Rules Discussion and Decisions.   Posted by SSOGM.Group: 0
SSOGM
 GM, 1 post
 Some Sort Of
 Game Master
Sun 20 Aug 2017
at 04:57
Rules Discussion and Decisions
    available source books
  • Heroes Unlimited 2E Revised
  • Powers Unlimited 1
  • Powers Unlimited 2
  • Powers Unlimited 3
  • Aliens Unlimited
  • Ninjas & Superspies Revised Edition
  • Mystic China


CategoryNotes
Aliensreferencing "Other Options", only those options that fall within the available source books are allowed
Bionicsmay use cybernetics from Ninjas & Superspies
Experimenthouse rule applies
Hardwaremay use gizmos from Ninjas & Superspies, or substitute a Gizmoteer OCC
Magic: Enchanted Weapon or Objecthouse rule applies
Magic: Mystic Studymay choose any of the Psychic Character Classes from Mystic China instead
choosing a PCC from Mystic China will allow the character to begin at 3rd level
Mutantshouse rule applies
Mutant Animalsif "adopted by a mentor" may use Hand to Hand: Ninjitsu from Ninjas & Superspies),
also house rule applies
Special Training: Ancient Master
    has several options
  1. can follow the original write-up in Heroes Unlimitied 2 Revised
  2. can choose to be a "Dedicated Martial Artist" as the book indicates,
    if this choice is made the character starts at level six and martial
    arts can be chosen from Ninjas & Superspies and/or Mystic China
  3. can choose to use the "Seasoned Adventurer" house rule as listed in this thread
Special Training: Hunter/Vigilantecan use gizmos from Ninjas & Superspies as indicated, also house rule applies
Special Training: The Secret Operativecan use gizmos from Ninjas & Superspies or choose one of the Espionage Agent OCCs from
Ninjas & Superspies and use equipment from either book
Special Training: The Stage Magiciancan use gizmos from Ninjas & Superspies as indicated, also house rule applies
Special Training: The Super Sleuthcan use gizmos from Ninjas & Superspies as indicated, also house rule applies
house rulecharacters subject to this rule may trade one skill program or eight secondary skills to add
a non-exclusive martial art form from Ninjas & Superspies or Mystic China, no academic
bonuses apply



    Character Creation
    • The Eight Attributes
    • Use the dice link eight times for characteristics.
    • Characteristic roll
    • for each characteristic, if the sum of the three highest dice is over fifteen, use the four highest dice for the characteristic, if four of the dice rolled six, sum all five dice for the characteristic
    • The Spinal Tap rule is in effect, any characteristic less than eleven immediately becomes eleven. These go to eleven.
    • Hit Points & SDC
    • at first level, the hit point die roll will be assumed to be a six
    • at the end of character creation (after skills are applied), characters with an SDC of less than forty will raise their SDC to forty
    • Determining Super Abilities
    • you may choose your character's Power Category, or use the following dice link
    • Random Power Category
    • there will be two digits recorded, you decide which is the tens digit
    • if you choose the Power Category, you must roll for Education & Skills
    • Determining Education & Skills
    • if you rolled a random power category, you may choose the character's education level
    • to roll a character's education level, use the following dice link
    • Education level
    • there will be two digits recorded, you decide which is the tens digit
    • Picking an Alignment
    • Characters can be Principled, Scrupulous, or Unprincipled
    • Rounding Out Ones Character
    • Aliens, Bionics, Robotics, Hardware, and Special Training provide resources for characters in those categories
    • other categories accept what is in the Money and Equipment portion of the book (page 24)
    • The Optional Rules on page 25 of the rulebook are optional, and characters may choose from those lists instead of rolling
    • further choices and random selections
    • within each Power Category, decisions during character creation are one of three types
      randombook indicates a dice roll on a table decides
      optionalbook indicates to pick or roll on a table
      choicebook indicates the player picks from a list for the character
    • as character creation progresses, all random decisions can become optional decisions if the next optional decision to be made becomes random
    • examples below


    Robotics category
    • Determining Budget
    • Bob the Builder chooses $15.5 million instead of rolling (random decision made optional)
    • Selecting Robot Intelligence is a choice
    • Bob chooses a sophisticated AI
    • Selecting a Robot Body is a choice
    • Bob goes with Type 4: Android
    • AI Programming is a choice
    • there is an option to roll for the Optional Personality Program, but having turned the budget decision from random to optional, this choice becomes a random roll automatically, Bob rolls 59, and is forced to play his android as C3PO
    • Background Data
    • Sponsoring Organization is a random roll, but Bob chooses to make this a choice and selects a Secret Organization
    • forced to roll for the motive of the organization, Bob rolls  48 and must define the sponsoring organization as Criminal
    • Status with Sponsoring Organization is chosen as Runaway so Bob's android can be hunted by the Criminal Organization
    • Bob must roll for the Quality of the Robot, fortunately he rolls 72, and so has only a 01-03% chance of malfunction


    Experiment
    • The Nature of the Experiment
    • Bob the Builder decides not to make a choice till it's important, and rolls a 63 "Chemical and radiation combined"
    • Supersoldier
    • Bob decides he wants to avoid the random elements and make a Supersoldier so he skips table B and C
    • Side Effects
    • Bob chooses a Physical Transformation as a side effect, then has to roll on the odd skin pigmentation table and gets 43 which he decides is Bluish White
    • The Sponsoring Organization
    • Bob chooses to roll this and get 60 Military, which was what he was going to choose, anyway
    • Status with Sponsoring Organization
    • figuring the dice have been good, so far, Bob rolls and gets 06 allowed to leave on very good terms
    • Determining Supersoldier Abilities
    • Bob decides he wants to choose the Minor Super Ability and goes for Healing Factor
    • Bob must roll on the Supersoldier Ability Table and gets 55 Brain Boost
    • Bob decides to roll for the second ability and save his choice, he gets 18 Attempted to make the character invulnerable.
    • Bob chooses his third supersoldier ability to be Attempted to Increase Physical Agility and Dexterity

This message was last edited by the GM at 03:35, Sun 07 Mar.

SSOGM
 GM, 176 posts
 Some Sort Of
 Game Master
Fri 5 Mar 2021
at 02:42
Rules Discussion and Decisions
    House Rules
  1. No Mega-Heroes
    • Certain combinations of powers are not allowed, GM reserves the right to add to this list for no apparent reason
    • Supernatural PS with Invulnerability
    • Stretching and Body Weapons with Multiple Limbs
    • Stretching and Body Weapons with Tentacles
    • Super Bounce and any sort of flight
      • No character can have more than one of the following powers
      • Invulnerability
      • Supernatural PS
      • Alter Physical Form: any

  2. The Latent Psychic's base I.S.P. is his Mental Endurance (M.E.) attribute number x2, plus the roll of 1D4x10. The total is the character's starting level of raw mental power. As the psychic grows in experience, so too does his I.S.P., adding 1D6+1 I.S.P. per each level of experience, starting with level one.
  3. The Master Psychic's base I.S.P. is his Mental Endurance (M.E.) attribute number x2, plus the roll of 2D6x10 (not 1D6x10 as listed). The total is the character's starting level of raw mental power.
  4. Players who use the random table: The Number & Category of Super Abilities, can roll up superbeings who have both a super ability and psionic powers. Such characters are considered to be Latent Psychics, and must spend I.S.P. to use their psionic ability(s). Since they also possess one or more super abilities, the character does not gain new psionic abilities like the normal Latent Psychic. However, I.S.P. do increase at a rate of 1D6+1 I.S.P. per each level of experience, starting with level one. Base (starting) I.S.P. is the M.E. number, plus the roll of 1D6x10.
    • Super Ability: Manipulate Kinetic Energy, damage corrections
    • Large Axes (battle, chopping types) should be 3D6 (not 2D6).
    • Throwing Axes should be 2D4 damage (not 1D6).
      Bola should be 2D4 damage (not 1D6)
    • Discus, Metal should be 2D6 damage (not 1D6).
    • Discus, Metal with Blade Edges should be 3D6 damage (not 2D6).
    • and ... Throwing Sticks have a range of 120 ft (36.6 m)

    • Super Ability: Alter Physical Structure: Fire
      Other Abilities & Bonuses
    • Fiery Aura adds 50 to S.D.C. while in the fire form.
    • Maximum altitude for characters who can fly when transformed in to flame is 2000 feet (610 m).

  5. The extra S.D.C. provided by any of the Alter Physical Structure abilities recovers much more quickly than normal S.D.C.; roughly 4D6 S.D.C. points per every 10 minutes! This impressive rate of recovery applies only to those special S.D.C. gained from the altered state (metal, rock, ice, etc.). Ordinary physical S.D.C. and Hit Points recover at the normal rate for humans.
  6. MC - inhuman entities (dragons, demons, spirits, etc.) are not available as player characters, martial arts form listed anywhere else supersede the listings in this book
  7. NS & MC - martial arts in these books list "moves" available to practitioners of the art, this includes the four "generic" hand to hand skills (basic, expert, assassin, martial arts). When using hand to hand skills, the characters must remain within their respective 'move list' from NS.

This message was last edited by the GM at 15:08, Sun 07 Mar.

SSOGM
 GM, 4 posts
 Some Sort Of
 Game Master
Sun 20 Aug 2017
at 18:25
Rules Discussion and Decisions
Hand to Hand Skill Move Lists

    Basic Hand to Hand
  • beginning
    Escape MovesRoll with Punch/Fall/Impact
    Defensive MovesDodge, Parry, Automatic Parry
    Hand AttacksStrike (Punch)
    Foot AttacksSnap Kick (1d4)
    Special AttacksBody Block/Tackle, Crush/Squeeze, Pin/Incapacitate
    Modifiers to AttacksPull Punch, Knockout/Stun, Critical Strike
    Simultaneous AttacksAttacking without Defense
  • Level three - Kick attacks: Karate style kick does 2D4 damage or Snap Kick, 1D6 damage.
  • Level eight - Body Throw/Flip1


    Expert Hand to Hand

  • Escape MovesRoll With Punch/Fall/Impact
    Defensive MovesDodge, Parry, Automatic Parry
    Hand AttacksStrike (Punch, 1d4), Knife Hand (1d6)
    Foot AttacksKick Attack (1D6 Damage), Tripping/Leg Hooks
    Special AttacksBody Block/Tackle, Choke
    Modifiers to AttacksPull Punch, Knockout/Stun, Critical Strike, Critical Strike From Rear, Death Blow
  • Level five - Kick attacks: Karate style kick does 2D4 damage and any two of choice2
  • Level eight -  Body Flip/Throw1


    Assassin Hand to Hand

  • Escape MovesRoll With Punch/Fall/Impact
    Defensive MovesDodge, Parry, Automatic Parry
    Hand AttacksStrike (Punch), Knife Hand, Fingertip Attack (1 pt damage)
    Foot AttacksSnap Kick (1D4 Damage), Tripping/Leg Hooks
    Special AttacksBody Block/Tackle, Choke
    Holds/LocksArm Hold, Body Hold, Neck Hold
    Modifiers to AttacksPull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear, Death Blow
  • Level seven - Death Blow3 (if desired; must announce his intention)
  • Level nine - Kick attacks: Karate style kick does 2D4 damage and any two of choice2


    Martial Arts Hand to Hand

  • Escape MovesRoll With Punch/Fall/Impact
    Defensive MovesDodge, Parry, Automatic Parry
    Hand AttacksStrike (Punch, 1d4), Knife Hand (1d6), Power Punch (1d10)
    Basic Foot AttacksKick Attack (1d6), Snap Kick (1d4)
    Special AttacksDeath Blow, Leap Attack, Body Block/Tackle
    Modifiers to AttacksPull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear
  • Level three - Kick attacks: Karate style kick does 2D4 damage and any four of choice2
  • Level five - Jump Kicks (all)4
  • Level eight - Leap Attack5
  • Level ten - Body Flip/Throw1


    1Body Flip/Throw
  • Character throws the opponent off the ground. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage  bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
    After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one melee attack. With a Breakfall the damage is reduced in half, even if the roll fails.
    As an attack, it is possible to throw the victim of a body flip/throw into something or someone. To determine success, roll another Strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, Dodge, etc. If the two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one melee attack.


    2Kick Attacks
  • Kick Attack: This is a conventional karate-style kick. It starts with bringing the knee, leg folded, up to chest level, then the foot is completely extended. Does 2d4 Damage.
  • Snap Kick: A very short, very fast kick. Usually delivered low, striking the opponent somewhere below the waist. It works well in confined spaces and in grappling range, but does relatively little damage (only 1D6).
  • Roundhouse Kick: By turning the body and swiveling the hips, there's tremendous power packed into this kick. Can be used only once per melee round, and no other kicks can be used in that same melee round. Does 3D6 Damage.
  • Wheel Kick: A damaging kick that involves sweeping the leg completely around the body. Cannot come right before or right after another kick. Does 2d6 Damage.
  • Crescent Kick: A swivel-hipped kick that sends the foot out in a sweeping arc. Does 2d4+2 Damage.
  • Axe Kick: A very high kick that goes up and over the opponent, coming down on the neck or shoulder. Can't be used in the same melee round with any other kicks. Does 2d6 Damage.
  • Backward Sweep: Used only against opponents coming up from behind the character. Does No damage, it's purely a Knockdown attack. Cannot be parried, but can be dodged.
  • Tripping/Leg Hook: An attack on the opponent's legs. Does No damage, it's purely a Knockdown attack. Cannot be parried, but can be dodged.


    3Death Blow
  • Potentially, an automatic kill because the attack inflicts double damage (plus damage bonus) direct to his points (no SDC damage). The defender can try to roll with death blow by rolling over the attacker's strike. A Death Blow must be announced before rolling the Strike. An unsuccessful Death Blow does 1D6 damage.
    The defender can only attempt to survive by parrying (must equal or better the attack roll with a natural, unmodified, die roll to parry) and/or by doing a Roll with Punch. If the roll with punch is successful (over the attacker's Strike roll), then the victim's hit point damage is reduced by half.
    NOTE: The actual effect is the immediate stopping of the heart. In other words, it simulates a massive heart attack. All the damage is to the victim's Hit Points, not to SDC If CPR-type resuscitation is available, the victim may be mobile in less than an hour. Roll to save vs coma/death.


    4Jump Kicks - A Jump Kick is performed by leaping completely off the ground and attempting to land foot-first on an opponent. Jump Kicks can be used only by those skilled in hand to hand martial arts or in a specific style of martial arts. The advantage of a jump kick is that it works as a critical strike and doubles the  normal damage inflicted. The disadvantage of a jump kick is that no other attack may be performed in that melee round (all attacks for that melee are used up in the kick). The jump kick must be the character's first attack of that melee round. For the rest of the melee round, the character can only parry, dodge or move into position.
  • Jump Kick: Does 1D8 Damage and Critical Strike.
  • Flying Jump Kick: Must be made from long range. The character launches into the air, taking a position that will smash one foot into the opponent. Does 1D10 Damage and Critical Strike.
  • Flying Reverse Turning Kick: Must be made from long range. The extra twisting and turning of the body adds power to do 2D6 Damage and Critical Strike.


    5Leap attack - An airborne assault where the weapons and fists are wielded in mid-leap. A leap attack must be made only at the beginning of a melee round and, like the jump kick, uses up all attacks for that melee. Usually, only a single strike can be made during a leap attack. However, if two opponents are close together, the attacker can leap between them and strike both of them at the same time; roll to strike each opponent. After the leap, the character may not attack again until the next melee round, but can parry, dodge, or move into position. Automatic parries work in mid-leap, but dodges are impossible. A successful leap attack is a critical strike and does double damage.

This message was last edited by the GM at 03:38, Sun 07 Mar.

SSOGM
 GM, 176 posts
 Some Sort Of
 Game Master
Fri 5 Mar 2021
at 02:39
Rules Discussion and Decisions
    Moves Common to All Hand to Hand Skills (not all martial arts)

  • typeCombat Move
    Escape MovesRoll with Punch/Fall/Impact
    Defensive MovesDodge, Parry, Automatic Parry
    Hand AttacksStrike (Punch)
    Foot Attacksnone
    Special AttacksBody Block/Tackle
    Modifiers to AttacksPull Punch, Knockout/Stun, Critical Strike


    Move Sets Specific To Hand to Hand Skills
  • Hand Attacks
    Hand to Hand SkillAdds to Move Set
    Basic Hand to Hand nothing
    Expert Hand to HandKnife Hand (1d6)
    Assassin Hand to HandKnife Hand, Fingertip Attack (1 pt damage)
    Martial Arts Hand to HandKnife Hand (1d6), Power Punch (1d10)
  • Foot Attacks
    Hand to Hand SkillAdds to Move Set
    Basic Hand to HandSnap Attack (1d4)
    Expert Hand to HandKick Attack (1D6 Damage), Tripping/Leg Hooks
    Assassin Hand to HandSnap Kick (1D4 Damage), Tripping/Leg Hooks
    Martial Arts Hand to HandKick Attack (1d6), Snap Kick (1d4)
  • Special Attacks
    Hand to Hand SkillAdds to Move Set
    Basic Hand to HandCrush/Squeeze, Pin/Incapacitate
    Expert Hand to HandChoke
    Assassin Hand to HandChoke
    Martial Arts Hand to HandDeath Blow, Leap Attack
  • Modifiers to Attacks
    Hand to Hand SkillAdds to Move Set
    Basic Hand to Hand nothing
    Expert Hand to HandCritical Strike From Rear, Death Blow
    Assassin Hand to HandCritical Strike From Rear, Death Blow
    Martial Arts Hand to HandCritical Strike From Rear

This message was last edited by the GM at 03:18, Fri 05 Mar.

SSOGM
 GM, 5 posts
 Some Sort Of
 Game Master
Sun 20 Aug 2017
at 18:51
Rules Discussion and Decisions
Inventing Special Hardware

    Characters with a focus on equipment (Bionics, Hardware, and Robotics categories) may desire equipment not found in the book. To address this special equipment, the following guidelines are now 'house rules'
    1. What it isn't
    2. Equipment from the equipment list of another hero category can not be used as special equipment
    3. Equipment with the sole function of bypassing a restriction from another source can not be special equipment
    4. Equipment with the sole function of delivering combat bonuses is not special equipment unless it falls under number one below
    1. What it is
    2. Equipment that extends the function of equipment within the heroes category is defined as special equipment
    3. Equipment that mimics the function of a minor power or minor psionic ability is special equipment
    4. Equipment that enhances or improves the performance of a non-physical skill is special equipment (yes, I know, an auto-tuner is now special equipment)
    1. What it costs
    2. Equipment that extends or enhances the function of equipment within the hero's category adds 25% to the equipment's cost for each enhancement, thus a rifle scope that has been enhanced to perform better (+1 to strike bonus for 25% cost added) at twice the distance (double range for 25% cost added) would cost one and a half times the standard scope. NOTE: the maximum enhancement is double the cost (four additions/enhancements)
    3. Equipment that enhances or improves the performance of a non-physical skill costs $100 per 5% improvement, before miniaturization. Incorporating said equipment into another piece of equipment requires miniaturization and doubles the cost. Incorporating said equipment into bionics or a humanoid or smaller robot requires miniaturization and doubles the cost. Incorporating the equipment into a larger scale robot triples the cost.
    4. Equipment that mimics the function of a minor power or minor psionic ability has its cost determined on a sliding scale to allow lower budgets some access. To figure the cost of this special equipment, begin by dividing the entire equipment budget (before ANY purchases are made) by three. Many of these powers have multiple abilities and combat bonuses. Considering ALL combat bonuses as one ability, count the number of abilities and divide the previously calculated starting cost by that number. This is the cost for mimicking any single ability from the minor power/psionic ability. This is also the cost to add any single combat bonus from the ability.
      For example:
      Bill is the Hardware: Analytical hero, he wants to add a personal radar screen to the welding mask he's creating for his costume. Bill's budget is $60,000. Dividing by three his starting cost is $20,000. The minor power Radar has the following abilities:
      1. Interpreting Shapes: 50% +5% per level of experience.
      2. Estimating Distance: 6O% +4% per level of experience.
      3. Estimating Direction: 60% +4% per level of experience.
      4. Estimating Speed: 40% +4% per level of experience.
      5. Estimating exact location: 50% +4% per level of experience.
        • Combat Bonuses
        • +4 on initiative.
        • +2 to parry and dodge.
        • +2 to strike.
        • One additional attack per melee.

        • No minuses apply when blinded or in darkness
      Dividing the starting cost by six gives $3,333 per ability or combat bonus. Bill decides to build a radar device into the mask that allows him to estimate the exact location (50 + 4%) of a target and thereby increase his ability to hit what he aims at (+2 to strike). That's one ability and one combat bonus so this costs $6,666 from his budget.
  • Special equipment is fragile, beginning with just 10 SDC. Incorporating the special equipment into a costume automatically doubles its SDC, but forces anyone using the special equipment to be wearing the costume. If incorporated into a costume the special equipment will be considered protected by any body armor the character wears, even if the body armor is incorporated into the costume. Increasing the SDC of the special equipment by ten costs one tenth of the equipment's cost, and this must be done in increments of ten SDC.
    for example:
    Bill decides his radar needs protection, so he incorporates it into his costume. It is protected by his body armor, and its SDC doubles to twenty. He decides this isn't enough, he wants a minimum of fifty SDC for his radar. The first ten SDC (raising radar to 30 SDC) adds one tenth to the cost of the radar, which becomes $6,666 + $666 = $7,332. The second SDC addition adds $733 to the cost of the radar, making it cost $8,065 and gives it an SDC of forty. The final ten SDC costs $806 and raises the cost of the radar to $8,871.
    Special equipment can be targeted by an opponent using a "called shot", and if damaged will cease to function when its SDC has been reduced by half. Characters can repair their own special equipment at a rate of 1d4 SDC per minute in the field. Within any workshop (within reason) character's can repair their own equipment at a rate of 1d20 SDC per minute.

This message was last edited by the GM at 03:43, Sun 07 Mar.

SSOGM
 GM, 7 posts
 Some Sort Of
 Game Master
Mon 21 Aug 2017
at 03:26
Rules Discussion and Decisions
Multiple O.C.C.'s

You say that instead of a young, naive superhero trying to find his place in the world you desire to roleplay an older and more mature and ultra-experienced person attempting to come to grips with their new world as a superhero? Fine, I've got a house rule for that.
An option for Special Training: The Ancient Master
    Seasoned Adventurers - Unaltered humans who've been fighting the good (or bad) fight so long they've become legends in their own time. This category is based on The Ancient Master, and hereby dubbed Special Training: Multiple O.C.C.s
    • Any of these O.C.C.s from Ninjas & Superspies and Mystic China can be chosen
    • Philosopher Martial Artist (Chun Tzu)
    • Weapon-Based Martial Artist (Jian Shih)
    • Meditative Martial Artist
    • Open Hand Martial Artist
    • Antiquarian O.C.C.
    • Capitalist Entrepreneur O.C.C
    • Dedicated Martial Artist O.C.C.
    • Worldly Martial Artist O.C.C.
    • Gadgeteer Agent O.C.C.
    • Operative Agent O.C.C.
    • Private Eye O.C.C.
    • Professional Free Agent O.C.C.
    • Thief Free Agent O.C.C.
    • Wandering Free Agent O.C.C.
    • Academy Officer O.C.C.
    • Commando Mercenary O.C.C.
    • Veteran Grunt O.C.C.
    • Options
    • Use the selected O.C.C. to complete the character's education and background, advance as normal from level one
    • Take a pool of 60,000 experience points, and advance the character to some level prior to switching O.C.Cs.
  1. Switching O.C.C.s results in the skills from the original O.C.C becoming frozen at that level.
  2. The new O.C.C. can't advance till the character has earned or consumed from the pool the same number of experience points as were used to advance the original O.C.C. to its level.
    • Changing O.C.C.s
    • The original O.C.C. determines the starting skill list. These skills advance normally as long as the O.C.C. continues.
      1. When transitioning into a new O.C.C.
      2. the original O.C.C. primary skills are frozen
      3. The primary skills for the new O.C.C. are chosen
      4. any of these skills that are duplicates of skills from the original O.C.C. are un-frozen within the new O.C.C., starting at the same proficiency level as in the original O.C.C.
      5. The number of frozen skills in the original O.C.C. are counted.
      6. This is the number of non-duplicated skills in the new O.C.C. allowed
      7. The skills in the new O.C.C. beyond this number can be added, but will remain frozen at their starting proficiency
      8. The number of secondary skills in the new O.C.C. are the number of skills in the original O.C.C. that are unfrozen
      9. New secondary skills are NOT selected.
      10. Hand to hand skills from the original O.C.C. are frozen at that O.C.C.'s level.
      11. New hand to hand skills aren't selected.
      12. When the new O.C.C. reaches the same level as the original O.C.C, the hand to hand skill can be un-frozen and continue to advance.
    • Equipment
    • considered the accumulation of their many professions, the character has
    • $50,000 worth of vehicle(s)
    • $100,000 for a workshops/labs/equipment/weapons

This message was last edited by the GM at 03:10, Fri 05 Mar.

SSOGM
 GM, 17 posts
 Some Sort Of
 Game Master
Fri 25 Aug 2017
at 03:49
Rules Discussion and Decisions
Normal Throwing

    A character can not throw more than he can carry. When a throwing range is provided, add 1 foot for every P.S. attribute point. When a throwing range is not provided for an object, use the following guidelines below
  • Normal and Strong P.S.: up to a 1 lb object can be thrown 50 feet, + 1 foot per P.S. point. Heavier objects (up to the maximum carry weight limit) can be thrown 2 feet per every 3 P.S. points (0.4 inches per P.S., plus 1 foot per P.S.).
  • Extraordinary P.S.: Up to a 1 lb object can be thrown 200 feet. Up to a 10 lb object can be thrown 100 feet. Up to a 100 lb object can be thrown 50 feet. Up to a 200 lb object can be thrown 10 feet. All these distances are increased by 1 foot per P.S. point. Heavier objects (up to the maximum carry weight limit) can be thrown 4 feet per every 3 P.S. points (4 inches per P.S., plus 1 foot per P.S.).
  • Superhuman P.S.: Up to a 1 lb object can be thrown 200 feet. Up to a 10 lb object can be thrown 100 feet. Up to a 100 lb object can be thrown 50 feet. Up to a 200 lb object can be thrown 10 feet. All these distances are increased by 1 foot per P.S. point. Heavier objects (up to the maximum carry weight limit) can be thrown 5 feet per every 3 P.S. points (8 inches per P.S., plus 1 foot per P.S.).
  • Supernatural P.S: Up to a 1 lb object can be thrown 300 feet. Up to a 10 lb object can be thrown 200 feet. Up to a 100 lb object can be thrown 100 feet. Up to a 200 lb object can be thrown 30 feet. All these distances are increased by 1 foot per P.S. point. Heavier objects (up to the maximum carry weight limit) can be thrown 6 feet per every 3 P.S. points (12 inches/1 foot per P.S., plus 1 foot per P.S.).


Damage from Heavy Objects: 1D6 + 1D6 points per every 33 pounds (3D6 points per every 100 lbs), plus P.S. damage bonus. So a 200 pound (90 kg) item will inflict 7D6 points of damage! A 2,000 lb (1 ton) object will inflict 7D6x10!

This message was last edited by the GM at 02:58, Fri 05 Mar.

SSOGM
 GM, 19 posts
 Some Sort Of
 Game Master
Fri 25 Aug 2017
at 12:12
Rules Discussion and Decisions
    Falling
    There are two categories of falling damage:
    • Minor Falls - Falling a distance less than four times the character's height.
    • 1d6 damage per ten feet fallen
    • Rolling with the fall against a 10 negates the damage, but uses one melee action

    • Major Falls - Falling a distance greater than four times the character's height
    • 1d6 damage per ten feet fallen
    • Damage is capped at 20d6, multiplied by the whole number ratio of the character's weight to 180 pounds (terminal velocity is directly proportional to mass if surface area remains constant)
    • Rolling with the fall against a 10 will half the damage


Two other concerns, best expressed by quoting the relevant passages in the book:
Heroes Unlimited Second Edition Revised:
Some situations (diving on a grenade, getting shot in the head at point blank range, falling from a great height, which in the case of superbeings might be 1000 feet/305 m, etc.) will do damage "direct to Hit Points," skipping S.D.C. entirely


Heroes Unlimited Second Edition Revised:
Regular armor, either modem or ancient, gives no protection against falling or crash damage.

This message was last edited by the GM at 05:48, Tue 07 Nov 2017.

SSOGM
 GM, 117 posts
 Some Sort Of
 Game Master
Fri 23 Feb 2018
at 01:24
Rules Discussion and Decisions
    Skill Modifications
  • Acrobatics will include the ability to leap four feet high and five feet long. These leaping distances increase by two feet per level.
  • Gymnastics will include the ability to leap four feet high and four feet long. These leaping distances increase by two feet per level.

This message was last edited by the GM at 13:30, Sun 07 Mar.

SSOGM
 GM, 120 posts
 Some Sort Of
 Game Master
Tue 27 Feb 2018
at 06:55
Rules Discussion and Decisions
    There are five options for hand to hand combat.
  1. No hand to hand skill
  2. One "Hand to Hand:" combat skill
  3. More than one "Hand to Hand:" combat skill
  4. A full martial art from Ninjas & Superspies or Mystic China
  5. A full martial art from Ninjas & Superspies or Mystic China and a generic "Hand to Hand:" combat skill

    • No hand to hand skill
    • Starts with two attacks per melee round
    • Gains an additional attack per melee round at levels 4, 7, and 12
    • has only the following moves:
      typeCombat Move
      Defensive MovesDodge, Parry
      Hand AttacksStrike (Punch)
      Foot Attacksnone
      Modifiers to AttacksPull Punch
    • May attempt any other hand to hand combat move, at -4

    • One "Hand to Hand:" combat skill
    • Starts with the number of "additional attacks" listed at first level
    • uses the moves listed within the house rules
    • May attempt any other hand to hand combat move, at -4
    • adds bonuses upon leveling as the Hand to Hand skill indicates
    • More than one "Hand to Hand:" combat skill
    • character selects which Hand to Hand skill is considered primary, the primary skill never changes
    • Starts with the number of "additional attacks" listed at first level for the primary skill
    • adds bonuses upon leveling as the primary Hand to Hand skill indicates
    • may use the combat moves listed by all known hand to hand skills
    • May attempt any other hand to hand combat move, at -4
    • A full martial art from Ninjas & Superspies or Mystic China
    • Starts with the number attacks listed at first level
    • uses the moves listed for the martial art
    • May attempt any other hand to hand combat move, at -4
    • adds bonuses upon leveling as martial art indicates
    • A full martial art from Ninjas & Superspies or Mystic China and a generic "Hand to Hand:" combat skill
    • Starts with the number attacks listed at first level
    • uses the moves listed for the martial art
    • may use the moves listed within the house rules for the generic "Hand to Hand:" combat skill with no bonuses
    • May attempt any other hand to hand combat move, at -4
    • adds bonuses upon leveling as the martial art indicates

This message was last edited by the GM at 19:47, Sat 13 Mar.

SSOGM
 GM, 174 posts
 Some Sort Of
 Game Master
Thu 4 Mar 2021
at 04:53
Rules Discussion and Decisions
The descriptions of several powers and abilities include the often misinterpreted phrase "is equal to"; other descriptions of powers and abilities use the equally obscure phrase "is considered". To clarify these phrases, the following guidelines are set forthwith:
    Phraseology
    1. is considered
    2. the characteristic in question doesn't increase by the bonus listed under the heightened/extraordinary/superhuman/supernatural power
    3. other attributes of the power in question ARE applied to the characteristic.
    1. is equal to
    2. the characteristic in question receives the full application of the power listed
    3. if the attribute that instigates the characteristic "being equal to" heightened/extraordinary/superhuman/supernatural is reduced/eliminated, the characteristic reverts to its previous condition


Examples
Heroes Unlimited Revised Second Edition page 294:
robotic P.S. is considered superhuman

Robots do not get to add 20+2d4 to their PS, but can carry 200xPS and lift 300+PS (in pounds).

Heroes Unlimited Revised Second Edition page 188:
P.S. is equal to the Minor ability of Extraordinary Strength.

This is under the Physical Training power category, and the entirety of the Extraordinary Strength minor super ability is applied to the character.

This message was last edited by the GM at 01:12, Yesterday.