longer changed physical position when fired from land).  This was actually appropriate since such a state usually resulted in the inability to fire with the rest of the battery.  The term also made its way to semi-automatic small arms for hopefully obvious reasons, despite the fact that one isn't usually firing such weapons as part of a battery.
     
    The origin of the term 'battery' as applied to artillery units is also somewhat fascinating (to firearm nerds like me, anyway) … and also goes back to cannon use.  And cannons have been around since, what, the 12th or 13th century?  Heh.
  8. Like
    Surrealone got a reaction from Ockham's Spoon in Considering Teamwork   
    I dislike the idea of granting skills of any sort (including skill levels) to others because they are so inexpensive the UBO+AoE construct becomes super-cheap due to the nature of stacking advantage costs on top of a low point base.  If I were a GM, I would expect someone to use a variable effects AoE AID to improve the output of others in some way, as I think that better represents enhancement of something the character possesses … rather than giving them something they completely lack on the sheet.  I also think it more accurately reflects the appropriate cost of granting things to a massive number of people … since enough Aid to be effective will not fall into the easily-exploitable window of SmallBaseCost*HighAdvantageCost.
  9. Like
    Surrealone got a reaction from Vanguard in Sectional Body Armor: Reality vs. Game Play   
    Opinion:
    I own a level IIIA soft vest and a level III ballistic clipboard.  I also know two other non-military, non-LEO individuals who also own level IIIA vests.  Let me categorize that properly, though: all three of us are law-abiding 'gun people'.  Specifically, the other two both work in gun shops … while I'm a certified firearm instructor and RSO with >800 hours of RSO time on a manned range.  (i.e. We're all at higher risk than most ... due to our jobs/hobbies ... and we know it, so we've taken some reasonable precautions.)
     
    What I'm getting at is that while available and even inexpensive (i.e. just under $300 for a level IIIA covert/overt vest sans carrier [or with carrier if you're willing to go refurbished] … unless you also want stab and/or taser protection, in which case the cost begins to go up), most people just can't justify they spend -- because they don't have a well-defined need for body armour (like I did/do, for example).  I suspect the same is true of criminals -- i.e. most can't justify the spend … and only well-organized criminals tend to make the investment for their nefarious purposes.
     
    As for stats:
    I'm unaware of any specific data gathering that is available to the public on the topic of crimes committed using body armor.  
     
    Wow, I had no idea.  That's an interesting tidbid!
  10. Like
    Surrealone got a reaction from Vanguard in Guns and Ammo   
    I concur that the raw tables work well. I also agree that the STUNx, N STUN, and BODYx are too severe.  I tend to lean toward a preference for application of them -AFTER- defenses … as this tends to reduce the impact for those with low defenses -- which in a Heroic or Dark Champs game, is most people.
  11. Like
    Surrealone got a reaction from RDU Neil in Guns and Ammo   
    I don't think increased rates of fire should do more damage.  Instead, I think increased rates of fire should ADD to an already low hit probability in order to improve it -- because that's how it basically works in the real world.  
     
    i.e. A NYPD officer has an abysmal hit rate if fire is being returned, but s/he is statistically more likely to hit his/her target if s/he sends more rounds downrange at the target.  Thus, if we want to emulate that bit of reality, we need mechanics that improve hit probabability when multiple rounds are fired at a target.
     
    Unfortunately, the autofire rules do the exact opposite by penalizing the hit rate when more shots are taken.  Multiple Attack does the same thing with its OCV penalties.  This is because the game's base mechanics try to make hits more likely than misses … which is completely backward for gunfighting.  So, if you want to add proper realism to gunfights, you need to adjust your house rules so that most shots are misses … and then rework autofire and multiple attack rules so that taking more shots will improve the odds of a hit rather than reduce them.
     
    I am, of course, talking about aimed shots, here.  Spray&Pray (i.e. Suppression fire) entails no aim, so its hit rate should suffer despite the volume of lead going downrange.  That said, I've always felt its hit rate was set a bit too low.
  12. Like
    Surrealone got a reaction from unclevlad in Considering Teamwork   
    I dislike the idea of granting skills of any sort (including skill levels) to others because they are so inexpensive the UBO+AoE construct becomes super-cheap due to the nature of stacking advantage costs on top of a low point base.  If I were a GM, I would expect someone to use a variable effects AoE AID to improve the output of others in some way, as I think that better represents enhancement of something the character possesses … rather than giving them something they completely lack on the sheet.  I also think it more accurately reflects the appropriate cost of granting things to a massive number of people … since enough Aid to be effective will not fall into the easily-exploitable window of SmallBaseCost*HighAdvantageCost.
  13. Like
    Surrealone got a reaction from BoloOfEarth in Considering Teamwork   
    I dislike the idea of granting skills of any sort (including skill levels) to others because they are so inexpensive the UBO+AoE construct becomes super-cheap due to the nature of stacking advantage costs on top of a low point base.  If I were a GM, I would expect someone to use a variable effects AoE AID to improve the output of others in some way, as I think that better represents enhancement of something the character possesses … rather than giving them something they completely lack on the sheet.  I also think it more accurately reflects the appropriate cost of granting things to a massive number of people … since enough Aid to be effective will not fall into the easily-exploitable window of SmallBaseCost*HighAdvantageCost.
  14. Like
    Surrealone got a reaction from RDU Neil in Guns and Ammo   
    If you're truly into making firearm use realistic, then the section of your text that I just quoted needs to be tossed out the window and completely reworked.  As evidence I cite a firearm accuracy study conducted of 247 (195 male and 52 female) volunteers. The study grouped the volunteers into 3 categories: novice (i.e. minimal/no experience), intermediate (i.e. recreational experience), and expert (i.e. completed law enforcement firearms training).  The study found that experts shot only 10% more accurately than novices and intermediates at 3-15 feet.  Here's a link to the study: http://www.forcescience.org/articles/naiveshooter.pdf
     
    This becomes especially important when you pair it with a firearm evaluation of the NYPD's gunfight performance, as the NYPD is arguably the largest and best-trained police force in the United States, today.  In gunfights where fire was returned, these 'experts' have demonstrated an empirical hit rate of a meager 18%.  In situations where the officer fired and gunfire was NOT returned, the hit rate was still only a paltry 30%.  Here's a link to that report (you'll find these statistics on page 14 as labeled by the report, itself, not by the PDF page counter): http://www.nyc.gov/html/nypd/downloads/pdf/public_information/RAND_FirearmEvaluation.pdf

    Given the foregoing, the hit rates you stated (which I quoted above) are WAY too high … and since your efforts are all about adding realism, if you're serious about your efforts, you need to dial your hit rates WAY down for experts … and then dial it down (by about 10% more) for intermediates and novices.  If that seems like it's going too far (e.g. "but that wouldn't be fun"), all I can really say to that is that you must not be serious about adding realism, since most rounds discharged in gunfights are (realistically) misses, not hits.
     
    Surreal
     
    P.S. This is exactly what people and states that try to impose magazine capacity limits fail to consider.  i.e. The FBI statistics database shows that most threats are stopped by 2 and change shots (which we'll round up to 3) … with the actual decimal value tending to vary based on the caliber being used.  Assuming an 18% hit rate for the best-trained law enforcement officer with, say, a 9mm -- that individual will need to empty the 15 round magazine from his department-issued Glock 17 if under return fire … to score 2.7 hits.  This should also help set your 'realism' expectation for making firearms more realistic in your games, since you're both supposedly making an effort to do that.  The link to the FBI database should be easy enough to find … if you care to do so.
  15. Like
    Surrealone got a reaction from Christopher R Taylor in Releasing a Grab: Zero Phase Action/Implications   
    I believe the release of a Grab should Take No Time instead of being Zero Phase.  As an example of why: if you KO an opponent who acted before you (in a Segment prior to the one where you achieved the KO) to Grab you, s/he would still have a firm hold on you until his/her next Phase comes up ... unless the release of you Takes No Time.  (Note: S/he already spent the END for the STR … making END moot until his/her next Phase comes, despite being KO'd.)

    I think this example underscores why the release (which costs no END) of a grabee by a grabber should Take No Time (rather than take time or be Zero Phase).

    Or did I miss something in my own example?
  16. Like
    Surrealone got a reaction from Manic Typist in Guns Are Too Slow in Hero   
    I happen to be a certified firearms instructor (who has assisted but not led LEO training, even); it's something I do in my spare time, i.e. not a full-time job.
     
    With that in mind:
    The basics of firearms can be taught in minutes (just as a basic punch can be taught in minutes), but proficiency (similar to boxer or martial arts proficiency, when comparing) with firearms is usually a matter of time and rounds put downrange in practice (just as a boxer-in-training will need to spend time with the bag ... or someone learning martial arts will need to put in time on the mat). Competent officers can fire multiple shots while shooting on the move ... but this is SWAT level competency, not Average Joe Cop competency we're talking about. Contrary to people's assumptions, Average Joe Cop competency with firearms is usually lower than that of Armed Enthusiast Gun Guy competency ... since Average Joe Cop tends to practice only before he has to qualify ... and only with department-supplied ammunition ... whereas Armed Enthusiast Gun Guy tends to practice more frequently despite it being on his own dime. Average Joe Cop tends to have more than just basic firearm training, but less training than a SWAT guy.  His marksmanship skills are usually fair, at best ... often with a hit rate of between 25% and 30% when it matters (i.e. when under actual fire).  A good chunk of his weapon training is safety oriented ... while another good chunk of it deals with weapon retention since criminals are prone to trying to take his gun from him.  
    Hope that sheds some light.
  17. Like
    Surrealone got a reaction from Vanguard in Sectional Body Armor: Reality vs. Game Play   
    The so-called 'flap' is a ballistic groin protector.  These tend to be level IIIA soft body armor.
  18. Thanks
    Surrealone got a reaction from Pattern Ghost in Sectional Body Armor: Reality vs. Game Play   
    The so-called 'flap' is a ballistic groin protector.  These tend to be level IIIA soft body armor.
  19. Sad
    Surrealone reacted to Blue Diamond in We lost a good one.....   
    It is with great sadness that I announce my good friend, David Stevens, aka Hyper-man passed away last week. He fought a courageous battle against brain cancer.   He was a Huge fan of the Hero System, and has a very impressive collection of products he was very proud of.
     
    One of the last things we talked about was his collection, and his wishes for it.   It is literally only a couple of books short of having Every product printed for the Hero system, including Kickstarters.  He really wanted to try to keep the collection together.
     
    I'm interested in everyone's opinions,
    Do you think anyone would be interested in purchasing such a large collection?   
    I could bring it to Gencon and try there, but am not willing to let it go for pennies on the dollar.
    Would EBAY be the best way to try to sell?
     
    Any other unique ideas on what to do with the collection?  (Doesn't have to be sold)
     
    Thanks !
     
     
  20. Like
    Surrealone got a reaction from Cantriped in Guns Are Too Slow in Hero   
    Knife fighting translates just fine to unarmed combat styles that entail grabbing and controlling one's opponent while countering.
     
    For example, here's Krav Maga against an overhand slash with a knife:
     
    For exampl
  21. Like
    Surrealone reacted to eepjr24 in How would you price this Limitation?   
    So the correct way would be just build a compound power, but you sound like you don't like that idea. Here it is for demonstration purposes:
     
    Healing
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Full Phase (-1/2), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Extra Phase (-3/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 1 Turn (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus a phase (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus 2 phases (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 2 Turns (-1 1/4), Real: 4
     
    At no point would you be getting into the 1 minute time frame where the next break comes (unless you got to something like 18 dice). Personally, I would probably call it a -1 and not worry about it, with a minimum of 3 dice to start.
     
    - E
  22. Like
    Surrealone got a reaction from dsatow in Guns Are Too Slow in Hero   
    I happen to be a certified firearms instructor (who has assisted but not led LEO training, even); it's something I do in my spare time, i.e. not a full-time job.
     
    With that in mind:
    The basics of firearms can be taught in minutes (just as a basic punch can be taught in minutes), but proficiency (similar to boxer or martial arts proficiency, when comparing) with firearms is usually a matter of time and rounds put downrange in practice (just as a boxer-in-training will need to spend time with the bag ... or someone learning martial arts will need to put in time on the mat). Competent officers can fire multiple shots while shooting on the move ... but this is SWAT level competency, not Average Joe Cop competency we're talking about. Contrary to people's assumptions, Average Joe Cop competency with firearms is usually lower than that of Armed Enthusiast Gun Guy competency ... since Average Joe Cop tends to practice only before he has to qualify ... and only with department-supplied ammunition ... whereas Armed Enthusiast Gun Guy tends to practice more frequently despite it being on his own dime. Average Joe Cop tends to have more than just basic firearm training, but less training than a SWAT guy.  His marksmanship skills are usually fair, at best ... often with a hit rate of between 25% and 30% when it matters (i.e. when under actual fire).  A good chunk of his weapon training is safety oriented ... while another good chunk of it deals with weapon retention since criminals are prone to trying to take his gun from him.  
    Hope that sheds some light.
  23. Like
    Surrealone got a reaction from Hyper-Man in Hardened Defences   
    One taught by The Goodman School of Cost Effectiveness -- meaning it's part of the game and that "min/maxer" should have no negative connotations in Hero System as a result. 
  24. Like
    Surrealone got a reaction from Vanguard in Guns Are Too Slow in Hero   
    You can't judge a style by just one maneuver or by a tutorial.  Krav Maga has other maneuvers appropriate for fast slashing knife attacks, too, and you can search for this on youtube, yourself, if you want to see examples/tutorial.  My point was that It's a martial style intended for military use to counter common attacks military people might experience -- which includes pistol threats, knife attacks, and the like.  If it wasn't effective for its intended purposes ....  it wouldn't still be taught.

    Surreal
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    Surrealone got a reaction from Vanguard in Guns Are Too Slow in Hero   
    No idea as to how it was tested.  That said, there are many firearms that are more accurate than the people who wield them. (i.e. Just because the firearm is capable of something doesn't mean the person pulling that firearm's trigger is capable of making the firearm do what it's capable of doing.)
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