Mark Damon Hughes | RPG: Hero System House Rules |
__ __ _______ __ / | \ ____ _____ ____ / ____/__.__. _______/ |_ ____ _____ / ~ \_/ __ \/ __ \/ _ \ \____ < | |/ ___/\ __\/ __ \ / \ \ Y /\ ___/| | \( <_> )/ \___ |\___ \ | | \ ___/| Y Y \ \__| / \___ >__| \____//_____ / ____/____ > |__| \___ >__|_| / \/ \/ \/\/ \/ \/ \/ Copyright 1995 by Mark Damon HughesThese rules are heavily optimized towards a low-power Fantasy Hero or Cyber Hero game - they're probably inappropriate for Champions.
_______________________________________________________________________________ MAXIMA Most costs double after reaching a certain maximum limit and continue doubling after every "increment". max inc CHA (maxima) (maxima-base) Luck 2d6 2d6 Unluck 2d6 2d6 Damage 10 DC 5 DC Defense 10 DEF 5 DEF Skills 16 5 _______________________________________________________________________________ CHARACTERISTICS Strength (STR) base 10 max 20 cost 2 DEX - not used; replaced by REF and AGI Reflexes (REF) base 10 max 20 cost 2 Agility (AGI) " " 2 Speed (SPD) base 2 max 4 cost 10 OCV - not used; replace "11+OCV" with Weapon Familiarity skill DCV = AGI/3 Initiative - initiative in each phase is in order of highest SPD to lowest, including fractions, then from highest REF to lowest. REF skills: Combat Driving, Lockpicking, Piloting, Sleight Of Hand, Weapon Familiarity AGI skills: Acrobatics, Breakfall, Climbing, Contortionist, Riding, Stealth _______________________________________________________________________________ SKILLS ________________________________________ Familiarity base 6+(CHA/5) cost 1/- (8- for General skills) ________________________________________ Weapon Familiarity base 9+(REF/3) cost 3/- - New Common Missile Weapon: Thrown Object - Other Wpn.Fam. skills must be developed for each type of attack (Mindrip, Lightning Bolt, etc.) Each Martial Arts style is a separate skill. - Familiarity (1-point skills) can be taken with Wpn.Prof., but an 8- combat roll is not very effective. - The Wpn.Prof. skill itself cannot be improved, but combat skill levels can be purchased normally (a +1 to a single skill costs 3 points). If someone tries to make an attack without any skill at all, the roll is 6-. - Everyman Wpn.Fam. skills: Unarmed, Clubs, Thrown Object (at 8-) ________________________________________ Skill Levels - Movement: (from the FAQ) Each skill level in a Movement mode reduces the Turn Mode by 1". Skill Levels in 1 Movement mode cost 2 points per +1, and may only be used in this manner for "controlled" movement (Running, Swimming, Flight, Gliding). For "uncontrolled" movement (Leaping, Teleport), Movement Skill Levels may be used to affect your OCV when you need to make an Attack Roll to land in a specific hex. Note: all vehicles have Turn Modes for all "controlled" movement forms. Including Movement Skill Levels in a vehicle will make it more maneuverable. Unoffically, Movement Skill Levels may be used to change your Acceleration or Deceleration from the given 5"/inch. Each Skill Level will allow you to increase your Acceleration or Deceleration by 1". _______________________________________________________________________________ SKILL ENHANCERS Warrior: cost 3. Learns Wpn.Fam. easily, at -1 pt cost on the base skill, ie all Wpn.Fam. skills cost 2 points. _______________________________________________________________________________ EXPERIENCE EP can be spend at 1 point per week of study. Can spend 1 EP between sessions on Background skills and Languages encountered or used during play. _______________________________________________________________________________ COMBAT ________________________________________ Movement: Double all movement rates given in inches per phase; this is the movement rate in inches per turn. Divide this by the character's Speed, and the result is the character's movement rate in inches per phase. ________________________________________ Action Phases: (from the FAQ) IF YOU MAKE A NON-ATTACK ACTION IN A PHASE, CAN YOU ABORT TO A DEFENSIVE ACTION IN THE SAME SEGMENT? No, you may not. The definition of "attack" should be broadened to read "any action that ends your Phase." This includes moving more than half your movement, dodging, blocking, aborting to a defensive action, or taking any action that requires more than a half-Phase to perform while doing nothing else. HOW LONG DOES A DEFENSIVE MANEUVER LAST? Until your next Action Phase. ________________________________________ Attack Rolls: Replace normal attack roll with "Wpn.Fam. skill - DCV". See below for Suppression Fire, Double Fire, and modifications to the hit location chart. ________________________________________ Damage: Double all damage from killing attacks that penetrates the character's defenses. Body damage done by normal attacks is considered Armor Piercing against normal PD/ED. Resistant or Hardened PD/ED will stop it normally. ________________________________________ Pain and Exhaustion: END STUN Penalty to CV, ECV, and skills ____ ____ ______________________________ <1/2 or <1/2 -2 <1/2 and <1/2 -4 =0 -4 =0 and <1/2 -6 ________________________________________ Unconsciousness: When under 0 STUN, characters with less than 5 REC recover as if they had their REC+5, those with less than 10 REC recover as if they had 10 REC, and those with 10 or more REC recover normally. ________________________________________ Quick NPC Damage: Normal NPCs die at 0 BODY. "Heroic" NPCs under 0 BODY must make an EGO roll each phase at -1 per BODY under 0 (ie -2 BODY is a EGO-2 roll) to take any offensive action. "Wound" is the percentage of each blow's BODY damage compared to the target's normal BODY score. Wound Description _____ ___________ 10% Scrapes, scratchs, bruises, etc... These wounds are immediately healed after combat with a paramedic roll. 20%-30% Minor wounds involving deeper cuts, can easily heal on its own over time assuming average care. 40%-80% Major wounds, broken bones, rather bad. 80%+ Critical wounds that usually result in death if not attended to immediately. Any wound of 1 BODY can be healed immedately after the combat with a proper paramedic roll. Minor wounds can be healed immedately by mages or priests. Major wounds and above can only be healed by priests. Major wounds and below can also be healed by above average care over time (average care may make an impairment permanent). _______________________________________________________________________________ CHANGED POWERS ________________________________________ Adjustment Powers: All adjustment powers work against one power with one SFX by default. There is no cost change. ________________________________________ Aid: Aid (and Healing) costs 10 points per die. ________________________________________ Change Environment: Level Points ______________________ Cosmetic 5 Minor 10 Major 15 -1 to roll +5 Cosmetic: Little to no game effect on the area. Examples: A light mist (-2 to PER rolls for determining identity, no penalty for targeting); a pasty (and harmless) slime covers the area. Minor: Definite, but not severe, game effect on the area. Examples: ground turns to mud (-1" Running, -3" Superleap, -1 DCV if DEX roll is failed); heavy mist (-2 to PER rolls, -4 for determining identity). Major: Significant game effect on the area__however, characters should not be incapacitated by this power. Examples: very heavy mist (-4 to PER rolls, impossible to determine identity at range > 2"); ice slick (DEX roll to remain standing at full CV, -1 for every 1" of ground-based acceleration); gravity increase (2x mass, -1 DCV from increased weight). For +5 points, rolls made due to Change Environment effects are at an additional -1. (The GM may extrapolate this penalty to other effects of the Change Environment; for example, -1" of Running may become -2".) Change Environment has a one-hex area of effect free. Increased area of effect is a +1/4 advantage per +1" radius. The GM should watch for characters with Change Environments that combine inordinately well with other powers. ________________________________________ Darkness / Flash / Images / Invisibility: These Powers normally affect a single sense. Each additional sense costs +5 points. Upgrading a sense to a Sense Group costs +5 points (i.e. Darkness that normally affects sight can be changed to the sight sense group for +5 points, while a Flash that effected both Hearing and the Sight Sense groups would cost +10 points). All other aspects of these power are unchanged from the Hero System Rulesbook. ________________________________________ Desolid: (by karl.hiller@cccbbs.cincinnati.oh.us) Desolidification is split up by effects: (1) For 10 pts. the character may be immune to one of the following three attack forms: physical, energy, or mental. While this power is turned on, the character must purchase powers with the +2 Advantage "Affects Real World" in order to affect the real world, no matter which of the three attack forms he is immune to. For +10 points, the character may add a second immunity, and for an additional +20 he may purchase the third. There must always be a reasonably common special effect which will affect the desolid character. If a character wishes to be invisible to sonar, radar, touch, and scent (ie intangible), this costs +5 pts. (usually only applies to characters who are immune to physical attacks). (2) For 10 pts. the character may move through small holes, cracks, etc. at his normal movement rate (or half, depending on the special effects of the power and the size of the hole). This does not imply any other powers such as immunity to damage or intangibility, and the character may attack and be attacked normally. For +5 pts. the character may move through any solid (blocked by hardened defenses). Some justification: The total cost here is 60 pts, which is the top cost for Desolid. Leave out Desolid to Mental powers (which costs 20 pts.) and it's 40, which is what it costs now. Say Silly Putty Man wants to be able to ooze through small holes and punch bad guys. He can buy Desolid, can't move through sealed surfaces, not invisible to sonar/radar/etc., affected by attacks, and then buy his STR with affects real world... He can buy Teleport, but this limits him to his teleport range, he can't see where he's going, he's not affected by obstacles (say, a hidden gas trap in the sewer line, and he can't actually sit in a small space for any length of time. Shrinking is a bit closer, but it's far too expensive if you want to be able to squeeze through cracks. Tunnelling comes closest, but the DEF of a surface shouldn't matter if there's a hole or crack. We've found this to be useful in character building. One character, a grim undead warrior-leader type, bought physical desolid alone; he can "set" himself (turn the power on) and withstand any amount of physical punishment (special effects: weapons stick in him, chop through, etc. without doing harm); but he can't walk through walls, he shows up on radar and smells really awful, and a flamethrower will still ruin his day. And, of course, he can't hit you back without buying "affects real world" on a power. My character, the Slug (a human-shaped mass of slugs with shape-shift) can crawl through sewer lines, under doors, etc. as long as there's a hole big enough for a slug. He still shows up on radar, etc. and is affected by attacks. On the other hand, he can reach up out of a drain and punch or grab while still squeezed into the pipe. There are some rough edges, i.e. the GM has to decide how quickly a character can move through a given space, but it has worked pretty well so far. ________________________________________ Drain / Suppress / Transfer: (from the FAQ) Drains, Suppresses, and Transfers only need to cover the minimum cost of an "absolute-cost" Power in order to render it useless. Thus, no matter how many Advantages you have on Desolid, you only have to Drain, Suppress, or Transfer 40 Points of it to render it useless. To Drain, Suppress, or otherwise adjust a Power or Characteristic that has a specific number of points associated with it, you must Drain, Suppress, or otherwise adjust the full point cost of one "increment". Example: to Drain 1 point of Speed, you must Drain 10 Active Points of the victim's Speed before it drops. Similarly, the victim doesn't regain the use of that increment until the full Active Point cost has been recovered. Example: at a Recovery rate of 5 Points/Turn, a character that has had his Speed reduced by 1 (10 Active Points) would take two Turns to recover his Drained Speed. ________________________________________ Entangle: Entangle is not AOE by default - to get an AOE Entangle, the AOE advantage must be taken. There is no cost change. ________________________________________ Hand Attack / Killing Attack - Hand-To-Hand According to Bruce Harlick, you apportion Strength among the base Power and all Advantages. If you have a 1D6 HKA, Autofire, Armor Piercing, and a 20 Strength, you could increase the attack to a maximum of 1.5D6, because you must pro-rate half of your strength to the two Advantages. There are some exceptions, primarilly Reduced Endurance and Charges. ________________________________________ Life Support: All Life Support powers cost 3x the listed cost. ________________________________________ Mind Control: At the base setting, the target of Mind Control can begin making EGO rolls in 1 phase. This time can be moved up the time chart one step as a +1/2 advantage, cumulative. ________________________________________ Multiform: Multiform is an Instant power. ________________________________________ Power Defense: Power Defense (and attacks that work against it) is divided into the following five types: Dynamic - Anything that drains (or transfers or destroys) energy, life force, STR, END, etc. Metabolic - Poisons, chemicals, biological agents, diseases, certain Transforms. Having Metabolic Defense means that the character's metabolism is highly resistant (super healing factor, or possibly non-organic body). Intrinsic - Disintegration beams, anything that outright destroys the physical form, certain Transformations. Having this Defense means that the character is made of something that is very hard to destroy, has super- dense tissue, etc. Note that a character can be super-tough but still vulnerable to poison, or have a healing factor that shrugs off poisons/ diseases but still be vulnerable to disintegration. Psionic - Ego Drains, Transfers, etc. This Defense indicates particularly strong willpower or a completely alien psyche. This is generally considered to be innate as opposed to Mental Defense which is learned. Mystic - A catchall that corresponds to another game's "Magic Resistance". The Defense works against all magic-based Drains, Transforms, etc. Each type of Defense must be bought separately, at a cost of 1 pt. per 2 pts. of Defense. It's cheap, but the player must specifically justify why the character should possess the defense, and (barring radical changes in the character) characters must buy the Defense when they are built and cannot add them later (like Talents). This rule give the GM a good deal of latitude, as it turns Drains and similar powers into virtual AVLDs in many cases. This tends to keep heroes on their toes, knowing that they aren't immune to everything. On the other hand, when the boundaries between types of attacks are somewhat blurry, more than one type of defense may apply, i.e. a magical Disintegrate spell would apply against Intrinsic and Mystic defense combined. ________________________________________ Regeneration: This special power allows a character to recover BOD more rapidly. Normally, BOD heals at a rate of 1 per point of Recovery each month. Each 5 pts of Regeneration moves that recovery rate one step up on the time chart - up to 35 pts which allows the character to heal his REC in BOD each turn (on post- segment-12). For 45 pts, the character can heal BOD every time he takes a recovery (including post-segment-12). Characters wishing to recover from wounds even faster should consider taking Damage Reduction with the special effect of instantly healing. Regeneration can go beyond merely speeding healing. For +10 pts the character's rate of Regeneration is unaffected by environmental factors or levels of exertion. For +15 pts, he does not bleed (doesn't lose BOD after being reduced to 0 BOD or suffer from the effects of the optional bleeding rules). The character can also regrow lost limbs and recover completely from the effects of Disabling wounds for +10 pts. Regeneration cost: 5pts per step on the time chart. Heal BOD on each Recovery for 45pts. Ignore environment/exertion: +10 pts. Does not bleed: +15pts. Regrow limbs: +10. Minimum cost = 10pts. ________________________________________ Summoning: By taking an advantage or limitation on Summoning, summoned creatures will have different initial reactions to the summoner. The modifier normally only applies to the number of points that can be summoned, not the cost of the power; the summoner or the GM will normally select which attitude the summoned creatures will have. Summoning can be restricted to only summon creatures with a specific attitude by taking 1/2 of the limitation or advantage on the power (minimum 1/4). Normal Attitude towards Summoner Lim/Adv __________________________________________________ Violent (equals a Total PsychLim) - 1 Hostile (equals a Strong PsychLim) - 1/2 Annoyed (equals a Moderate PsychLim) - 1/4 Neutral + 0 Friendly (equals a Moderate PsychLim) + 1/4 Dedicated (equals a Strong PsychLim) + 1/2 Slavish (equals a Total PsychLim) + 1 ________________________________________ Superleap: Superleap w/ No Skill Roll (HSA1) _______________________________________________________________________________ CHANGED POWER MODIFIERS ________________________________________ Continuous: (from the FAQ) To get a Continuous effect on a Power with Continuing Charges requires the Power to be Continuous (either Constant or Persistent), or have the Continuous Advantage (i.e., a napalm grenade would be a Ranged Killing Attack, AoE, Continuous, with "n" Continuing Charges of "x" duration). Powers with Continuing Charges are considered to be Uncontrolled, and therefore must have a reasonably common or identifiable means of turning them off. A Continuous Attack Power requires that a character spend a half-phase attack action to maintain the Power. He could make a half-move, but could not make any full move maneuvers, nor could he launch any other attacks. To be able to launch new attacks or do full moves the Attack Power would also need to be Uncontrolled for a total Advantage of +1 1/2. ________________________________________ Concentrate: This Limitation on a Power requires the character to concentrate partially or totally on turning on the Power. This will limit the character's ability to take other actions, and may affect his DCV as well. If the Concentration is broken, then the Power turns off, and any preparations must be redone. Concentration will be interrupted by any Power requiring an Attack Roll that successfully gets through the character's defenses (including Drain and Flash, for example). Even if the Concentration only applies to an Instant Power, the character must concentrate until his next action Phase. Concentration Effect Bonus ____________________ _____ Full DCV -0 1/2 DCV -1/2 0 DCV -3/4 Aware when using Power -0 Unaware when using Power -1/4 Only when starting Power -0 Throughout use of Power -1/4 Power also has the Extra Time Lim. -1/4 The bonus listed is that for Powers that only require Concentration while they are being turned on. This includes all Instant Powers (like attacks); it can also be used for Constant Powers that do not require Concentration once they have been turned on. There is an extra -1/4 bonus for a Constant Power that requires Concentration throughout its duration. Normally, the character can observe what is happening around him. However, reacting to events in any way that distracts the character's attention (raising DCV above the limits imposed by Concentration, performing a maneuver that takes 1/2 Phase or longer, etc.) will cause Concentration to be broken. For a -1/4 bonus, the character notices nothing of what's happening around him while hk, he must turn off his Flight first. Example: Slowpoke buys a 10d6 Energy Blast with the Limitations Extra Time: 1/2 Phase (-1/4), and Concentration: Full DCV. (This would normally not be a Limitation, but since the Power also has the Extra Time Limitation it is worth -1/4.) If Slowpoke wants to use his EB, it will take a Full Phase action, rather the 1/2 Phase an attack normally requires. Example: Mind Needle buys Telepathy with the Limitation Concentration: 0 DCV, Unaware, Throughout use of Power. The Limitation is worth (-1). Mind Needle decides to read the mind of a VIPER agent to get some vital information. While she is doing this, a VIPER squad finds her and prepares to open fire. Mind Needle cannot perceive anything with her own senses, but fortunately she is reading the surface thoughts of the agent, and notices him thinking about the imminent attack. Breaking off her Telepathy, she turns and gives the agents a proper welcome. * Concentrate Limitation Cost: See above. ________________________________________ Extra Time: DEX Order Zero -1/4 Full Phase -1/2 Extra Phase -3/4 DEX Order Zero - Putting this Limitation on a Power means that the Power will become activate at DEX Order Zero in the Segment in which it is activated. Full Phase - Putting this Limitation on a Power means that the Power will become active on the Characters DEX Order in the Next Segment in which the Character gets and Action Phase. A character may not activate a Power with this Limitation if Holding his Phase Extra Phase - Putting this Limitation on a Power means that the Power will become active only after Two of the characters Phases have passed. It is like Full Phase in every other way. ________________________________________ Focus: Unbreakable +1/4 Personal +1/4 mimimum lim = -1/4 ________________________________________ Mental Power Based on CON: -1 Limitation. ________________________________________ Linked: All powers to be linked must have one of the two link advantages, though they can be mixed - Starburst's EB would have an Option Link, his Flash would have a Full Link. Two "attack" powers can not be used at the same time unless they are all on the same link. Option Link +1/2 - Allows a power to be used with other powers on the link, or it can be used independently. Full Link +1/4 - The power can only be used if another power on the link is also used; it can not be used on its own. _______________________________________________________________________________ NEW POWER MODIFIERS Gradual Effect (FH) Area Effect: Linear Cone (HSA1) Area Effect: Thin Cone (HSA1) Restrainable (HSA1) ________________________________________ Uses Long Term Endurance: A power with this limitation causes Long Term END loss while it is being maintained, even if the actual END cost is zero. For a -1/4 limitation, the character loses 1 point of Long Term END per 10 points of Active Cost for every 5 hours the power is maintained. For each step up the time chart, the lim. is increased by -1/4. Thus, 1 point of long term END loss each minute (for every 10 AC) has a limitation of -1. (Note: this limitation can be used to balance out the effects of the 0 END advantage.) ________________________________________ Not Persistent: A persistent power with this limitation becomes a constant power. This lim affects the Active Cost of the power, and is applied before other advantages and lims. * Not Persistent Limitation: -1/2. _______________________________________________________________________________ CHANGED DISADVANTAGES ________________________________________ Dependance: Dependent Substance is Points __________________________________________ Very Common 0 Common 5 Uncommon 10 Very Rare 15 __________________________________________ Deprived of Substance How Often Points __________________________________________ Almost Never -none at all (maybe 5 points total if you beg the GM)- Infrequently + 0 Frequently + 5 Very Often +10 __________________________________________ Time Before Taking Damage Points __________________________________________ 1 Hour + 0 up one level on time chart +2.5 down one level on time chart -2.5 __________________________________________ Take Damage Again Every Points __________________________________________ 1 Hour + 0 up one level on time chart +2.5 down one level on time chart -2.5 __________________________________________ # of Dice (or Points of Effect) Points __________________________________________ 1d6 (10 points) + 0 2d6 (20 points) + 5 3d6 (30 points) +10 __________________________________________ Aquakid (from the example) now gets 20 points (Very Common Substance=5, Frequently Deprived=+5, 1 Hour Base=0, 1 Hour Increment=0, 3d6 Damage=+10) for his rather crippling disad, rather than 5 points as the book would have it. ________________________________________ Vulnerability: In addition to the existing values, points are awarded as to how obvious the Vulnerability is, as is shown in the following chart. These points are applied _after_ the Vulnerability Multiplier. Obviousness Points _________________________ Obvious +5 Deducible +0 Inobvious -5 Obvious - The vulnerability is obvious to anyone with half a brain, and would often be the first thing tried. Example: A Fire using character Vulnerable to Water or cold based attacks. Deducible - A character with the right knowledge would be able to deduce this vulnerability. Example: A suit of armor causes owner to be vulnerable to Magnetic or Radio Frequency Attacks. Inobvious - The vulnerability would only be learned through observation or trial and error. Example: A Fire using character who is vulnerable to Magnetic Attacks. ________________________________________ True Identity: True Identity Points ___________________________ No Identity 5 Hidden Identity 5 Deadly Identity 10 No Identity - Character has no home or friends to turn to, this can be appro- priate to some wandering characters. Hidden Identity - The Character is hidding something about themselves (e.g. they are a ninja, a robot, etc.), which if found out would make life very hard for them, but which does not require the upkeep of a Secret Identity. Deadly Identity - The Character is hidding something about themselves (e.g. they are a demon, an assasin robot, etc.), which would result in many people (appx. the same as a 20+ point Hunted) trying to kill/capture them if it was found out, but which does not require the upkeep of a Secret Identity to conceal. _______________________________________________________________________________ Vehicle: Limited Passenger Restraints: Limited Passenger Restraints Points _______________________________________ No Passenger Restraints 30 Limited Passenger Restraints 15 No Passenger Restraints - In these vehicles passengers will be bounced around by impacts (like attacks) regardless of damage to the vehicle. Passengers (and crew) will take an equall amount of damage to the attack that hit the car, but the type of damage will be reduced in severity: Killing Attacks will become Normal Attacks and Normal Attacks will become Stun Only Attacks. Stun Only Attacks on a vehicle will not affect the pasengers and crew. Example: If the vehicle were to be hit with a 6d6 RKA, the passengers would each take a 6d6 normal attack. Each passenger damage should be rolled seperately. Limited Passenger Restraints - Just like above but the damage the passengers take is halved. Example: If the vehicle were to be hit with a 6d6 RKA, the passengers would each take a 3d6 normal attack. Each passenger damage should be rolled seperately. _______________________________________________________________________________ HERO SYSTEM GUNS Muzzle Energy Damage ft-lbs (not Joules) in d6's ___________________ _______ 0 - 16 1 pip 17 - 34 1/3d6 35 - 74 1/2d6 75 - 149 1d6-1 150 - 299 1d6 300 - 599 1d6+1 600 - 1199 1.5d6 or 2d6-1* 1200 - 2399 2d6 2400 - 4799 2d6+1 4800 - 9599 2.5d6 9600+ 3d6 * 2d6-1 is used for 5.56mm NATO and the Russian equivalent used in the AK74. _______________________________________________________________________________ DOUBLE FIRE ------------------- quoted directly from Danger International ----------- DOUBLE FIRE Normally, a character may only fire his gun once in a phase. This Combat Maneuver allows a character to fire his gun twice in a phase. However, you may not Double Fire with Controlled Burst, Burst Fire, or Automatic Fire. A character may only Double Fire if he takes a full phase to do so. His DCV is halved, and he takes a -2 OCV on both shots. The character may take both shots at the same target, or at two different targets, as long as he is already aware of the targets' positions. Only semi-automatic or double action guns may Double Fire. ------------------- quoted section ends. comments follow ---------------- Any character can use this maneuver to fire up to a maximum of two times (i.e. no Triple Fire, etc.). This means that with this maneuver, a character can: 1) Fire a single gun at the same target twice in the same phase; 2) Fire a single gun at two targets in a single phase; 3) Fire TWO guns simultaneously at a single target in a single phase; 4) Fire TWO guns simultaneously at two different targets in a single phase. In each of these cases, the character is at -2 OCV for both shots, at 1/2 DCV, and must take a full phase (i.e. No Half Moving and Double Firing). In the case of a character firing TWO weapons simultaneously, he/she/it not only has the -2 OCV from the Double Fire, but also an additional -3 OCV for the weapon fired from the Off-Hand (unless Ambidexterity is bought, of course). ________________________________________ There is also an almost identical maneuver for attacking twice in Melee combat as well. It works slightly differently: DOUBLE STRIKE This Optional Combat Maneuver allows a character to strike the same target twice in one phase. The character must take a full phase to do so, and is at 1/2 DCV throughout. The character is further at a -2 OCV for BOTH strikes. There are only certain weapons that this may be performed with. A single Short weapon may be used for this maneuver (hands and feet are, by definition, Short weapons). Two Short or Medium weapons (one held in each hand, or two simultaneous hand or foot strikes) may also perform this maneuver, but in this case, the Strike taking place with the Off-Hand will suffer an additional -3 OCV modifier. Both of these maneuvers are mechanically identical to the standard Sweep maneuver. The only difference is that it may be performed against a single target, and if the first Attack Roll misses, the second may still be rolled. _______________________________________________________________________________ SUPPRESSION FIRE Suppression Fire is a 1/2 Phase Optional Combat Maneuver that permits a character with an Autofire attack to lay down fire over an area; anyone coming into that area is automatically attacked. Suppression Fire uses up a lot of ammunition, but it is useful for pinning down a large number of enemies, or attacking enemies who cannot be perceived. To use Suppression Fire, the player defines a cone of hexes that the character will be firing into. (The cone originates at the character's firing position and expands outward; players should keep in mind that objects behind the target area may be affected.) The player should also decide how many shots the character will be firing__this number of shots will be used during each _Segment_ of Suppression Fire. (This number cannot be higher than the shot limit of the Autofire; thus an attack with +1/2 Autofire can fire no more than 5 shots per Segment.) Suppression Fire takes a half Phase and is a combat action. The Suppression Fire lasts until the start of the character's next action Phase, unless he states that he is using his next Phase to continue Suppression Fire. Suppression Fire works in a manner similar to that of a Continuous Area of Effect attack: anyone (or anything) that enters the area covered by Suppression Fire is automatically attacked. There is no way to "sneak" through the area, move through the area on the character's off Phase, or run through the area without being attacked. Note that several targets may take damage, even if they enter the area on different Segments. Each target will be attacked upon entering and every time the attacker's Phase comes around (assuming he elects to continue the Suppression Fire). The attacker's OCV is modified for the size of the area being fired into, as well as the number of bullets being fired. The exact modifiers are shown below: SIZE OF CONE: Size of area OCV modifier Max. number of hits _______________ ____________ ________________________________ Line of hexes 0 # of shots fired per Segment 30 degree cone -2 1/2 # of shots fired per Segment 60 degree cone -4 1/4 # of shots fired per Segment 90 degree cone -6 1/4 # of shots fired per Segment 120 degree cone -8 1/8 # of shots fired per Segment etc. etc. etc. Cone Size: Using Suppression fire on cones larger than 120 degrees should not be possible with "normal" modern weaponry; however, characters with appropriate special effects may be able to cover larger areas. Cones are normally assumed to be more or less two-dimensional. If the character wishes to fire in a three-dimensional cone, then each 30 degrees of vertical angle adds an OCV penalty of -2 and another x1/2 to the maximum number of hits. Number of Hits: The maximum number of hits can never drop below one. NUMBER OF SHOTS: Shots fired per Segment OCV modifier ___________ ____________ 1-3 -2 4-5 0 6-10 +2 11-20 +4 21-40 +6 etc. etc. NOTE: This assumes 2x shots for +1/4 Advantage. If you use +5 shots for +1/4 (which is recommended), then adjust the table accordingly. Whenever a character enters the Suppression Fire area, or when the Suppression Fire manever is begun, the attacker must make an Autofire Attack Roll using the OCV modifiers above plus any other applicable modifiers for range, skill levels, etc. (Note that penalties for not being able to perceive the target do _not_ apply.) The target's DCV is figured normally. Like a normal Autofire attack, the target takes one hit for every 2 points the Attack Roll is made by. The maximum number of hits is determined by the number of bullets fired per Segment, modified for the size of the Suppression Fire area. Maneuver Phase OCV DCV Effect Suppression Fire 1/2 0 0 Continuous fire on hexes, must be autofire Testing examples: Joe wants to abuse the Suppression Fire rules to attack as many agents as possible with his machine gun (Autofire 5). The agents are lined up 6" away, 1 per hex. A 30 degree arc will get 3 or 4 of them at -2 OCV (3 hits max each) plus Range Modifiers; a 60 degree arc will get 8 or 9 at -4 OCV (1 hit max each). Assuming Joe is SPD 3, with a base OCV of 10, and the agents are DCV 4, he will be able to attack 3 or 4 agents at 6 OCV (13- to hit), or 8 or 9 agents at 4 OCV (11- to hit). Either way, he will use up 20 bullets. Greg decides to abuse the Suppression Fire rules in a superhero game. His character, Suppression Fire Man (SFMan for short) buys a 1d6+1 RKA Autofire, 15 shots maximum, 250 Charges, for a total Active Cost of 60 points. SFMan can spray a line of hexes with 15 bullets; everyone in that line is attacked at +4 OCV, and can be hit up to 15 times. If he wants to spray a larger area, SG Man can hit everyone in a 60 degree cone at -0 OCV with no more than 4 hits each, or a 120 degree cone at -4 OCV with no more than 2 hits each. However, he burns 15 shots per Segment; assuming he's SPD 4, that comes out to 45 Charges per Phase. Abuses / Suggested Rules Changes: In the current rules, buying extra shots for an Autofire has little advantage. You can fire into more hexes if attacking multiple foes, and you have the chance to hit a single target more than 5 times (if you make your To Hit roll by 12 or more). With these rules, extra shots also increase your OCV when using Suppression Fire, which can be a considerable advantage. The GM should consider raising the cost of extra shots to +1/2 Advantage for every 5 extra shots. The biggest potential abuse of these rules is using Suppression Fire with 0 END Autofires, which allows a character to essentially get an AOE attack for free. On the other hand, 0 END plus Autofire is already a +1.5 Advantage, and there are OCV penalties involved. Since buying up the number of shots fired could negate the OCV penalties, doubling the Advantage cost of extra shots for any Autofire attack bought at 0 END might be a good idea. _______________________________________________________________________________ HIT LOCATION CHART Rod <freier@mail.physics.utah.edu> spake: I've had some problems with the Hero/Champions hit chart. If you're interested, please look over what I've done and send feedback. Here's the standard Champions/Hero hit chart, along with various probabilities: Probabilities including the to-hit roll /----------------------------\ Probability (%) of selection Odds of /---------------------------\ hitting an Odds of hitting standard high shot low shot equal here an equal here Roll Location 3d6 2d6+1 2d6+7 on 3d6 (CV) when aiming here 3-5 Head 4.63 16.67 0 2.89 (-8) 0.463 * 6 Hands 4.63 11.11 0 2.89 (-6) 4.63 7-8 Arms 16.67 30.56 0 10.41 (-5) 9.62 * 9 Shoulders 11.57 13.89 2.78 7.23 (-5) 9.62 10-11 Chest 25.00 19.44 13.89 15.63 (-3) 25.9 12 Stomach 11.57 5.56 11.11 7.23 (-7) 1.85 * 13 Vitals 9.72 2.78 13.89 6.08 (-8) 0.463 * 14 Thighs 6.94 0 16.67 4.34 (-4) 16.2 15-16 Legs 7.40 0 25.00 4.63 (-6) 4.63 17-18 Feet 1.85 0 13.89 1.16 (-8) 0.463 * First some explanations. The high shot and low shot are explained in Ninja Hero; I'm not sure where they were introduced first. The odds of hitting an equal in a specific location were calculated by assuming an attacker and defender with equal CV's. So, for the attacker to hit the defender, he must roll 11 or less, which is a 62.5% chance. This is multiplied by the probability of rolling each location to give the odds of actually hitting the defender there. The odds when the attacker aims are calculated simply from the odds of rolling 11-(CV for that body part). There are several problems with this chart. 1) The legs (which I assume means below the knee) are always easier to hit than the thighs on a random roll, 3d6 or low shot. The legs are lower, smaller, and more mobile than the thighs, so I believe they should be harder to hit. 2) On a 3d6 roll, the hands are no more likely to be hit than the head. This seems strange to me. The hands are more involved in the combat and less protected than the head. 3) You can hit the shoulders on a low shot, but not the arms or the hands. Does the defender constantly have his arms up in the air? 4) 2d6 + 7 can produce 19. What do you do then? 5) Note that if you intend to aim for a particular body part, you are NOT helping yourself unless you aim for the chest or the thighs. (When you aim at the thigh, your odds of actually hitting it improve by a factor of about 4 over a non-aimed attempt!) The rows marked with (*) are the locations that are harder to hit when you aim at them than if you just fired wildly. (When you aim at something, it's presumably because you want to improve your chances of hitting it, right?) This leads me to believe that the CV ratings for these body parts are grossly overestimated. I have attempted to construct a new 3d6 hit chart that will maintain as many properties of the first as possible while removing the 5 problems above. Feedback please, especially about the changes in CV for head and thighs: Probabilities including the to-hit roll /----------------------------\ Probability (%) of selection Odds of /---------------------------\ hitting an Odds of hitting standard high shot low shot equal here an equal here Roll Location 3d6 2d6+1 2d6+7 on 3d6 (CV) when aiming here 3-5 Head 4.63 16.67 0 2.89 (-5) 9.26 6-7 Shoulders 11.57 25.00 0 7.23 (-4) 16.2 8 Upper Arm 9.72 16.67 0 6.08 (-4) 16.2 9-10 Chest 24.07 25.00 8.33 15.00 (-3) 25.9 11 Forearms/ Hands 12.50 8.33 8.33 7.81 (-4) 16.2 12 Stomach 11.57 5.56 11.11 7.23 (-4) 16.2 13 Vitals 9.72 2.78 13.89 6.08 (-4) 16.2 14 Thighs 6.94 0 16.67 4.34 (-5) 9.26 15,19 Legs 4.63 0 16.67 2.89 (-5) 9.26 16 Knee 2.78 0 11.11 1.74 (-6) 4.63 17-18 Feet 1.85 0 13.89 1.16 (-6) 4.63 Good points: 1) This solves all 5 of the problems above. (The proof is left as an excercise for the reader.) 2) For the Standard 3d6 roll, most probabilities are within 1% of what they were in the old chart. The Head, Shoulders, Stomach, Vitals, Thighs, and Feet all match exactly. The chest is only .93% off. The only real discrepancy is the leg is much less likely to be hit, and the knee takes the balance of this chance. The hands/arms of the old chart have changed into upper arms/forearms-hands in the new. But the probabilities of hitting the arms or hands is 21.3%, while in the new chart, the probability of hitting the upper arm or forearm/hand is 22.2%. So the odds of hitting the arm/hand system have not changed much. Bad points: 1) The high-shot and low-shot are much different than they were. I happen to like them more, but that's just MHO. 2) The forearm and hand are now done as a group. Some may not like this, but I think it's justifiable. The muscles which controll the fingers are mostly in the forearm. So injuries to the forearm will likely cause crippling similar to hand injuries. The GM could arbitrarily decide whether the hit was to the forearm or to the hand without changing the nature of the crippling, and thus without much bias. 3) The knee. What the hell are you supposed to do with the knee? I don't know. I just needed to fill in the 16 slot with SOMETHING. It was either that or make 16 the ROLL AGAIN slot. That would have put us back where the 19 had us in the old chart. 4) Some may complain that with CV's all above -7, people will be calling shots left and right, and the game will be much more deadly. IMHO, it should be a little deadlier. Furthermore, the system SHOULD encourage people to aim. People aim quite often in real life. Thanks for reading this far. I didn't think anybody would. :) _______________________________________________________________________________ CONTINUOUS STRENGTH TABLE Lift | Lift | Lift Strength (kg) | Strength (kg) | Strength (kg) __________ ________ | __________ ________ | __________ ________ -25 .8 | 20 400.0 | 65 200 ton -24 .9 | 21 460.0 | 66 235 ton -23 1.0 | 22 530.0 | 67 270 ton -22 1.2 | 23 600.0 | 68 310 ton -21 1.4 | 24 700.0 | 69 360 ton -20 1.6 | 25 800.0 | 70 400 ton -19 1.8 | 26 920.0 | 71 470 ton -18 2.0 | 27 1060.0 | 72 540 ton -17 2.4 | 28 1200.0 | 73 620 ton -16 2.7 | 29 1400.0 | 74 710 ton -15 3.2 | 30 1600.0 | 75 800 ton -14 3.6 | 31 1850.0 | 76 940 ton -13 4.0 | 32 2100.0 | 77 1.1 kton -12 4.7 | 33 2400.0 | 78 1.2 kton -11 5.0 | 34 2800.0 | 79 1.4 kton -10 6.4 | 35 3200.0 | 80 1.6 kton -9 7.0 | 36 3700.0 | 81 1.9 kton -8 8.0 | 37 4200.0 | 82 2.2 kton -7 10.0 | 38 4800.0 | 83 2.5 kton -6 11.0 | 39 5600.0 | 84 2.8 kton -5 12.0 | 40 6400.0 | 85 3.2 kton -4 14.0 | 41 7350.0 | 86 3.7 kton -3 16.0 | 42 8400.0 | 87 4.3 kton -2 19.0 | 43 9600.0 | 88 5 kton -1 22.0 | 44 11.1 ton | 89 5.7 kton 0 25.0 | 45 12.5 ton | 90 6.4 kton 1 29.0 | 46 14.7 ton | 91 7.5 kton 2 33.0 | 47 16.9 ton | 92 8.6 kton 3 37.0 | 48 19.2 ton | 93 9.9 kton 4 43.0 | 49 22.3 ton | 94 11.4 kton 5 50.0 | 50 25 ton | 95 12.5 kton 6 57.0 | 51 29 ton | 96 15 kton 7 66.0 | 52 34 ton | 97 17.3 kton 8 75.0 | 53 39 ton | 98 19.9 kton 9 87.0 | 54 45 ton | 99 22.8 kton 10 100.0 | 55 50 ton | 100 25 kton 11 115.0 | 56 59 ton | 101 30 kton 12 132.0 | 57 68 ton | 102 35 kton 13 150.0 | 58 78 ton | 103 40 kton 14 174.0 | 59 89 ton | 104 46 kton 15 200.0 | 60 100 ton | 105 50 kton 16 230.0 | 61 118 ton | 106 60 kton 17 264.0 | 62 135 ton | 107 69 kton 18 300.0 | 63 155 ton | 108 79 kton 19 348.0 | 64 178 ton | 109 91 kton Last modified: 96Feb06 17:47
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