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Harrkonen

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Posts posted by Harrkonen

  1. I'm currently heading a campaign where a good deal of sword fighting and HTH combat are invovled and practiced on a regular basis, up till now I've tried to cover all the details for said combats but one is still evading me, even with the Ultimate Martial artist book i can't find what I want. I'm wanting to know what would the modifiers be for combat between two people who are at different elavations from each other. fighting on a staircase for instance or having the higher ground. What would the different modifiers be for this?

  2. Re: Star Wars Hero Resources

     

    somewhere I wrote up an X-Wing but no clue where its filed

     

     

    I've been using pre-existing writeups of fighter craft for a good basis of my starfighters. Things like the F-22 Raptor and F-16. I used both of these to make a Jedi Starfighter and a Clone Starfighter respectively, using mostly just their base characteristics and then tweaked as I saw fit.

  3. Re: Star Wars Hero Resources

     

    ok, I lied apparently

     

    heres what I dredged up off a backup CD

     

     

    Cost Powers END

    11 Mersonn Q2 Holdout Blaster: Multipower, 44-point reserve, (44 Active Points); all slots OAF Fragile (-1 1/4), 6 Charges (-3/4), Inaccurate 1/2 OCV (-1/4), Custom Modifier (Common, but illegal in a lot of systems[11-]; -1/4), Limited Range (-1/4), Custom Modifier (Visible Light Weapon; -1/4)

    1u 1) RKA 1 1/2d6 (vs. ED ), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (44 Active Points); OAF Fragile (-1 1/4), Beam (-1/4), Reduced By Range (-1/4), Inaccurate 1/2 OCV (-1/4), Custom Modifier (Common, but illegal in a lot of systems[11-]; -1/4), Limited Range (-1/4), Custom Modifier (Visible Light Weapon; -1/4) 0

    1u 2) EB 5d6 (vs. ED ) (25 Active Points); OAF Fragile (-1 1/4), Real Weapon (-1/4), Reduced Penetration (-1/4), Reduced By Range (-1/4), Beam (-1/4), Inaccurate 1/2 OCV (-1/4), Custom Modifier (Common, but illegal in a lot of systems[11-]; -1/4), Limited Range (-1/4), Custom Modifier (Visible Light Weapon; -1/4) 0

    26 Drerean Defender Sporting Blaster: Multipower, 52-point reserve, all slots 64 Charges (+1/2) (78 Active Points); all slots OAF Fragile (-1 1/4), Real Weapon (-1/4), Custom Modifier (strength minimum; -1/4), Custom Modifier (Visible Light Weapon; -1/4)

    1u 1) EB 6d6 (vs. ED ) (30 Active Points); OAF Fragile (-1 1/4), Beam (-1/4), Real Weapon (-1/4), Custom Modifier (strength minimum; -1/4), Custom Modifier (Visible Light Weapon; -1/4) 0

    2u 2) RKA 2d6 (vs. ED ), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (52 Active Points); OAF Fragile (-1 1/4), Beam (-1/4), Real Weapon (-1/4), Custom Modifier (strength minimum; -1/4), Custom Modifier (Visible Light Weapon; -1/4) 0

    32 Blastech DL-18 Blaster Pistol: Multipower, 60-point reserve, all slots 125 Charges (+3/4) (105 Active Points); all slots OAF Fragile (-1 1/4), Custom Modifier (strength minimum; -1/4), Custom Modifier (Visible Light Weapon; -1/4), Beam (-1/4), Custom Modifier (Restricted Ownership in some systems[8-]; -1/4)

    1u 1) EB 6d6 (vs. ED ) (30 Active Points); OAF Fragile (-1 1/4), Reduced Penetration (-1/4), Custom Modifier (strength minimum; -1/4), Custom Modifier (Visible Light Weapon; -1/4), Beam (-1/4), Custom Modifier (Restricted Ownership in some systems[8-]; -1/4) 0

    2u 2) RKA 2d6 (vs. ED ), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (52 Active Points); OAF Fragile (-1 1/4), Custom Modifier (strength minimum; -1/4), Custom Modifier (Visible Light Weapon; -1/4), Beam (-1/4), Custom Modifier (Restricted Ownership in some systems[8-]; -1/4) 0

    22 Blastech DL-44 Heavy Blaster Pistol: Multipower, 61-point reserve, all slots 32 Charges (+1/4) (76 Active Points); all slots OAF Fragile (-1 1/4), Custom Modifier (Beam Weapon with half normal Range; -1/2), Custom Modifier (Visible Light Weapon; -1/4), Custom Modifier (strength minimum; -1/4), Custom Modifier (Common, but illegal in a lot of systems[11-]; -1/4)

    1u 1) EB 7d6 (vs. ED ) (35 Active Points); OAF Fragile (-1 1/4), Custom Modifier (Beam Weapon with half normal Range; -1/2), Reduced Penetration (-1/4), Custom Modifier (Visible Light Weapon; -1/4), Custom Modifier (strength minimum; -1/4), Custom Modifier (Common, but illegal in a lot of systems[11-]; -1/4) 0

    2u 2) RKA 2d6+1 (vs. ED ), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (61 Active Points); OAF Fragile (-1 1/4), Custom Modifier (Beam Weapon with half normal Range; -1/2), Custom Modifier (Visible Light Weapon; -1/4), Custom Modifier (strength minimum; -1/4), Custom Modifier (Common, but illegal in a lot of systems[11-]; -1/4) 0

     

     

    Total Powers & Skill Cost: 102

    Total Cost: 102

     

    Total Disadvantage Points: 102

     

     

    Great stuff. I actually had forgotten about the multiple settings on modern blasters in the Starwars universe. (thats what you get when you stick around studying the Clonewars era of things) I'd clean forgotten about the different settings you could set your blasters to.

    Also here's the simplistic Lightsaber write up we've settled on.

     

    Lightsaber

    HKA 2d6 AVLD (Defense is Forcefield, parrying with another lightsaber etc.) Does BODY, Reduced Endurance: 0 Endurance, OAF.

    It also has a damage shield of the same damage amount.

     

    This makes the lightsaber very deadly in the right hands but not a weapon to end all weapons. Some might say that Hardend armors could also apply as a defense but this is not the case, things such as heavy blast doors seem like they would be a Hardened substance and they probably are but the reason it takes a lightsaber forever to cut thru is because of the sheer amounts of BODY these things have. It's a simple quick and dirty build but it works and performs the desired effect. There are probably better ways to make it though.

  4. Re: Star Wars Hero Resources

     

    They might not have had limbs blown off, but they were still dead. I'm guessing Lucas just didn't want to have a lot of blood and gore in the movies. And Body damage is just an abstract mechanic. You don't have to really do a lot of traumatic damage to a body to kill a person.

     

    "Wanna see a magic trick"

    "I'll make this pencil disappear"

    BAAMM!!

    "See, gone."

     

    Guys dead, yet no limbs were blown off...

     

     

    Lol good reference but my point is somewhat still there I mean a Stun multiplier isn't too far fetched. I mean yeah it's pretty safe to assume that since they were minions of the highest caliber that they were dead. THey'ed by lucky if one hit kill rules weren't being applied but in some of the Heroic level games we've played that use firearms etc...we've come to notice that just as many people that we actually kill (10 body reduced to a -11 body) we've seen just as many end up with somthing like -1 or -2 Body but they took a crap load of stun (40 in the hole etc...) to the casual observer yeah he's dead. But if he gets medical attention he'll be just fine. I just like to think that the armor they wear actually means somthing is all lol.

    Still the point I'm getting to is that the current system with it's write ups for some setting works wonders if modified just slightly. I can't say the same for higher level settings but to each his own.

  5. Re: Starwars Vehicles: Any ideas?

     

    Well' date=' this isn't really true. This is a takeoff from the X-wing and TIE Fighter games and not from the movies. The computer game made the shields much more powerful than they were in the movies or early novelizations. In the movies you can see that the fighters, while able to take some hits, weren't able to survive a barrage of hits (unlike in the video game where my x-wing with fully charged shields could survive a turbolaser from a Star Destroyer).[/quote']

     

    actually very true. Prest you make a very good suggestion too i'll have to remember that one.

     

    But maur onto your point: you are absolutely correct. in the games the ships had far too powerful shields (unless you hit it up to hard difficulty blech...) anyway but that is why the ff is still treated as a ablative form. The standard ship laser cannon does a RKA 4d6 often with a AF modifier. this means on average if a ship is hit the shields will lose anywhere from about 9 to 12 points per hit. Meaning that after about 2 hits for a starfighter which is where this shield example came from, the shields are down, leaving the pilot with his ship's measly 6 DEF and 20 BODY (Once again from the same ship mind you) to fend for itself and the shields themselves won't recharge until at least a minute of not getting hit has gone by. And as for somthing such as a turbolaser from a Stardestroyer...well for the most part lets just hope that the Turbolasers have somthing more important to focus on rather then you. 6-8d6 RKA AF 2 shots can really tear you a new asshole.

     

    Although regarding that didn't the Millenium Falcon take a number of hits from a Stardestroyer's guns? Of course this can be chalked up to the fact of it's Shield generator being much more substantial then that of a Starfighter. Still the re-routing of the power happens often in the movies, you can often hear quotes of Luke or Anakin telling R2 to switch the power to front or rear deflector shields.

     

    Finally for my last point if one might argue fighter craft other then the Main character's who were often shot down in one to two shots I once again re-instate this being the Pulp feeling of the setting where in Pulps the minion mortality rate is often very high.

  6. Re: Mass Effect Campaign Setting

     

    Mass Effect isn't a bad idea for a setting of a campaign. What with all the information the actual game provides and how they actually explain a great deal of things it can be a rather entertaining setting to create. I personally have been in the works of a StarWars campaign and have been doing quite a bit of extra research for the setting and I've come across a few things that helped make things game mechanic's wise a whole hell of alot easier. Use existing stats and write ups.

    I've found that rather then starting from scratch and making your own weapons, armors, etc... it's much easier to take and modify existing equipment and re-design as needed.

    Now most of you are thinking "Duh...of course that's easier" and yeah it's a no-brainer but the fact is that the current makes of things at least on the equipment front has been made to be balanced and effective. I know from experience that while creating your own equipment and weapons from scratch is cool, it can have disasterous results.

    Another careful thing to consider is that while you may have a solid understanding of the Mass Effect universe, do your players also have this knowlege?

  7. Re: Star Wars Hero Resources

     

    I'm not putting up a resource link and I'm hoping I'm not gonna get yelled at for that but I'm hoping this helps nonetheless:

    I'm currently in the touch up period of starting my own SW campaign. We chose reletively low powered high-fantasy like point totals. (130pt characters not including the force VPP) We ended up rather then making up our own new weapons and armors we simply adjusted slightly existing items from the dark champions book as they are well suited for the power level of the campaign. This action helped us actually get that more Pulp like feeling we wanted to get.

     

    Example: Blaster Rifle: 2d6 AF5 with +2 Increased STUN Multiplier with 40 Charges

    The orginal base model was a M4. We applied this principal to all firearms to simulate their rather dangerous and painful effects. If one thinks about it from seeing footage from the series how much BODY do you think stormtroopers actually took? What with no blood, no limb removal, etc (although this is in reality a example of the pulp feeling of the setting)...rather then dead a good deal of many victims may end up getting a big dose STUN. Multiply that by hit location multipliers and you have people who aren't getting up for a while. This is of course...all just theory and what we've come to enjoy for our campaign.

  8. Re: Starwars Vehicles: Any ideas?

     

    Okay you're guy's insight has been rather helpful. Now I have somthing purely that I want to get your Opinion's on.

     

    Deflector shields.

    Normally when these are designed people think of forcefield or force wall. However even with things such as Ablative, activation roll, sectional defense etc...none of these give the proper simulated effect of deflector shields. The effect of course being that they can sustain a beating until they are knocked out which then the ship is now defenseless (unless it has armor of some kind) The problem lies in that with this technology one's shields can recharge if the pilot manages to evade fire for a few moments and until they go down the ship takes no damage (save for the pilot getting bumped around a little)

     

    A possible way myself and a friend devised was as follows

     

    Deflector Shields

    Forcefield

    2 ED

    with custom adder of X10

    Custom Limitation of: Lockout once shields collapse

    Extra time 1 minute only to re-erect shields once down

    Focus OIF, Bulky,

     

    Basically this build was the what we came up with when we put our heads together. It gives this ship a total ED of 20 that slowly is whittled away bit by bit. If the ship avoids fire for at least 1 minute the shields recharge to full. Also in this manner one can divert power (Or in essense Push) the defense of the force field. (rather then make a roll the action just takes a phase). While i know this is a somewhat odd build for somthing that should be much simplier the truth is that there isn't. Thru standard means using the Hero system it's actually very difficult to correctly replicate that behavior of shields from things such as Starwars and Startrek.

  9. Re: Starwars Vehicles: Any ideas?

     

    I need fairly detailed specs on things such as land speeders, speeder bikes, and a few fighter ships. The campaign is set during the Clone wars. In the past with campaigns that involved space travel and ships we've made a few ships but they are actually very harsh in combat and rather clumsy. I'm hoping for something that I can use to actually simulate ship to ship combat. And I've poked at some of the various threads but haven't dug too deeply I still have trouble navigating around here not a very experienced thread hopper.

  10. I'm fixing a Starwars campaign in the near future and I have pretty much all my bases covered save for one. Vehicles. I've never been that good at designing them and I'm really wanting some help on this one. I'm a big fan of the SW universe so it really bothers me that I'm needing help on this part...Anyone have any suggestions or examples for me?

  11. Re: Indiana's pistol

     

    The truth behind Indy's pistol is it changes throughout each of the movies. The latest movie :Kingdom of the Crystal Skull. He uses a .38 Break action Webley revolver.

    but in the Raiders of the Lost ark he definatly used a revolver that had a swing out cyliander. IN certain fights indy is always willing to pick up different guns as pointed out before, but the default weapon he keeps coming back to seems to be that little 6 shooter.

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