Jump to content

MPT

HERO Member
  • Posts

    160
  • Joined

  • Last visited

Everything posted by MPT

  1. Re: How Do I: Weapons with -OCV That was the only thing that I could think of ... but discarded it as the minimum Side effect value is 15pts which would convert to -3 OCV. However as I have Fantasy HERO I will check it out. Thanks for the quick response.
  2. I know how to build weapons with +OCV (5pt Skill Levels), but how do you build/cost a weapon which has a -OCV modifier? I am certain that there is an easy answer to this so I just need pointing at the correct book (as I have most of them).
  3. Re: Zero-G Operations and Spacesuits Now that I like. It is similar to how I tend to run Swimming in campaigns where everyone can swim --- anyone with at least 1" of Swimming can swim, but in bad conditions a DEX based Swimming skill is needed to keep above water, swim against the current, know when to come to the surface etc.
  4. A player has just asked me if PS: Zero-G Operations included the use of spacesuits. My original thought was 'yes' ... but then I did a bit of digging. SCUBA is a TF under 'Recreational Vehicles'. Since SCUBA is to underwater as Spacesuits are to Vacuum I have decided that Spacesuits are a 1pt TF ... but that given that I would not have thought about it if the player had not asked the question I have given the PC it for free. My question is have I missed anything. Is there anywhere in the HERO books where Spacesuits are specifically mentioned (it would seem strange if they are not).
  5. Re: How to handle Western Hero Duels/Showdowns There was a set of rules for dueling in 'No Quarter' magazine which, whilst written for D20, could apply. Unfortunately I am at work so do not have access to it.
  6. Re: How Do I: Photonic Nerve Damage I decided to go with #1 - and once I thought about just how complex keeping track of all the DEX/SPD drains would be I simplified the effect to 1d6 (count BODY) Phases of STUN effect per 5 points (or part) BODY taken. I don't yet know how it will work because when I used then on Saturday I never rolled an 8- during the whole combat!
  7. Re: Confused by Disadvantages and Base/Vehicle costs Thank you. I looked at the FIVER errata but never thought to look at the FRED one.
  8. This thread http://www.herogames.com/forums/showthread.php?t=44348 discusses Photonic Nervous Systems and mentions that aliens with such systems would be more likely to suffer nerve damage than other races. I am attempting to simulate this within a package deal and am trying to work out which current Disadvantage (if any) would emulate this. What I want is... a) That any damage caused to the race has an 8- chance of causing extra damage to the nervous system. Certain attacks will not cause such damage (e.g. Gas Attacks). c) If the nervous system is damaged then they also suffer a DEX Drain (which affects SPD) with an Active Points loss equal to half the Active Points in the attack (to simulate loss of nerve functions). How would you do this? I think the options are: i) Physical Limitation: Infrequent, Greatly Impairing. ii) Susceptibility: Count 'a' and 'b' as an 'Uncommon' attack and set the damage as a 10 points in DEX Drain per 1d6. (This has the disadvantage that the damage is fixed and not dependent on the attack.) iii) Vulnerability: Count 'a' and 'b' as an 'Uncommon' attack. Use the x1 1/2 Vulnerability Multiplyer and say that the extra damage is applied as a DEX Drain.
  9. Re: Confused by Disadvantages and Base/Vehicle costs It is the book example which confuses me! The book example does indeed work from just the base points in the base and ignores the extra points from the disadvantages, but the rules text specifically state that the disadvantages must be included when determining when the 1 for 1 cost applies. To clarify my example - I was building a 280 point base of which 80 points were disadvantages and 200 were base - wheras I think your calculation is for a 200 point base made from 80 points in disadvantages and 120 points base. Sorry if my question was not clear enough.
  10. Re: Natural Healing - A small rules tweek Thank you for all the replies. You are all right in that my basic problem with 1 month/30 days was working out when the characters actually healed each of their 1 point of BODY due to round-off - although I like Kenn's method for REC 4, 7 and 8. I also did want slightly faster healing so that small scratches (1 BODY) did not have long term effects on characters (which seems to fit the Pulp ideal). I realised that allowing them to heal on the first night effectively increased the characters REC (hence the last paragraph of the rules) but this just seemed 'right'. [it also seemed to fit in with the idea of the 'Free' Post-Segment 12 recoveries that you get for STUN after the first segment of coombat] The other situation I was trying to get around was what happens if (for example) someone is injured on the 1st for 2 BODY, recovers it by natural healing, and then is injured again on the 24th. The rules do not make it clear when he would recover their first BODY - hence my rule for starting natural healing when they loose their first BODY point. I will discuss this with my players and may end up a mixture of these and Kenn's rules.
  11. Re: Confused by Disadvantages and Base/Vehicle costs I don't think that is the case. The book example specifically contradicts this as it has a 250 point character buying a base that costs 290 points of which 40 points are disadvantages.
  12. Whilst, in many campaigns, PCs have access to so much healing that they never need this rule - I may be running a Pulp campaign where a PCs REC recovery will be relevant. I am therefore thinking of tweeking the standard 'Recovering BODY' rule (5ER page 424) and saying that the PCs recover their REC in BODY each 24 days (rather than per month). This has the advantage that I can use the SPEED CHART to determine when a PC recovers. The full rules are below - do people think these will work? --- Whenever a PCs BODY is reduced from the maximum starting BODY a record is made of the campaign date. A night of sleep will heal 1 point of BODY. To determine when the PC will next heal use the SPEED CHART using the characters REC as their speed (ignoring Post Segment 12) and each segment as one night of sleep. Example. A character with a REC of 5 is injured on the 1st May for 7 BODY. A REC of 5 gives recoveries on 'segments' 3, 6, 8, 10 and 12. He sleeps on the 1st and recovers 1 BODY when he wakes on the morning of the 2nd. He then receives 1 BODY on the nights of the... 1 + (3 x 2) = 7th 1 + (6 x 2) = 13th 1 + (8 x 2) = 17th 1 + (10 x 2) = 21st 1 + (12 x 2) = 25th 1 + ((3 + 12) x 2) = 31st ...so on the morning of the 1st June he is fully healed. Until the PC is at full BODY no further notes need to be made about dates, it is only the first injury that is relevant. A PC who takes damage whilst healing simply reduces their BODY, it does not affect when the PC will next heal. Example: If the above character is injured again on the 22nd May this does not affect the sequence (except that they will now take longer to heal back to full). If, however, they are harmed on the 1st June or later (when they are back to full BODY) the process restarts that night. Should a PC have a REC greater than 12 (unlikely) then they automatically heal every other night, and their REC-12 is used to determine the 'odd' days when they recover by calculating from the previous day. Example: If a character with a REC of 14 is injured on the 5th then they will heal on the nights of the 5th, 7th, 9th, 11th etc. 14-12 equals 2 which gives 'segments' 6 and 12. They therefore also recover on the (5-1)+(6x2) = 16th and the (5-1)+(12x2) = 28th. If the character does not get a good nights sleep or is otherwise active then the GM can either ignore the day altogether or count it as half a day towards recovery. Days spent in hospital can count as 2 (or more) days towards recovery. Note that these rules mean that a PC with a REC of 2 who takes just 1 BODY of damage can recover it after one nights sleep - and can recover 1 BODY the next night if they are damaged again. GMs who do not like this possibility should not allow the first 'free' nights healing and start the REC count from the PREVIOUS day. (e.g. If injured on the 3rd then a REC of 2 gives the first healing after sleeping on the (3-1) + (6x2) = 14th (i.e. they recover when they awake on the 15th)).
  13. I am trying to work out if Disadvantages apply or do not apply when calculating the cost of Followers and Bases/Vehicles. The rules for Bases (5ER Page 85 2nd paragraph on the left) state that the 1 per 5 cost only applies as long as the Base's total points (including Disadvantages) are less than or equal to the total Character Points of the character. I would therefore expect that a base built with 200 points plus 80 points of disadvantages would (if my character has a total cost of 250 points) cost me (200/5) + (280-250) = 40 + 30 = 70 points. The Guardian's example given in the next column regarding group buys, however, seems to contradict this as as it states that "They can also take Disadvantages for their base, which add to the 250 points without costing them any more Character Points." as the base points are less than or equal to the character's points. I would therefore expect that my base bought with this rule costs me only 200/5 = 40 points. The rules for Followers are similar but do not have the equivalent of the Guardian's example. Is the example incorrect and if so what cost should I pay.
  14. MPT

    Beta World

    Re: Beta World Very useful. I will add this to my list of races that I will use. The link http://www.jorune.org/Jor_HERO.pdf does not work for me, however.
  15. Re: Playtesting Champions With Cats This also reminds me of when my friends baby was at toddler stage (except for the lock in bathroom bit).
  16. The Medical Scanner on page 20 of the Spacer's Toolkit costs 11pts. This consists of 9pts for the Detect and 2pts for the Eidectic Memory. I think that the Detect part is incorrect as I think it is 23 Active Points (see below) with -2 in limitations which costs 8 points. Am I missing something or is this a typo? 5 - Detect A Class of Things 5 - +5 to skill roll of 9- (no Stat for skill as it is a focus) to 14-. 5 - Analyse 5 - Discriminatory 3 - Microscopic
  17. Re: Scenarios For Power Outage? I once ran a scenario using the Golden Heroes rules using the blackout idea. What I had was a group of villains get together to form the "Knights Of Darkness". Their plan was that by ... a) Causing the local power generation facilities to fail and Performing crimes simultaneously ... that the local police and superheroes would be unable to cope with the chaos and most of them would get away. Some of the villains in the group were specifically hired for the attack on the power station (in my case I used the Marvel character Juggernaut) and some to cause general chaos. My idea was that the PCs would have to split up to cover everthing that was happening providing a natural situation for lots of 1 on 1 combats to occur simultaneously. Unfortunately (from a GM point of view) the hints that I gave that this was going to happen were picked up by the players and they were able to get together a large group of heroes to attack the villains when they were all together planning the night. Mass battle ensued.
  18. Re: Do I Understand Naked Advantages? (I don't think I do) Thanks for those comments. From the FAQ I believe that with HKA you do not automatically get to apply the AP to added damage from the STR part of the HKA, unless the DC from the STR has been included in the Active Points from which the naked advantage is calculated. I had forgotten about the fact that AP reduces the effect of STR on the DC. Thanks for reminding me.
  19. One of my PCs wants to be able to add Armour Piercing to all their HKA Martial Arts attacks, including those using weapons. Having read FIVER and the FAQ this is how I think it works: A 1d6 HKA weapon is 22 Active Points (15 pts for the HKA, +1/2 for 0 END). If the PCs strength and/or martial arts maneuvers adds +2 DC to the damage then this is 10 more Active Points (i.e. the 0 END Advantage is not applied to the 2DC), for a total of 32 Active Points. The Advantage of Armour Piercing is +1/2 so the Naked Advantage cost is (32 x 1 1/2) - 32 = 16 Points. Now what I hope is the case is... a) The above calculation is correct i.e. the fact that the weapons are OAF is irrelevant to the calculation whereas the fact that the weapons are bought to 0 END must be taken into account. When you define a Naked Advantage you define a power to which the Naked Advantage applies so, in this case, whereas the 32 Active Points could be created with other Advantages, the base power must be a HKA. You could not, therefore, apply the armour piercing to a no range EB for example. c) Even though STR is most likely to increase the HKA DC, it could be increased due to a maneuver and therefore you have not paid for STR itself to be Armour Piercing. If, therefore, the character just used their STR in a normal attack they could not add the Naked Advantage to it. d) If the character had a single attack 'power' that included both HKA and EB elements that totalled 32 Active Points or less, only the HKA element could have the Armour Piercing applied. If the attack was more than 32 Active Points, but the HKA element was equal or less than 32 Points then you could still apply the Armour Piercing to that element of it. e) If the character had multiple ways of doing HKA attacks they could apply a Limitation to the Naked Advantage to limit which of these methods they could apply the Naked Advantage to (e.g. if they had short swords, long swords, spears and maces - they could have a limitation 'only for swords -1/4' reducing the cost from 16 to 16/1.25 = 13 points). f) Using the other rules ... If the character decided to create a naked advantage for only one of their HKA attacks (e.g. long sword) then they would need to split how the Active Costs are calculated as the DC added by the STR is neither 0 END or OAF. 1d6 HKA (15); 0 END (+1/2); OAF Sword (-1) is 11 points. 1d6 HKA (15); 0 END (+1/2); AP (+1/2); OAF Sword (-1) is 15 points. So Naked Advantage is 15-11 = 4 points for the weapon part. +2 DC (10) is 10 points. 10 points with AP (+1/2) is 15 points. So Naked Advantage is 15-10 = 5 points for the STR/Maneuvers part. Total Naked Advantage = 4 + 5 = 9pts. --- Am I right in the above --- or do I have this completely wrong?
  20. MPT

    Steam Toys

    Re: Steam Toys This is just a thank you for the link. It is perfect for a particular planet that I have in my SciFi campaign.
  21. Re: WF for Weapons on Vehicles v Vehicle Weapons Thinking about the difference between 'larger weapons' and 'small arms' attached to a vehicle, I suppose the difference is in the tripod (or equivalent) that keeps the weapon in a fixed location and so aiming the attached and the non-attached version wouuld be different. The problem with this theory is that this makes adding a tripod to any weapon a different WF. Good point. Shooting at something when stationary is going to be different from shooting from a mooving vehicle. Again though, this makes anyone shooting from a moving vehicle have a different WF. I think that taking the two differences of tripod and movement combined, however, does make it different enough to be worth its own WF. Thanks for clarrifying things.
  22. This has come up in a game I am running and would be interested in how other GMs handle this. I know that WF: Vehicle Weapons for a particular vehicle means that you can use all the weapons on that vehicle e.g. a tank's gun, an airplanes bombs. My question is regarding 'normal' weapons which are attached to a vehicle e.g. a machine gun that is attached to a Jeep. Would you allow a character with WF: Machine Gun to use the gun without penalty or would you require the character to buy WF: Jeep weapons in order to use it. Also, in reverse, if a character buys WF: Jeep weapons could they argue that they could use a Machine Gun if it is not attached. I have looked at the FAQ, FIVER and Ultimate Vehicle and can not find the answer so open it up for discussion.
  23. Re: THE ULTIMATE TECHNOLOGY: What Do *You* Want To See? -- Unofficial Sourcebook Proposal Whilst it is true that 'advanced' gadgets and all sorts of weapons are covered by the existing books (although like Villains and Monsters, you can always want more) - perhaps a book of low-tech could be useful, especially if there was a Fantasy twist to some of them. This would make it useful for... Fantasy Hero (Where tech is naturally low) Pulp Hero (All those lost civilizations) Champions (For those time travel adventures to the past)
  24. Re: Alien Legion Hero Edd Ghent converted some of the Alien Legion races for his Nemesis Squadron campaign. (They are in the document you need to email him for). I don't know if he is still responding to emails but here is the forum link anyhow http://www.herogames.com/forums/showthread.php?t=34853
  25. MPT

    Champions CCG?

    Re: Champions CCG? If you do decide to develop this CCG may I suggest that during development you use the Board Games Development Forum (www.bgdf.com). This is a group of board/card game developers who, via their forums, may be able to give specific advice regarding particular elements of such a game. Another good resource is BoardGameGeek http://www.boardgamegeek.com/. This describes almost every game ever produced and includes lots of info on various CCGs.
×
×
  • Create New...