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Found 7 results

  1. Does anyone know if there is book, article, etc. for 6th Edition (or that I could adapt) that covers advanced hacking/programming such as for a Cyberpunk, Modern, or Near Future setting? If not, any suggestions on how to develop a system that would represent cyber 'Combat'? I'm thinking both Cryptography and Analyze: Network Security as complementary skills, but I am also thinking of perhaps a sort of mini-game element that might add to scenarios where the hacker is running in real time parallel to the 'action heroes' like in the movies. I am not opposed to adapting from another system to Hero if required. Any ideas or suggestions welcome.
  2. Hello chaps, I was walking the dogs the other day and I had this idea. That happens a lot. Here it is. Too long, probably, but this is more about getting it off my chest than anything else 😊 I’ve never been entirely satisfied with the skill system in Hero. Story of my life. The basic idea: So one of the real stand out mechanics of Hero is the damage roll, specifically how a single roll yields a Stun and a Body total. We can use that as an alternative skill resolution method. When you buy a skill you get CHAR/5 d6 in that skill. Skill levels add 1d6 per skill level. Roll the total as if you are rolling damage and compare to a Difficulty. A standard difficulty take would be Difficulty 10. 3d6 will get you to 10 or more 62.5% of the time, same as 11- on 3d6. More difficult tasks have a higher difficulty. They should probably go up in increments of 3 or 4, but any number can be used. Bonuses are added to your dice pool. Penalties form their own dice pool and are rolled separately then subtracted. Complications: So the ‘damage’ roll also yields a Body result. This can be used in two ways. First the task may require a Body total as well as a Stun total. I would suggest that everyman skills are ‘Stun only’, meaning there are some things you can not do with knowledge that you have not paid points for. Second, Body points can be used to give you bonuses. For example, if the task you are trying to accomplish normally takes a minute and is Difficulty 15/1 (meaning more difficult than usual and can only be accomplished with trained skills) and you have 5d6 to roll, and get (say) 17/5, you accomplish the task (exceed the difficulty of both the ‘Stun’ and ‘Body’) – the excess Stun is wasted, but the excess Body (5-1=4) can be used as a bonus. The typical bonus would be reduced time. Each point reduces the time taken by 1 unit of the next point in the time chart. So, if the task normally took a minute, the next time point is a turn. You have 4 Body excess so can reduce the time the task takes by 4 turns, or 48 seconds, meaning it only takes you 1 turn. If you had managed to roll 7 Body (6 excess), 4 Body reduce total time to 1 Turn then the extra 2 reduce the time taken by 1 segment each, so instead of a minute, it takes you 10 seconds. You can use the excess Body for other bonuses too. Off the top of my head, if you are rolling Persuasion and get extra Body, you get the target as a single use favour or contact, each excess point translating to 1d6 of effect to see how affected they are. You can also use Body for penalties. Tasks are either Repeatable or All Or Nothing, either Cumulatively or not and may attract Penalties. So, a Repeatable task example might be Research: you have to comb through a lot of material to find out what you want to. This is not an enormously difficult task and you will find what you need eventually but there is a lot of stuff to go through. The task difficulty might be 40/3 (1 hour). Basically you can keep rolling and adding Stun until you get to 50: the number of times x the time the task takes for one iteration tells you how long it takes. Body is NOT cumulative. Say you have a Research skill of 4d6 (or just Research/4). You roll 14/4 and you have 14 points to your total and it took 55 minutes (as you had one extra Body). Next you roll 19/5, your total is now 31 and that took an additional 50 minutes. Next you do badly and roll 10/2. The Stun should take you to 41, so you should complete the task, but because you did not roll 3 Body, that hour is wasted and the Stun does not add. Finally, you roll 12/3 and get to 43 points. That took another hour, but now you have your answer. That took 3 hours 45 minutes in total. A repeatable task that is not cumulative might be lockpicking. That might have a difficulty of 12/3. You can keep going until you succeed in rolling at least 12/3 in a single go. An example of a repeatable roll with a penalty might be Persuasion. That might have a difficulty of 16/5. You have Persuasion/6 so you are confident. If you roll 16/5 or more, you succeed but if you fail then you can have another go, but with a penalty. The penalty is whatever you failed the Body roll by, so if you rolled (1, 5, 2, 3, 1, 5) 17/4, for example, then you do not succeed and any subsequent attempts are made at a penalty of (5-4)=1. Penalties are rolled separately and subtracted from your total. Next time you roll (4,3,5,2,5,3). That is a total of 22/6, which is great and would easily pass, but you have a penalty of 1d6. If it comes up 6 you fail as your total is now (22-6)=16/(6-2)=4. Next time you have 2 penalty dice if you try again. Penalties also apply to others trying the same thing on the same target, usually, and they usually reset after a time, in the discretion of the GM. Someone you have failed to persuade might always see you as a pest, however. Some tasks might START with a penalty, if they are particularly tricky. Some tasks, for example bomb disposal, might not be repeatable: they are all or nothing. Fail and BOOM! Skill vs skill just compares totals. The ‘attacker’ has to equal or beat the ‘Stun’ and ‘Body’ of the ‘defender’s total. If the attacker fails at both they fail. If they fail at one the GM might declare a draw and allow another attempt. Alternatively, Characteristics can be used as difficulties. If you are trying to use Stealth to get past a character with 14 INT, the difficulty is 14/3 (to get the Body total, divide by 5 and round). Finally, you could rule that if you roll all '1's (or if you have a zero or less Body total after penalties) that is a fumble and something horrible happens. It is less likely as you become more skilled, unless you are doing something really tricky, which seems realistic. If you roll all '6's then you get lots of Body which will give you some sort of bonus anyway, so a 'critical' rule is not needed. Thoughts?
  3. There have been discussions over the years of the roll low mechanic for combat. Many, and I have been one of them, have espoused the view that we would be far better off starting over and rolling high because that tends to make more sense to more people: high = good. Not only that, but the target number would be a 10, which is a much friendlier number than an 11. Now whilst I have seen the argument made for combat, it does not seem to apply to skill rolls: people seem perfectly happy with them because the high = good is already built in – you just look at the skill roll you need to roll under. The mechanic for combat and skills is in fact exactly the same but they feel very different, at least to me. Now I’m sure this has been kicked around the park before, but why not treat combat rolls like skill rolls? Here is a tweak on that concept: You have a combat skill roll based on your OCV and DCV. The Attack skill is 11+OCV, and you have to roll under that to hit: this is slightly different from how combat works at present in that you can roll high and hit a very low DCV, but in practice this rule change will usually only affect characters without increased combat stats (usually NPCs) and speed overall combat. It also gives a ‘miss’ mechanic if you want it, and is more in line with the way skill rolls often work. If you do not like it, skip that bit. Roll 3d6 and work out how much you succeeded by i.e. your skill less your roll and that is the DCV you can hit. Example: You have and OCV of 5 so your combat skill is 11+5 = 16. You need to roll a 16 or less to potentially hit anything. If you roll a 13 you can hit a DCV of 16-3 = 3 or less One nice thing about this approach is that you can also switch it around easily and use Defensive Combat Skill (DCS) or Defence Skill. This would be 10+DCV (yes, 10, because there is an advantage in Hero to being the attacker). The same mechanic then applies. Roll 3d6 and work out how much you succeeded by i.e. your skill less your roll and that is the OCV that can hit you. Example: You have a DCV of 4 so your combat skill is 11+4 = 15. You need to roll a 15 or less to potentially avoid a hit. If you roll a 10 the difference is 15-10 so an OCV of at least 5 is required to hit you. (You can turn this around using the same numbers: if you had an OCV of 5 then you have a combat skill of 16, and a roll of 12 means you can hit 16-12 = 4 DCV or worse. I use 12 because we are ‘reversing the burden’ – a good DCS roll is the same as a bad OCS roll) You can use defence rather than attack to reduce the burden on the DM or you could use both in a climactic duel: each party rolls their OCS when attacking and the defender has to match the success with their DCS roll to avoid damage. Mechanically this is exactly what we are doing at present but it feels cleaner to me, just presenting it that way, and it feels like more of a unification of skill and combat mechanics. Thoughts?
  4. Currently a version 5 player but looking to upgrade to version 6 but wanted to know the differences.
  5. I find repeated references to Close Quarters Battle in my reading, in some it is referred to in the same breath as unarmed self defence, bayonet drill or other techniques. DC has the option of applying a penalty to DEX for purposes of determining who shoots first, based on weapon length. The background reading on Commando Training (Fairbairn, Sykes etc.) describes methods of shooting on the move, unarmed combat, etc. Options I can think of for defining CQB: The DC optional Rule a KS and/or PS a variant of a particular martial art (Commando Training, Marine Corps Martial Arts Program, or Gunf-Fu) one or more custom martial art manoeuvres a combination of CSL's and PSL's a combination of some or all of the above. How would you define CQB in game terms?
  6. On page 25 of the 6E Champions Complete manual, there is a paragraph under "Extraordinary Skills" which reads as follows: "Buy a general-topic Background Skill based on a Characteristic, and increase the roll by +10 (purchased specifically for the Skill; not via Skill Levels). Then allow that Skill to function as a Characteristic-based roll for every subject in that field. For example, an INT 25 character with “SS: All Science 24-” would have a 14- roll with any field of Science." This paragraph makes little sense to me. Here are the questions I would like answered: 1) If the sample Background Skill was bought with 10 CP's, it is unclear how the +10 comes about. If you buy a Background Skill, the base is 2 CP and every additional +1 is another CP, so that would make a maximum +8 to the die. Where does +10 come from? 2) The example appears to make it worse for the character to roll when science is involved, going from a high 24- to a low 14-. How could that be advantageous since it's a Success Roll?
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