| 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
|
Links:
Site Pages:
Blog ArchiveBlog Topics:
|