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Funk Thompson

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Everything posted by Funk Thompson

  1. The advantage "Based on ECV" does not effect whether a power can do BODY or not. That is only for the "Attack Versus Alternate Defense" option. Psychokinesis build in the book is OECV vs. DCV* and the damage would be vs. PD, it would do BODY, etc.
  2. Eh, this is already somewhat baked-in. Growth makes your "reach" increase, essentially giving you free stretching for all limbs. Personally, I liked the 5E growth since it was more granular, and in 6E I am usually building it out as a custom power rather than using the default growth power, unless I'm just making a quick NPC or something.
  3. Not a bad way to go re: skill roll on the END reserve. For me, I usually did Requires a Roll on each spell and used the active point penalty, but let you offset that penalty by spending extra time to cast the spell. +1 to offset per step up the time chart. It kind of served to encourage longer-lasting buffs cast before combat and smaller spells used in combat. But the biggest spells were 45 AP for that campaign (-5 to roll, -3 if you "haymakered" with Full Phase + 1 Phase or whatever,) and a 30 AP attack was more or less equal to most weapon attacks. Gets a lot more of an issue the higher your AP are going for spells.
  4. That results in all the associated problems of using a Transform to do "that thing I just can't figure out any other way to do."
  5. Note: I use "simplified" perhaps incorrectly here.... This was brought up in / by the "Balanced Starships" thread. For my Star HERO campaign, I was trying to make somewhat simplified rules for doing ship-to-ship combat with minimal use of minis or maps, since weapon and engagement ranges in my setting can range from a few hundred meters out to several light-seconds (or, more, using guided missiles or munitions - if you don't mind waiting a few days for results :D) I had the idea to adapt the very simplified Air-to-air chase / follow rules, from the 6E APG page 190-ish, but replacing "chase" with "advantage." Basically, all pilots / helmsmen make Combat Piloting rolls as Skill vs. Skill contests. Faster ships (whether by acceleration or current actual velocity) have a bonus to this roll, I hadn't exactly finalized this but was thinking +1 per 10m of difference in base flight speed. Winners of the roll have "advantage" over the opposing craft, and get to fire first on their next phase regardless of comparative SPD or DEX values - like the block / counterstrike mechanics. Advantage also means you can increase / decrease range between the craft by the difference in their velocity. But even this simplified setup gets REALLY complicated and time-consuming at realistic velocities and ranges. Assuming you start just outside of weapons range, 1.2m KM or so, 10m difference in flight speed means you are increasing / decreasing range by a few thousand meters per action phase. Dozens of per-phase rolls to whittle down that range. ----- Example: Rogue Trader (SPD 2, DEX 8, Flight 20m x512) is trying to escape from two Federation Interdictors (SPD 2, DEX 12, Flight 30m x256) The interdictors get +1 to their Combat Piloting roll due to higher base flight speed (higher base meters of flight = higher acceleration), up until the Trader reaches a velocity the interdictors cannot (it has a higher cumulative flight total.) If the trader were moving at more than 30x256m velocity, it would get the bonus, instead. (+1 per doubling of velocity?) At the start of combat, it is assumed / determined that both ships are on similar vectors (both "in orbit") and similar velocities (10m x 128), but outside of weapons range. 1.2m KM. Trader rolls 10 on 16-, interdictors roll 8 and 11 on 15-. One interdictor has "advantage" on the trader, and chooses to do a non-combat burn to catch up, reducing range by 60x128m. The other loses the contest, and the Trader opts to increase range to that interdictor. ----- Eventually, ships get in weapons range. At this point, you start actually doing combat maneuvers, and I set up the following: Broadside: -0 to CP Roll. +2 OCV, 1/2 DCV. This maneuver sets your ship up for a broadside attack, but makes your own craft a large target. Can fire all weapons on one side ship facing, unless multiple targets exist on multiple facings. Evasive Maneuvers ("Dodge") (Abort, vs. all attacks): -2 to CP Roll. -1 OCV, +3 DCV. Interpose: (Block, Abort) -2 to CP Roll. +0 OCV, +0 DCV. Only to block fire aimed at other ships. This maneuver places your ship into the path of an attack aimed at another ship; you take the damage rather than the target ship. Minimum Aspect Ratio (Abort): -2 to CP Roll. +0 OCV, +5 DCV (vs. one attacker.) A maneuver designed to make your craft as small a target as possible. If not aborted to, can be used in conjunction with forward-firing weapon attacks. Overrun: -2 to CP Roll, +2 to next CP Roll; Full Phase Action. +2 OCV, -1 DCV. Increase / Decrease distance on a single target by current velocity difference. Can fire forward weapons during maneuver if chasing; rear-firing if being chased. Strafe Run: -0 to CP Roll; Full Phase Action. +1 OCV, +2 DCV. Unless multiple targets exist on multiple vectors, ship can only fire weapons from forward facing and one side-facing of ship; so long as initially facing target ship and making a turn during the maneuver, or turning to face a target ship. Stabilize and Fire for Effect: -0 to CP Roll, Full Phase Action; +2 OCV, 1/2 DCV. +2 to offset range penalty. This is "Set + Brace" for spacecraft, basically. Can only fire weapons from one ship facing, unless multiple targets available on multiple vectors. Underrun: -2 to CP Roll, +2 to next CP Roll; Full Phase Action. -1 OCV, +2 DCV. Decrease / increase distance between your craft and target craft by target craft's current velocity. Can fire forward weapons during maneuver if chasing; rear-firing if being chased. The bonus / penalty to the CP roll applies to the roll made to make the maneuver, and this roll is a skill vs. skill roll (success = you complete the maneuver and gain the CV and other benefits, but can still lose the contest.) Just looking for input and/or dire warnings on this. The one scene I did on RPOL worked well enough, but I didn't really get much player feedback, and it was a very small encounter (them running from a larger fleet) and thus limited testing.
  6. Really, it sounds like this should be a variant of the "Power" skill, if you want it as a skill. Anything it can do beyond what the Power skill defines, should be bought as separate powers / talents / whatever. While you as GM can simply rule that the "Faith" skill is complimentary to any given skill based on circumstances, if you want to do it "legally" you would build this as Aid with the variable effect option (any skill.)
  7. I've found ship-to-ship combat using anything remotely close to "realistic" movement or weapon ranges is impossible to do on a map or with minis. I've been tinkering with using the chase / follow rules for aerial combat (piloting skill vs. skill rolls) and some combat maneuvers, things like "Evasive Maneuvers" as dodge, "Plot Firing Solution" as set / brace, "Overtake" or "Strafe" or the like all as martial maneuvers that affect the ships OCV / DCV and modify the piloting roll, but haven't had a lot of chance to test or finalize it. The idea was that I would compare the speed / acceleration of the involved ships, and whoever was faster had a bonus to the piloting roll (+1 per 10m or so difference.) Each participating ship would declare its intent, its planned maneuver, and roll piloting. Winner had "advantage" over the loser(s) and could fire first on their next phase, similar to block / counterstrike mechanics. So long as your piloting roll succeeded (vs. your own target number, not that you won the skill vs. skill part) your planned maneuver worked and you got whatever CV bonus. Tactics was a complimentary skill so long as the person rolling tactics was directing / controlling more than one ship (coordinating ship positioning to maximize firepower, or to cut off escape, etc.) Then I would note current distance and vector for ships, and adjust the numbers accordingly, but that gets crazy complicated if you are doing anything more than chase / follow or jousting I only got to really do one ship-to-ship combat with this, via an RPOL.net campaign I was running, and it "worked" but was hard to tell if the players really thought the same, and involved a whole lot of hand-waving so far as how ships were moving relative to each other. I'd love to do some real play-testing and theory-crafting with this, if I ever find time.
  8. I forget which book, but yes, you can use cumulative on flight - just dug it up, Star HERO 6E pg. 219. Using x8 noncombat means (without other mods) that acceleration goes up and it is hard to balance if you want bigger ships to have higher max speeds but slower accelerations. Don't get me wrong, you can do it that way (using mods that reduce acceleration on the higher noncombat movement power) but cumulative does the same with fewer mods - since acceleration never goes above the x2 noncombat speed, but higher cumulative modifier = higher top speed. You can also combine it with higher noncombat speed multiplier for ships (or drive systems or whatever) where that is appropriate.
  9. Source code is only if you want to tinker with it yourself or build apps that pull from the various exports HD can do. You only need to buy the core HD software to make characters and prefabs and such. It really is invaluable and very, very complete.
  10. For my Star HERO campaign, I use the cumulative advantage on flight. Smaller ships have more meters of base movement, but lower cumulative totals. 30m x256 vs. 20m x512, for instance. So smaller ships accelerate faster (less mass to throw around, higher thrust-to-mass ratio) while larger ships have higher top speeds (WAY more mass and lower thrust-to-mass ratio, but far more fuel reserves - and they almost all act as carriers for the smaller ships.)
  11. I could see EGO or PRE as the opposing skill in certain circumstances (EGO vs. seduction, for instance - willpower to resist the urge?) Edit: And yes, the Charm skill is vs. EGO
  12. Yes, I believe there are notes about such "read a person" rolls under the Acting skill and several other "interaction skills." They all note that the person attempting to "detect" their subterfuge or intent make a skill vs. skill roll, usually INT vs. the skill being used (see Acting skill in 6E1 p. 63) So, there is no "Insight" skill (but you could easily make one) but rather raw INT vs. the interaction skill roll.
  13. Note: You don't have to build the power armor as a single, compound power. I usually design such using a list; I apply the modifiers that all items will have to the list, then any specific modifiers for a given item in the list only to that power / item. This works especially well for equipment, since it also makes it easier to add or remove parts individually. Easier to read on the character sheet, as well.
  14. NHK Blends, for those that haven't heard of them:
  15. Post Modern Jukebox, NHK Blends, and Pentatonix a LOT, lately. Today, been digging around for good Tea Leaf Green live show clips.
  16. While we're on the subject Could we change the subject now? I was knocking on your ear's door, baby you were always out Looking towards the future We were begging for the past Well, we know we had the good things But those never seemed to last Oh, please just last Everyone's unhappy Everyone's ashamed Well, we all just got caught looking At somebody else's page Well, nothing ever went Quite exactly as we planned Our ideas held no water But we used them like a dam Oh, and we carried it all so well As if we got a new position Oh, and I laugh all the way to hell Saying, "Yes, this is a fine promotion" Oh, and I laugh all the way to hell Of course everyone goes crazy Over such and such and such We made ourselves a pillar We just used it as a crutch We were certainly uncertain At least, I'm pretty sure I am Well, we didn't need the water But we just built that, good God damn Oh, and I know this of myself I assume as much for other people Oh, and I know this of myself We've listened more to life's end-gong Than the sound of life's sweet bells Was it ever worth it? Was there all that much to gain? Well, we knew we missed the boat And we'd already missed the plane We didn't read the invite We just danced at our own wake All our favorites were playing So we could shake, shake, shake, shake, shake Tiny curtain's open, and we heard the tiny clap of little hands A tiny man would tell a little joke, and get a tiny laugh from all the folks drifting around in bubbles, and thinking it was us that carried them When we finally got it figured out, that we had truly missed the boat Oh, and we carried it all so well As if we got a new position Oh, and we owned all the tools ourselves But not the skills to make a shelf with Oh, what useless tools ourselves - Modest Mouse, "Missed the Boat"
  17. All I know is that the Space Marines did not feel at all overpowered for me when playing Space Hulk. Move, Overwatch... what do you mean I don't get to shoot the genestealer before it tears me in half? Granted, I did not know the rules very well, but my squad of 5 Terminators barely killed 5 genestealers before being torn apart.
  18. Damage Negation helps keep defense or attack values from having to escalate as far to provide adequate protection. It can be a bit of a pain to work with (since advantaged attacks are more AP per DC; so -2 DC Negation is more like -1 DC on a +1 attack) It also better simulates "limited invulnerability" - if you have, say, 10 DEF armor and -6 DC Negation, a 2d6k attack literally bounces off. A 4d6k would be 2d6k and just barely able to put BODY past DEF. I think DN works better in superheroic play to represent things like being invulnerable to small arms fire, but able to be hurt by a bazooka or anti-material rifle.
  19. Pistols in reality are effective out to 100m or so, just... good luck with aiming them that far. Pistol marksmanship competitions are generally 25 yard and 50 yard divisions. Modern sniper rifles can be effective out to 2km in some cases.
  20. Depends on how faithful you want to be to WH40K tabletop ranges, which, IIRC, were something similar to Battletech - super advanced space weapons with barely the range of late 18th Century muskets
  21. Give your sniper rifle +Max Range and Half RMod?
  22. This city's sleeping like a soldier trapped inside of an iron lung Machines can keep you breathing But what happens when you find a new war's begun? Flip a switch and turn it off You won't be able to breathe So either way you're a casualty I've got this burning like my veins are filled with nothing but gasoline And with a spark it's gonna be the biggest fire they've ever seen Cut me down or let me run Either way it's all gonna burn The only way that they'll ever learn We've got to turn it off Flip a switch And light up the night There is a city that this darkness can't hide There are the embers of a fire that's gone out But I can still feel the heat on my skin And this mess we're in, where you and I Maybe you and I We can still make it right Maybe we can bring back the light (At the heart of the city) At the heart of the city There is a building that looks down over all there is (And the man in the tower controls it all) And the man in the tower controls it all without raising a single fist (It's like they've gathered up the city and now) It's like they've gathered up the city, they sold it to the Devil and now It's gone to hell and they wonder how Well, a friend once told me Men, they would follow any man who would turn the wheels (Now the wheels are spinning out of control) But now the wheels are spinning out of control What would they do if we held them still? (If you destroy the working parts) If you destroy the working parts, what you'll get is a broken machine A beacon of light from a burning screen Light it up Light up the night (Light up the night) There is a city that this darkness can't hide There are the embers of a fire that's gone out But I can still feel the heat on my skin And this mess we're in, where you and I Maybe you and I We can light up the night Light up the night Light up the night Then we can light up the night (Light up the night) There is a city that this darkness can't hide There are the embers of a fire that's gone out But I can still feel the heat on my skin And this mess we're in, where you and I Maybe you and I We can light up the night (Light up the night) There is a city that this darkness can't hide There is a fire that will burn through the streets of the city And we will stand in the light, we will stand in the light You and I Maybe you and I We can bring back the light (Light up the night) There is a city that this darkness can't hide There is a fire that will burn through the streets of the city And we will stand in the light, we will stand in the light You and I You and I We can bring back the light - Protomen, "Light up the Night." (It's a rock opera based on Mega Man - yet is absolutely amazing 80's hair rock and also my favorite unintentional protest song)
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