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  1. When you say buy levels do you mean CSLs? or PSLs? I don't have a copy of that. Could you summarize?
  2. For clarity, I'm going to refer to the Race as "the character" for simplicity's sake. Also to clarify, When I say car chase I generally mean vehicle combat as well. For example I would expect the character to be able to run parallel to a car in motion, draw a gun, and attempt to shoot the driver of the car they sidled up to. In a drive-by hit for example. Which might lead to the driver attempting to shoot back and both parties beginning evasive action. The character should be able to shoot the driver as easily as the driver could shoot him, but he's at a disadvantage in other ways. If the Character had to slow down too much then they likely wouldn't be able to catch back up. Also, the character is much more unprotected in this situation so one wrong move and the character is hamburger. Using NCM is a decent starting place, but has some issues to iron out. The first is how to handle/cost having a reasonable OCV still available for use during that NCM to make the shots he might try to make in the above situation, and the second is that it leads to nested NCMs. The character is only able to match the vehicle's combat speed by using NCM, but the vehicle can move even faster than that with it's own NCM. That would suggest that to make this work the character must have an NCM to reach combat highway speed, and another multiplier for NCM to reach non-combat highway speed. I don't really know what kind of advantage/limitation to give an NCM that gets it's normal OCV even in limited circumstances. It's a pretty extreme violation of the RAW in the sense that there's no costs applied to the idea, so I don't have a rubric for how big a deal the change would be other than "pretty big" since the RAW saw fit to give it no write up at all. I tend to agree that the strafe thing would apply. The concept works best if they only get their normal OCV/DCV against something moving as fast as they are. But it leads to the question of where the cut-off point is? When do the rules change to "car chase mode"?
  3. I got a real weird one now. So I'm building a race concept for a cyberpunk setting. The concept is a Genetically modified race designed to be able to thrive in a cyberpunk setting without as much need for technology in that setting. A Megacorp creating a "Green" worker you might say. That means they have things like biological "datajacks" and other goofy abilities, but the one I'm having trouble with is the race's supposed ability to not need a car. Which is to say that the race should be able to run at vehicle speeds (doing messenger work by foot at the same speed as a car would, but without the gasoline or vehicle costs) and be road legal. However, this isn't meant to be useful in normal combat for a starting character. So how to do I reconcile that with the ability? My idea is to make the highway speed take too long to reach to be combat useful (and because of what it is it would have the same sort of restriction that vehicles might have such as turn mode). We're not done with this yet though. If it was that simple I might buy it as a teleport or just let the GM hand wave it, but there is some other needs that the write-up must satisfy: 1) The race can take part in car chases and shoot outs once at full speed. This is part of the "doesn't need a car" bit, where the race should be able to do anything it would be able to do if it had a vehicle (within reason I suppose) 2) That the race can eventually pay more points into the ability to reduce the slow acceleration which means it might become useful in non-car chase combat. I realize this is something that most systems wouldn't be designed to do. (But then working outside established norms is what I'm all about) What I'm thinking currently is perhaps buy the full speed of running and then give it a limitation "cannot accelerate beyond 12m in a turn" or something of that sort. Perhaps even building a table with increasing levels of limitation based on how much smaller the max acceleration rate is compared to the maximum velocity. But I think no matter what I do it's gonna be a bit hinky.
  4. This is a good point. So I looked up some D&D classic Diseases and decided to try to build Mummy Rot. For those unfamiliar it's a disease inflicted by Mummy's that wastes the victim to dust over time. This is the stuff I came up with: Mummy Rot: Drain CON 1d6 (10pts), Delayed Return Rate (Until Healed +2) Damage Over time (Base +1, Once a day -3x2 (must wait), Disease +1 (makes a CON Check), total -4), No Range (-1/2), Linked -1/2, LIM -5 Total: 5pts Drain PRE 1d6 (10pts), Delayed Return Rate (Until Healed +2) Damage Over time (Base +1, Once a day -3x2 (must wait), Disease +1 (makes a CON Check), total -4), No Range (-1/2), Linked -1/2, LIM -5 Total: 5pts HKA 2d6 (30 pts) (this would be the attack that inflicts the disease which the above are linked to) Two Limitations/advantages of my own design in there: "Disease". Damage over time can choose to take an infinite number of Increments. This advantage can only be taken under two conditions: the increment length is a day or longer, and there must be some way of removing the disease provided. Either a Roll, a reasonably available medicine, or reasonably available magic. If a roll is selected then it should be attempted before every effect. This is +1 more advantage. "Until Healed" Delayed Return Rate +2. Drain isn't healed until the rest of the disease is. Can only be taken if the power also has "Disease" So with that write-up I've put the Saving Throw mechanic inside the new rules I made. Which I'm still leaning toward because it models both avoiding the disease (with an early roll success) and cutting it's effect time short (with a successful roll later on). Curious what you guys think, and hope that my write up isn't to messy or hard to follow. Notes: "Disease" builds off the NND rules that don't give a huge cost increase for the all or nothing effect but require a special condition to counter the effect. "Until healed" is built off the "absolute effect rule" section from 6E1 page 133, which to say that it is costed to be roughly a length of time so long that it might as well be indefinite.
  5. So I'm working on a Race Package that I intended to be resistant to Poisons and Disease, but found that Hero System (rather uncharacteristically) handles poisons very all or nothing. (and at a staggeringly cheap cost no less, with 10 points making you immune to everything) I also didn't see an easy way to make saving throws in the system, which is to say, some way of making some character more resistant to poisons that others. The biggest problem I see is cost. In a fantasy setting for example, Poison immunity can be a big deal. There are lots of monsters and animals that have poisons that are intended to be threatening to a PC, even a very powerful one. So making themselves immune to all poisons for 10 points means a new inexperienced character is immune to things that maybe even Hercules and such are afraid of. I like saving throws for Poison because it give the PC a chance to shrug off a poison when they might not have seen it coming (perhaps it was in their drink) and it feels like it models immune systems pretty well which are themselves kind of all or nothing (you get sick or you don't). That said I'm not really married to the idea of saving throws, but when Hero didn't have what I needed out of the box, I guess I just gravitated to what I know. Using 6th Ed Hero. So the question is this: How can one model having different reactions to poison at a cost that makes sense? Looking for some granularity, and for the poisoned character to determine the level of resistance. (and to use CON somehow because that poor stat doesn't seem to get much love)
  6. Alright, so OP here, and it looks like I've got some confessions to make. Though before that I want to say that these suggestions have been tremendously helpful. Confession #1: I'm the GM. A big part of this question is what I should tell my players to expect when they play a gunslinger and to give them as many possible approaches as possible when they do. I'm working on a setting (which is to say, a set of ground rules and mechanics that I can reuse for multiple campaigns and hand off to other GMs if all goes well. Though I'm not holding my breath). That setting is meant to (Among other things) emulate a specific style of gunplay I had in mind and the OCV cap seemed to be the best way to do that. In the setting there's a sort of arms race between HtH and Guns/Bows. The first time a Gunman emptied a magazine at a high level martial artist and hit nothing but air (matrix style) they had to ask themselves: "Well... what do I do about that?". So the OCV cap is a mechanical equivalent to what's going on in the "real" world of the setting. Being a gunslinger in the setting is largely stating "My art is to find solutions to this problem". Mind you guns have other advantages like being able to take more shots per turn then a close-combat character would. A common belief in the setting is "Guns are weapons of the Mind, swords are weapons of the body" which is to say that a gunslingers greatest asset is his cleverness with a more versatile weapon, and a martial artists greatest asset is his speed and strength. Confession #2: I've made a couple posts with regards to this setting and I'm struggling with how much context to give when I want some input (thus far I've avoided setting detail entirely because it seemed unnecessary). The setting is very large and involved and could easily wander off with bits about how this or that works, how things relate to each other etc. One of the principle problems the scope of the setting causes, is that it is a cross genre setting. It includes Horror, Cyberpunk, Fantasy, High-Tech, Low-Tech, and the full range of D&D power levels so a starting character is a highly skilled normal but a long term character is god-like. Not all of these are happening simultaneously and in fact the setting is designed to add or drop them as desired. It was originally conceived long ago in my youth when I thought about how there were many game systems that could handle different genres (Hero, GURPS, FATE etc) but not any settings that could change genres mid campaign. So I set out to make a setting that could handle mid campaign genre shifting without plane hopping. Whether or not I was successful and whether or not the setting was necessary is certainly debatable, but one thing is for certain: After many years and a great deal more experience with different RPGs I still have a lot of love for what I created, and Hero System seemed like the best system to seriously build the beast in (I originally tried building it from scratch. Guess how far I got). Confession #3: I must also confess that as a newer member of the Hero community I don't really know that kinds of assumptions that the good people of this forum will make, which ties into Confession #2 that I don't know how much information to give. Confession #4: I work long hours and have some social anxiety so staying active on the forum is a bit difficult. So sorry if I don't respond to things as punctually as I would like. @Tech "I would simply have the player who wants to shoot with the intent to miss make an attack roll. If you "hit", then the defensive person must move or get hit. PRE attk or Drain isn't accurate - some villains could care less if they get hit or not and will not move as hopefully intended (see original poster train of thought below)." This is a problem the concept runs into. No one in the setting will be able to take very many direct hits (god-level characters are godly dodgers not godly durable) but its not unreasonable to presume someone might choose a lesser of two evils. Several people have asked about where the cap is, and I have to admit I'm not entirely sure, but I'm thinking around 8 perhaps? Which is roughly where your characteristic for OCV would cap, Swordsmen and such however would be able to pile on CSLs to that value and it's not entirely unreasonable for a high level gunslinger to run into a high level Swordsman that he can't hit at all by default. Quite a long post, but i really needed to bring up the "how much context" problem somewhere, and if I said more than necessary I guess that just gives an example of what I'm talking about.
  7. I'm interested in some different perspectives on how to build a certain power or powers. From a special effect standpoint the maneuver involves shooting an opponent (who is assumed to be able to dodge bullets) with intent to miss. the idea being you are cordoning off an area (similar to suppression fire), trying to get your opponent to dodge left as opposed to right or otherwise bait you opponent into a certain behavior, by shooting at them in a calculated way. Very anime Gun Fu type stuff. The intention of this power is to reduce an opponent(s) DCV from duress or position control. Campaign rules are that guns can't have an OCV above a certain value, and therefore Gunslingers must reduce a target's DCV to be effective. This is the in game mechanic for the assumption that strong warriors can dodge bullets. People can get faster so they can buy however much OCV they want, but bullets are always the same speed regardless of the shooter, so the OCV has a hard cap. My first thought is to use a straightforward Drain with an area of effect, maybe a Suppression Field (which gets around the fact you can't hit your opponent normally), but would like to hear some other interpretations. I thought about Mind Control or Images, but they didn't seem to fit. Change Environment might be a possibility? Using just the 6e source books btw.
  8. I'm trying to nail down some guidelines or generalized rules to find out how comparable those things are (assume we're talking +10 to STR Maxima or STR Hard Cap). I was just throwing some stuff out there, but you say those things aren't comparable? would that be because we're equating +10 STR Maxima to +10 STR? That +10 STR Maxima is worth 10 AP and +10 STR is also 10 AP which is 20 AP less then 2d6 KA? Just looking for your reasoning. I could see an argument that +10 STR Maxima should be worth something like 8 points (10 STR, 10 AP; 1/4 Limitation: might not be used) or something like that.
  9. More than I expected. O= Let's get to it. So it seems there's some confusion over what I'm asking about. I'll see if I can clarify a little. What I'm looking for is a way to compare Maxima to something with an assigned cost, such as a 2d6 KA which is 30pts, if I remember correctly. Having a +10 STR Maxima/Cap for a race Template has no assigned cost. It's ?pts vs 30pts. So other than feeling it out there's no foundation/guidelines to know if giving beastman 2d6 KA (for claws perhaps) is roughly equivalent to giving a dwarf +10 STR Maxima/Cap. Moving maxima/caps around in equal measure is straightforward enough, but doesn't help if you want to balance a maxima change with something that isn't also maxima. Chris Goodwin - So it sounds like how that old system worked, is that you'd be paying in advance for the maxima you would have paid for. i.e. pay for half of the extra three points now, and then pay for the other half when you actually "have" them. Which sounds terrible in most instances. but on the other hand if I take that idea of costing what you would have paid, and then compare it to something else you would have paid then it works out a lot better. If one race can get +10 STR (10 Maxima for 10pt), then one might argue that is equivalent to a race that can learn a 2d6 Blast for 10pts. Then both races have an equal "cost of potential". Mind you the assumption being made there is that only that race can learn that 2d6 Blast. Other races might be able to learn magic or the like, but that would involve hoops that the "Blast" race wouldn't need to jump through. This helps a fair bit actually. Though it doesn't help if I want a race to HAVE a thing and balance it with another race that CAN HAVE a thing. I actually also like the idea of characters being able to obtain legendary status sentry0 and actually intend for the game to have a D&D style power curve over time (You starts as some punk killing goblins and if the gods smile upon you, you eventually become the mystical level 20, and start going toe to toe with said gods). This is part of how the example I first gave is meant to work. Most characters will eventually have massive rPD (like 20-30 maybe) that prevents all but the most powerful of blows because the normal cap for BODY is something like 30. They're surviving on that defense. But our "can't take Resistant Defense" fellow, has a different trick up his sleeve. Like the Undead, he just doesn't care about all those holes in him with his BODY of 150. Which is also means that the higher maxima/cap is guaranteed to be used, because the character wouldn't be able to function if it wasn't. (mind this isn't supposed to limit the race too terribly. Could be the Wizard just never misses a day at the gym.)
  10. I was wondering if anyone had any experience or advice on how to balance uneven Maxima with other things. Like for example what if I wanted to make two race packages be similarly powerful, and want to do this by giving a generous maxima to one (say, a high threshold for strength) and an ability to another (say, some amount of Shapeshift). Does anyone have any useful guidelines to follow for that? Like maybe a converted cost for a race package having a higher maxima then other races, that I could then compare to the cost of a static ability? For context I should probably discuss one of the more extreme cases of this that I want to do. So I'm creating a bunch of Race Packages for a setting I'm developing, and one of things I want to do is have one race with a maxima and characteristic cap for Body that is significantly higher than the other races due to the fact that the race cannot use normal defenses (this races cannot take resistant defense like everyone else, and has a lower DCV Cap) In practice I'd like this to amount mostly to flavor, with this race being able to tank attacks just like the other races but in a different way. (as an aside they would also have a healing acceleration of some kind so they heal all that BODY at the same rate as other races do) I can always just use my best judgement, but whenever possible I like to take advantage of other peoples experience. That's part of Hero System's appeal to me, is the access to the knowledge and experience that led to the conclusion that a given ability should cost X amount of points (and why sometimes it shouldn't). It's kind of a shame to me that (the 6e source book) doesn't seem to have guidance for the sort of thing I want to do.
  11. So I'll answer some of mallet's questions: They cannot move without being in a conductive medium. It is completely unaware of whether one conductive medium is a bad thing or not and will indeed be trapped in a wire that is severed with no contact to other conductive mediums. Yes the electrical being will die if its medium is destroyed. This is one of the reasons Piloting androids happens at all is so that theses pilots can safeguard and have access to the information needed to make good decisions about where the larger group of electrical beings make their home. The electrical lived a spartan but content and primarily social existence inside conductive mediums (with large conductive materials such as large gold deposits being similar to cities). If I understand how electricity works it's roughly the instance of one electron hitting another in sequence which is why currents need a path. In the instance of these being I envision a rotating pattern of electron whose "age" is defined by how fast this pattern is spinning. They move by trading electrons with nearby molecules. Thus they are made up of the "pattern" and not the parts that make it up. The pattern is what moves along in a path. The spinning allows some allowance for the being to be "stationary". I'm not entirely certain about birth, but it would be one of two methods: Subdivision or electron sharing. Subdivision assumes the being is picking up electrons over time and eventually has enough to create a new being. Electron sharing would be similar to mammalian reproduction but might lead to the parents removing enough electrons to no longer be able to function. Either way a new birth would involve a kinetic event of some kind to deliver the spin and initial momentum that would define the lifespan of the new birth. as for the second race: In the instance of reproduction that would definitely be based on subdivision. There are little to no material parts to the creature, so this shouldn't be an issue. This is more or less correct. The Simpatico would have a range of movement defined by the range of the brainwaves, but could move freely around in them. Brainwaves would have to overlap in order to jump from one source to another. It would die as soon as there are no brainwaves in order to inhabit. I don't actually know how long brainwaves stick around after a source is gone, but a bit meta-game I would probably rule they stick around for a little bit. So they would be able to move within the last range of brainwaves that they most recently had (with whatever limits that might impose) before it dissipates.
  12. So I have an idea for two races, one of which I intend to use and another which I'm thinking about more for fun. Before you continue I will warn you that both these races use very dubious science/biology, but the concept is interesting so ah well. The first is what I call a Channeller, which is a sapient electrical current. They existed all along in the setting but it wasn't until electrical tools that have input and output that they and other races were able to communicate. When the Channeller is one of, or part of, the currents involved in the use of the device, they can manipulate it. After a time some of these Channellers were able to recognize patterns in the non-sapient currents around them, and began to repeat some of these currents back toward the output of the device they might be in. In a way not unlike people speaking different languages might try to use gestures to communicate, experimentation with these currents and people interacting with the devices lead to first contact. Thus the Channellers learned of an existence beyond the conductors which was their world. This eventually leads to android bodies that Channellers can "pilot" which allows them to interact with other races. Despite this, there will always be a gap between them and others since Channellers and the other races share none of the same senses, but merely translate them between each other, there one to our five and vice versa. I imagine that under normal circumstances the race would be represented mostly as an android that they are "piloting", but this leaves a fringe case of what the rules will do when the Channeller is inhabiting a conductor with no way of interacting with outside forces. Also instances of a Channeller who is jumping conductors quite frequently between say, a buildings defense systems, a cyberpunk "net" and perhaps others. How would you go about constructing a being so inherently foreign to us? Would you build the character as the thing it inhabits with rules for transfer? or build the current, with several zeroed characteristics to represent the fact that an electrical current has no physical presence or the standard five senses? The second race that I'm doing more for fun due to the strangeness of it, is a race I call "simpatico". Simpatico fall into a category of being I call "negative space beings". To explain, art has the concept of negative space, the place where nothing is drawn. If you drew a blue circle then the white space around it would be the negative. It defines the blue circle as much as the blue ink does. A negative space being is based on this idea that a being is made out of the space where things aren't. This is a race that is physically made of up distorted brainwaves, or rather the empty space around them. The brainwaves provide an outline, and the being is the space inside. This gives them natural mental abilities but limited interaction skills since brainwaves are not solid. Further this is a race that must have a brainwave source. So some other race must be nearby to create brainwaves that can be distorted. As a consequence they can read the mind of anyone in the area because their thoughts are what make up the outline of their body. Beyond that they can perform telekinetic attacks toward the individual in a sort of "you die in the dream you die in real life" sort of way. Alternately they can have some sort of artificial brain wave source, but most have something. If for example the Simpatico is being made out of the brainwaves of another individual and that individual dies, then the Simpatico dies as well, no longer having a source to create it's outline. I'm not too sure where to start with something like this as far as building it goes. Interested in other peoples opinions.
  13. Lots of advice and food for thought here. Though I do feel the need to make some clarifications. I tend to imagine the relationship between the character and god to be like a bad Job. Where the manager expects sometimes unrealistic things from the grunts (not having experienced that job or not for a long time at least). But instead of "smile to all customers" it's something like "plant a tree every day" (even though you're in a cyberpunk city where fertile ground can be hard to find). You're a representative of that god/company and anything you do that (they think) reflects badly on them and you're fired. I figure each god you can select will have 5 to 10 tenants you must follow with at least half being reasonable (don't be a dick), and the rest being esoteric or strange (always wear a purple hat facing north or must eat all food offered to you even if it's rotten/not meant for your species/knowingly poisoned). The big difficulties are the latter tenants and would be problematic in some easily foreseeable way, so I don't think a player would be too put off with the weird stuff being an issue since they knowingly agreed to them. Part of that is a desire for magic bought through this style of magic to have a large discount. Which is to say, as characters develop and gain more points to work with, the Patron Magic user is getting powerful spells sooner then other styles of magic. That's because Patron magic is affecting your entire life where the difficulties of other styles of magic are only affecting your spells. And also because it just would feel weird to me if the magic you get from the gods wasn't some of the "best". The first suggestions from Lucius and IndianaJoe3 are what I'm leaning toward currently, but the other suggestions will undoubtedly be useful ideas for later projects.
  14. So I'm a new hero player/gm and I was looking for some advice and opinions on how I would write up a form a magic that comes from some sort of fickle external source. The idea is that this type of magic comes from a god that the character must worship, and consequently follow the moral code of that god. If they don't then the god snatches that power away and the character must prove his worth to recover it (through a quest or some such). Now I am aware there are complications that would be able to simulate the behavioral restrictions, but they don't scale with the powers as a character develops. Using a Complication gives the PC a static amount of points, but doesn't give the character discounts to the power, even though the restriction is becoming greater and greater over the development of the character. A character who loses a small 1d6 RKA for unfaithfulness is getting the same rebate as a character whose losing a 10d6 RKA AND a 4d6 HKA AND some other powers, despite that fact that the second character is taking a much larger risk. Also there's a problem where I want more than one type of magic in the setting that can mixed and matched to a degree. This means that the way this magic works can't be built into the character. It needs to be purchasable wholesale in some way. I have the other types of magic largely worked out satisfactorily, but the other types all work as a VPPs or Multipowers with required limitations so they scale per power in a way that I would prefer this "Patron God Magic" to also scale. I can always make something from scratch, but I would really like to hear some opinions on how to do this using what's already in the system so I can used the point costs as a good starting point for balance. PS: I would put this in the fantasy hero forum, but the setting is a mash-up of multiple genres anyway and I thought opinions from people who work in different genres might be beneficial.
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