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Found 5 results

  1. We were playing Monster Hunters, late one night When my character beheld an eerie sight A monster on a slab started to rise And suddenly to no one's surprise We did the smash, we did the monster smash The monster smash, when guns and monsters clash, We did the smash, collecting bounties in cash We did the smash, we did the monster smash From vampires lurking about in the dark To werewolves hunting in Central Park We have the firepower and we mean to fight And bump off the things that go bump in the night We do the smash, we do the monster smash The monster smash, when guns and monsters clash, We do the smash, collecting bounties in cash We do the smash, we do the monster smash There's ghouls and ghosts and goblins galore Seems there's always something more Godzilla ate half a neighborhood How they kept THAT a secret I've never understood We do the smash, we do the monster smash The monster smash, when guns and monsters clash, We do the smash, collecting bounties in cash We do the smash, we do the monster smash Now if doing mayhem to monsters is your own dream Don't go it alone, try to join with a team You need a weaponsmith to optimize your gun And take a headshot when you can to maximize your STUN And do the smash, we do the monster smash The monster smash, when guns and monsters clash, We do the smash, collecting bounties in cash We do the smash, we do the monster smash If you can hook up with us you're welcome to try To qualify for monster smashing with MHI The gear is the best stuff that money can buy Plus a paid for funeral when you finally die Then you can smash, then you can monster smash The monster smash, when guns and monsters clash, Then you can smash, collecting bounties in cash Then you can smash, then you can monster smash Lucius Alexander No bounty on a palindromedary
  2. A Troll has Distinctive Features that are "easily concealable?" ...How? Lucius Alexander I can't disguise a Troll as a palindromedary
  3. Equipment for monster hunters: Sharp Stake: (Total: 44 Active Cost, 25 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (+STR), Reduced Endurance (0 END; +1/2), +2 Increased STUN Multiplier (+1/2) (40 Active Points); STR Minimum 10 (-1/2), Variable Limitations (requires -1/2 worth of Limitations; Reduced Penetration + Real Weapon OR Only vs Vampires; -1/4) (Real Cost: 23) plus +2 with any single attack (4 Active Points); Limited Power only vs vampires (-1) (Real Cost: 2) I didn't see it in the weapons table, so I took a stab at it.... Lucius Alexander Palindromedary Enterprises
  4. I recently tried out a new house rule that I really like, so I thought I'd throw it out there for discussion. It was specifically developed for a Monster Hunter International game I ran at GenghisCon last month, but I think it could be applicable for any game with heavy Gun Fu. Something that's always bugged me a little about gunfights in Hero is how long it takes to run out of ammo. Even using Autofire, Rapid Fire, etc, a 30-round magazine will usually last several Turns. For my MHI game, I really wanted to simulate the "I empty the magazine, drop that weapon, and draw my backup" standard action that's so common in the books. The new Firearms Manuevers in the MHI RPG book are pretty good, but I felt they were a little too complicated for Hero Newbies in a 4-hour con game. And I really wanted one rule that worked the same whether the character was using single-shot, autofire, or whatever. So after playing around with several different options, I settled on: Hail Of Lead: For any firearm attack, doubling the number of rounds fired gives a +1 OCV or +1 Damage Class to that attack. (For Killing Attacks, such as most guns, +1 DC can be simplified as +1 Body.) So for single-shot attacks, firing 2 rounds grants a +1 OCV or +1 Damage; 4 rounds grants a +2; etc. Autofire attacks work exactly the same: if your Autofire burst is normally a 3-shot attack, firing 6 rounds gives you a +1; 12 rounds gives you a +2; etc. Hail of Lead is considered a variant on the Pushing rules, not a manuever; so at GM's discretion, it may be used in conjunction with other maneuvers such as Bracing, or even Rapid Fire. It wound up working out really well! It didn't slow down play noticably, but let the players give that extra little dramatic effort, whether they were hosing down a room full of chupacabras or trying to push past a demon's Damage Negation. More important it really felt cinematic, with expended brass flying all over the place Matrix-style, and made for some fun roleplaying choices: "Do I blow through the rest of the magazine this Phase and hope that finishes it off? If I'm wrong, it could get to me before I can reload..." (The two PCs with Fast Draw were the envy of the group!) Not appropriate for all campaigns, of course, and could be unbalancing in a game where players pay points for their equipment. (Part of the discount for Charges is because you can't Push.) But for Heroic games where you want a lot of shell casing on the ground at the end of the balltle, or Post-Apoc games where rationing ammo is important, I highly recommend it.
  5. Support Your Local Geek Squad "Big Bang Theory meets Supernatural" Looking for interested players for a little different kind of Monster Hunter International game on www.herocentral.net http://www.herocentral.net/campaignInformation.htm?newCampaignId=1202992 Face to face role-playing gamers become involved in events way beyond their experience and competency level when they encounter real-life monsters and learn they can get paid for killing them, which is the only way for them to survive the encounters anyway! Low powered, Hero System 6th edition as described in the licensed, "Monster Hunter International" rule and setting book. NOTE: CHARACTERS MAY DIE! "Low Powered" means teamwork will be essential, and just getting unlucky could result in a "party wipe out", so please don't play if having a character die would traumatize you irreparably. Character Creation: Starting characters to be built on fifteen character(15) points, total. All fifteen character points (15) must be matched by Complications. I. Things not allowed (or not included) in the MHI rulebook: Combat Luck, Missile Deflection, etc. II. Things imposed as Campaign "House Rules": Characteristics are Base 8 and Max 13 with x2 cost per point over 13; CV's base 3 with x2 cost over 4; Speed base 2 with x2 cost over 2; PD & ED base 2 w x2 cost over 3; Talents and Perks and Skills x2 cost after first 3 points. Characters are unemployed and geeks (pick an area of specialization: board games (includes strategy games), card games (includes deck based, i.e. "Magic" ), comic books, computer games, movies (Action, Fantasy, Horror, SciFi, etc), Role Playing games, video games, etc). Player characters must be human with no magic spells or previous knowledge about the real world of monsters and magic Campaign disadvantages that all characters must take for no points: Wealth: poor Social Limitation: negative 3d6/-3 modifier to PRE-based rolls (special effect can vary from geek to geek) Distinctive Features: Geek Clique (Easily Concealed; Noticed and Recognizable) Hunted: Geek Clique character belongs to 11- (As Pow, NCI, Watching) Rivalry: Geek Clique character belongs to 11- (As Pow, NCI, Watching) Additionally, each character must have a Complication that keeps them from being on the actual, MHI team, something that either got them "washed out" of training or kept them from being invited at all, either Physical or Psychological or something else we collaborate on (it can be a "mystery complication" that the PC isn't aware of too). Each character needs to have an area of "Geek specialization" which represents a useless area of expertise. Examples: "Civil War Re-enactment", "Superheroes", "Star Wars", "Prime Numbers", etc. Characters will get six (6) free points of Knowledge Skills in this area of expertise, but they must be useless and impractical. If interested, please apply through the www.herocentral.net site.
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