Jump to content

babbitt

HERO Member
  • Posts

    18
  • Joined

  • Last visited

babbitt's Achievements

  1. Re: Everything Costs END In this situation, I want everything to be visible, as the spirits themselves will remain invisible (persistant, inherent) and I want the (visible) ghostly effects. The spirits are not generally main characters, and will almost exclusively be NPCs (the heroes will be ghost hunters).
  2. Re: Everything Costs END To be honest, I'm fine with either a limitation or a disad. The problem is that HD doesn't allow me to assign limitations to stats, etc. The idea behind this is that regular characters may be converted into spirits (which burn end for everything) when they die. I'm giving the spirits some lovely powers to mimic ghosts, like Environmental Control, Desolid, Invis., etc. I want the spirits to weaken themselves over time, whenever they do anything (End reserve with very low REC). I just need some nice way to represent that in game. Thanks for your comments so far.
  3. Re: Everything Costs END Any ideas as to how many disad points to value this at? I'd like to balance it somehow, as non spirit characters are subject to standard hero rules.
  4. I'm designing some spirit characters for whom everything should cost endurance out of their "soul" pool (end reserve). This includes skill use, attribute use, powers use, etc. I was thinking about setting this up as a global limitation, but its not canon. Anyone else have ideas as to how to make this work?
  5. Re: How would you write up this power. I can think of a few ways to do this: 1) Dump XP into the sword, powers with OAF, Independent. 2) Use Plot devices and limited power at various levels to indicate that certain powers are "only available at bonding level 2/3/4/etc..." 3) Have the powers RSR with active point penalties. Stock for "level 1" attunement, x2 difficulty for "level 2", etc.
  6. Re: Vehicle Fragility In my battletech conversions, we solved this by 1) not putting things in multipowers, and 2) giving battlemechs substantial armor (up to 30 on the big ones), but half of it is ablative, and all is hardened. I don't allow penetrating damage on the battlemech weapons. The result is that the mechs take quite a bit of pounding on the ablative armor before weapons start damaging the internals.
  7. Re: Vehicles, halving already negative DCVs? In my albeit limited, experience large vehicle DCVs are largely offset by range modifiers. In my battletech game, the players have needed targeting computers and Delta skill levels to hit one another at even the most limited ranges.
  8. I was playing around with mecha conversions from battletech into HERO, as my fellow players and I find b-tech to be too restrictive, and ran across a problem when playtesting: The mechs (size 7-10) have zero DCV. As a result, the first instinct of every player was to use the brace maneuver, as it now has no downsides. Is this intentional, a patchable hole in the system, or am I missing some rule somewhere?
  9. Re: Battletech Conversion Concepts Substantial updates on the first post, bumping.
  10. Re: Battletech Conversion Concepts I used to be inclined to agree...however I was discussing with my fellow players about customizing battlemechs (I have a technician character) and we found that difficult to do with battletech stock rules. Also, I need a way to get my group used to playing with the HERO rules, and battletech is a fairly straightforward wargame....perfect for introducing new players to the skills and combat systems without having to pregen or spend lots of time doing character gen. I've been working on this today, and have a revised version, which I'll post later tonight. I dumped my previous damage conversions, and found a very valuable sentence in the battletech book: "Light autocannons range from 30 to 90mm, and heavy autocannons may be 80 to 120mm or larger". Based on this I've rebuilt my damage code conversions based on this premise, with an AC/2 being 20mm and an AC/20 being 120mm. This may not be exactly accurate, but I think it'll get me in the ballpark. I'm using the damage tables from the 5ER equipment book as a guideline, not TUV, they seem substantially different. I'm building my mechs with 10PD/ED base, and 8-14 PD/ED sectional ablative armor, so these damage codes are in the right ballpark. It looks like the mecha are going to have bodies in the 20-30 range. I've also radically changed the missile setups. I'm probably going to playtest a bit tonight, so we'll see if there are further changes.
  11. Ok guys, I've made some substantial changes...so this post has been edited to reflect them. As a methodology, I took the only comparable book data I could locate from the battletech universe (Autocannons range from 30mm to 120mm or more) and used that as a baseline for developing DCs for all battletech weaponry (currently IS only). I took the base for the various autocannon, looked them up in the 5ER main book to get the damage code for one shell of the appropriate caliber. To account for that these are *autocannon* damage values, I then applied the autofire (*2) advantage, then fit the resultant active point number to the battletech damage value. The results? I ended up with a fairly good table for converting battletech damage codes to HERO damage codes. Here's the results, for inner sphere weapons: IS Energy Weapons 1) Flamer: Value: Weight: RKA 1 1/2d6, Area Of Effect (20" Line; +1 1/4) (56 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), No Knockback (-1/4) 6 2) Small Laser: Value: Weight: RKA 3 1/2d6, Armor Piercing (+1/2) (82 Active Points); Beam (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), Limited Range (45"; -1/4), No Knockback (-1/4) 8 3) Medium Laser: Value: Weight: (Total: 92 Active Cost, 42 Real Cost) RKA 4d6, Armor Piercing (+1/2) (90 Active Points); Beam (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), Limited Range (135"; -1/4), No Knockback (-1/4) (Real Cost: 40) plus Penalty Skill Levels: +1 vs. Range Modifier with a single attack (Real Cost: 1) 9 4) Large Laser: Value: Weight: (Total: 108 Active Cost, 50 Real Cost) RKA 4 1/2d6, Armor Piercing (+1/2) (105 Active Points); Beam (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), Limited Range (225"; -1/4), No Knockback (-1/4) (Real Cost: 47) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3) 10 5) Small Pulse Laser: Value: Weight: RKA 3 1/2d6, Autofire (2 shots; +1/4), Armor Piercing (+1/2) (96 Active Points); Beam (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), Limited Range (45"; -1/4), No Knockback (-1/4) 10 6) Medium Pulse Laser: Value: Weight: (Total: 107 Active Cost, 49 Real Cost) RKA 4d6, Autofire (2 shots; +1/4), Armor Piercing (+1/2) (105 Active Points); Beam (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), Limited Range (90"; -1/4), No Knockback (-1/4) (Real Cost: 47) plus Penalty Skill Levels: +1 vs. Range Modifier with a single attack (Real Cost: 1) 10 7) Large Pulse Laser: Value: Weight: (Total: 124 Active Cost, 56 Real Cost) RKA 4 1/2d6, Autofire (2 shots; +1/4), Armor Piercing (+1/2) (122 Active Points); Beam (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), Limited Range (150"; -1/4), No Knockback (-1/4) (Real Cost: 54) plus Penalty Skill Levels: +1 vs. Range Modifier with a single attack (Real Cost: 1) 12 8) PPC: Value: Weight: (Total: 110 Active Cost, 57 Real Cost) RKA 7d6 (105 Active Points); Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), Limited Range (270"; -1/4), Cannot Be Bounced (-1/4) (Real Cost: 52) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4) 10 9) ER Large Laser: Value: Weight: (Total: 110 Active Cost, 43 Real Cost) RKA 4 1/2d6, Armor Piercing (+1/2) (105 Active Points); Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), Limited Range (285"; -1/4), No Knockback (-1/4) (Real Cost: 38) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4) 20 10) ER PPC: Value: Weight: (Total: 111 Active Cost, 48 Real Cost) RKA 7d6 (105 Active Points); Increased Endurance Cost (x2 END; -1/2), Limited Arc Of Fire (180 degrees; -1/4), Real Weapon (-1/4), Limited Range (345"; -1/4), Cannot Be Bounced (-1/4) (Real Cost: 42) plus Penalty Skill Levels: +4 vs. Range Modifier with a single attack (Real Cost: 6) 20 Value: Weight: IS Projectile Weapons 1) Anti-Missile System (AMS): Value: Weight: Missile Deflection (Missiles Only) (15 Active Points); 8 Charges (-1/2) [8] 2) Machine Gun: Value: Weight: RKA 2d6+1, 200 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing; +3/4), Autofire (10 shots; +1) (96 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4) [200] 3) AC/2 (1 ton ammunition): Value: Weight: (Total: 111 Active Cost, 48 Real Cost) RKA 4d6, Autofire (2 shots; +1/4), 90 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing.; +1/4), Increased Maximum Range (2,250"; Actual Maximum: 360"; +1/4) (105 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4) (Real Cost: 42) plus Penalty Skill Levels: +4 vs. Range Modifier with a single attack (Real Cost: 6) [90] 4) AC/5 (1 ton ammunition): Value: Weight: (Total: 92 Active Cost, 37 Real Cost) RKA 4 1/2d6, 40 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing.; +0), Autofire (2 shots; +1/4) (87 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Limited Range (270"; -1/4) (Real Cost: 32) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4) [40] 5) AC/10 (1 ton ammunition): Value: Weight: (Total: 109 Active Cost, 38 Real Cost) RKA 5 1/2d6, Autofire (2 shots; +1/4) (106 Active Points); OIF Bulky (-1), Real Weapon (-1/4), 20 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing.; -1/4), Limited Arc Of Fire (180 degrees; -1/4), Limited Range (225"; -1/4) (Real Cost: 35) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3) [20] 6) AC/20 (1 ton ammunition): Value: Weight: (Total: 152 Active Cost, 45 Real Cost) RKA 8d6, Autofire (2 shots; +1/4) (150 Active Points); OIF Bulky (-1), 10 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing.; -3/4), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Limited Range (135"; -1/4) (Real Cost: 43) plus Penalty Skill Levels: +1 vs. Range Modifier with a single attack (Real Cost: 1) [10] 7) Ultra AC/5 (1 ton ammunition): Value: Weight: (Total: 110 Active Cost, 43 Real Cost) RKA 4 1/2d6, 40 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing.; +0), Autofire (5 shots; +1/2) (105 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Limited Range (300"; -1/4) (Real Cost: 38) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4) [40] 8) Gauss Rifle (1 ton ammunition): Value: Weight: (Total: 133 Active Cost, 45 Real Cost) RKA 5 1/2d6, Armor Piercing (+1/2) (127 Active Points); OIF Bulky (-1), 8 Charges (Recovers Under Limited Circumstances; Charges must b e recovered by servicing; -1/2), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Limited Range (330"; -1/4) (Real Cost: 39) plus Penalty Skill Levels: +4 vs. Range Modifier with a single attack (Real Cost: 6) [8] 9) AC/LB10x: Value: Weight: (Total: 117 Active Cost, 46 Real Cost) RKA 3d6+1, 100 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing.; +1/4), Autofire (10 shots; +1) (112 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Limited Range (270"; -1/4) (Real Cost: 41) plus Penalty Skill Levels: +3 vs. Range Modifier with a single attack (Real Cost: 4) [100] Value: Weight: IS Missile Weapons 1) LRM 5 (1 ton ammunition): Value: Weight: (Total: 96 Active Cost, 57 Real Cost) RKA 3d6, Indirect (Same origin, always fired away from attacker; +1/4), 24 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing; +1/4), Explosion (+1/2) (90 Active Points); Limited Arc Of Fire (180 degrees; -1/4), Limited Range (315"; -1/4), Real Weapon (-1/4) (Real Cost: 51) plus Penalty Skill Levels: +4 vs. Range Modifier with a single attack (Real Cost: 6) [24] 2) LRM 10 (1 ton ammunition): Value: Weight: (Total: 152 Active Cost, 89 Real Cost) RKA 3d6, Indirect (Same origin, always fired away from attacker; +1/4), 24 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing; +1/4), Explosion (+1/2), Autofire (2 shots; +1 1/4) (146 Active Points); Limited Arc Of Fire (180 degrees; -1/4), Limited Range (315"; -1/4), Real Weapon (-1/4) (Real Cost: 83) plus Penalty Skill Levels: +4 vs. Range Modifier with a single attack (Real Cost: 6) [24] 3) LRM 15 (1 ton ammunition): Value: Weight: (Total: 152 Active Cost, 89 Real Cost) RKA 3d6, Indirect (Same origin, always fired away from attacker; +1/4), 24 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing; +1/4), Explosion (+1/2), Autofire (3 shots; +1 1/4) (146 Active Points); Limited Arc Of Fire (180 degrees; -1/4), Limited Range (315"; -1/4), Real Weapon (-1/4) (Real Cost: 83) plus Penalty Skill Levels: +4 vs. Range Modifier with a single attack (Real Cost: 6) [24] 4) LRM 20 (1 ton ammunition): Value: Weight: (Total: 163 Active Cost, 96 Real Cost) RKA 3d6, Indirect (Same origin, always fired away from attacker; +1/4), 24 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing; +1/4), Explosion (+1/2), Autofire (5 shots; 4 Shots; +1 1/2) (157 Active Points); Limited Arc Of Fire (180 degrees; -1/4), Limited Range (315"; -1/4), Real Weapon (-1/4) (Real Cost: 90) plus Penalty Skill Levels: +4 vs. Range Modifier with a single attack (Real Cost: 6) [24] 5) SRM 2 (1 ton ammunition): Value: Weight: (Total: 69 Active Cost, 40 Real Cost) RKA 2d6, Indirect (Same origin, always fired away from attacker; +1/4), 50 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing; +1/2), Explosion (+1/2) (67 Active Points); Limited Arc Of Fire (180 degrees; -1/4), Limited Range (135"; -1/4), Real Weapon (-1/4) (Real Cost: 38) plus Penalty Skill Levels: +1 vs. Range Modifier with a single attack (Real Cost: 1) [50] 6) SRM 4 (1 ton ammunition): Value: Weight: (Total: 82 Active Cost, 48 Real Cost) RKA 2 1/2d6, Indirect (Same origin, always fired away from attacker; +1/4), 25 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing; +1/4), Explosion (+1/2) (80 Active Points); Limited Arc Of Fire (180 degrees; -1/4), Limited Range (135"; -1/4), Real Weapon (-1/4) (Real Cost: 46) plus Penalty Skill Levels: +1 vs. Range Modifier with a single attack (Real Cost: 1) [25] 7) SRM 6 (1 ton ammunition): Value: Weight: (Total: 98 Active Cost, 57 Real Cost) RKA 3 1/2d6, 15 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing; +0), Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2) (96 Active Points); Limited Arc Of Fire (180 degrees; -1/4), Limited Range (135"; -1/4), Real Weapon (-1/4) (Real Cost: 55) plus Penalty Skill Levels: +1 vs. Range Modifier with a single attack (Real Cost: 1) [15] 8) Streak SRM 2 (1 ton ammunition): Value: Weight: (Total: 92 Active Cost, 53 Real Cost) RKA 2 1/2d6, Indirect (Same origin, always fired away from attacker; +1/4), 50 Charges (Recovers Under Limited Circumstances; Charges must be recovered by servicing; +1/2), Explosion (+1/2) (90 Active Points); Limited Arc Of Fire (180 degrees; -1/4), Limited Range (135"; -1/4), Real Weapon (-1/4) (Real Cost: 51) plus Penalty Skill Levels: +1 vs. Range Modifier with a single attack (Real Cost: 1) [50] I've also utilized TUV's speed conversion system, and extended some of ghost-angel's work to account for armor. With regard to armor, I've decided to go with a split-system. The Mecha will have a base armor everywhere, and then ablative armors for each critical section (torso, head, arms, and legs). By splitting the armor like this, the mecha is still provided *some* protection from small arms even when heavily damaged. The split armor also allows for the smaller arms (small lasers, ac/2s) to damage the outer armor and thus slightly damage the mech, while not penetrating the inner band of armor. However, when the outer armor is damaged, and the light weapon's shots hit a weak (ablated) point, they can damage the mech itself. I recommend the critical damage section from TUV. I'll attach my working spreadsheets and a sample mecha (the Jenner).
  12. How would one go about replacing stats with powers. For example, if I had a player wanting to go full conversion cyborg? His physical stats (STR, DEX, CON, END, STUN, BODY, SPD, PD/ED, REC, Run/Swim/Leap would all switch to fixed values, regardless of original values. Suggestions on how to model this?
  13. Hey guys, I thought I'd post an idea I had for a cyberdeck/netrunning rules, and thought I'd pass them by some people who have more experience than I. Importantly, the concept of netrunning in this world is threefold: 1) Augmented Realtiy - The user views the internet as an augmented reality "above" the real. For instance, a user logged in to the net in this mode may see the "ghosts" of other users that are there in virtual mode and not there in the flesh. 2) Virtual - Users completely immerse themselves in the internet, leaving their physical body somewhere behind and moving virtually only. Important: the user may "walk" or teleport around the "real world" in this mode. 3) "Going Virtual" - Users enter a purely "ficitional" realm, with no link to meatspace. Anyone have any questions/ideas/suggestions with this test build (below)? Netrunning: Characters wishing to Netrun must purchase a Cyberdeck that will act as their vehicle in the net. To interact with the network beyond the purely physical level that the 'deck provides, characters must purchase programs. Programs are normal powers purchased with the -2 disadvantage “Only in Cyberspace” and OAF (Cyberdeck). Connecting to the net is a full-phase action, and the network becomes available four segments later. Between the time that the player reconnects and the time the network becomes available, the avatar will stand still, unreacting to the passing net around her. Some cyberdecks have Variable Power Pools (Net Pool). Having a net pool is analogous to having development tools on a regular computer, it allows construction and modification of programs on an as-needed basis. Damage taken in the net is applied to the cyberdeck. If the cyberdeck is destroyed (reduced to negative body), then the cyberdeck is destroyed. Damaged (but not destroyed) cyberdecks can be repaired at a rate of 1 body/hour with a successful computer programming roll. If the cyberdeck is stunned or Knocked Out, then the netrunner is booted from the net. Characters knocked out of the net in this manner can reconnect immediately and all STUN/SIGNAL loss is immediately healed. Attacks against players (affecting player's body/stun, not the decks) can be made in the net if they have the “Trans dimensional” advantage, but only work against jacked in players and are very rare and almost always illegal. Cyberdecks: Cyberdecks are purchased using a combination of vehicle and character templates: Stats: Avatar STR (STR) CPU Speed (DEX) Lag Compensators (CON) System Integrity (BODY) Firewalls and Data Shields (DEF) #Cores (SPD) Error Correction and Control (REC) Connection Integrity (STUN) Avatar Movement (RUNNING) Avatar Swimming (SWIMMING) Avatar Jumping (JUMP) A basic netrunning cyberdeck has the following stats: Basic Cyberdeck Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 10 BODY 0 2 SPD 0 4 REC 0 20 STUN 0 6" RUN 0 2" SWIM 0 0" LEAP 0 Characteristics Cost: 0 Cost Power 18 Cyberdeck: Multipower, 40-point reserve, (40 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), OIF (-1/2) 1u 1) Netrunning: Extra-Dimensional Movement (Single Dimension) (20 Active Points); Limited Power Power loses about half of its effectiveness (Meat body remains in real world, but cannot move, percieve, act.; -1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), Lockout (Augmented Realtiy; -1/2), OIF (-1/2) 1u 2) Augmented Reality: Perceive into a single other dimension with Hearing Group, Sight Group, Smell/Taste Group and Touch Group (40 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), Lockout (Netrunning; -1/2), OIF (-1/2) 20 Avatar: Shape Shift (Sight, Hearing, Radio, Smell/Taste and Touch Groups, any shape), Makeover, Reduced Endurance (0 END; +1/2) (70 Active Points); Limited Power Power loses almost all of its effectiveness (only works in cyberspace; -2), OIF (-1/2) 4 Wireless Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), OIF (-1/2) 22 Cyberdeck Memory: Variable Power Pool (Program Pool), 20 base + 2 control cost, (30 Active Points); all slots Limited Power Power loses almost all of its effectiveness (Only works in Cyberspace; -2), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Limited Charge; -3/4), OIF (-1/2) Powers Cost: 66 A non-hacking/normal user deck would not have the VPP.
×
×
  • Create New...