RolePlay onLine RPoL Logo

, welcome to Center City and Surrounding Environs

18:21, 20th July 2024 (GMT+0)

Rules Discussion and Decisions.

Posted by SSOGMFor group 0
SSOGM
GM, 7 posts
Some Sort Of
Game Master
Mon 21 Aug 2017
at 03:26
  • msg #6

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.
    • To be able to switch O.C.C.s the character must lack one experience point from advancing to a new level.
  1. Switching O.C.C.s results in the skills from the original O.C.C becoming frozen at that level.
  2. The character's level doesn't advance till the character has earned or consumed from the pool the same number of experience points as were used to advance the previous 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 secondary 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 begin at level 1, and advance normally.
      12. If the original hand to hand skill is an option for the new O.C.C., choosing that hand to hand skill unfreezes it.
      13. When the new O.C.C. reaches the same level as the original O.C.C, its frozen hand to hand skill will 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 02:34, Mon 11 Oct 2021.
SSOGM
GM, 17 posts
Some Sort Of
Game Master
Fri 25 Aug 2017
at 03:49
  • msg #7

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 2021.
SSOGM
GM, 19 posts
Some Sort Of
Game Master
Fri 25 Aug 2017
at 12:12
  • msg #11

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
  • msg #12

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 2021.
SSOGM
GM, 120 posts
Some Sort Of
Game Master
Tue 27 Feb 2018
at 06:55
  • msg #13

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 unlisted hand to hand combat move, without bonuses 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 hand to hand combat move not yet learned but listed as possible without bonuses
    • May attempt any unlisted hand to hand combat move, without bonuses 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
    • uses only the combat bonuses indicateded by the primary Hand to Hand skill
    • may use the combat moves listed by all known hand to hand skills
    • May attempt any hand to hand combat move not yet learned but listed as possible without bonuses
    • May attempt any unlisted hand to hand combat move, without bonuses 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 hand to hand combat move not yet learned but listed as possible without bonuses
    • May attempt any unlisted hand to hand combat move, without bonuses 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 attribute bonuses only
    • May attempt any hand to hand combat move not yet learned but listed as possible without bonuses
    • May attempt any unlisted hand to hand combat move, without bonuses at -4
    • adds bonuses upon leveling as the martial art indicates

For the generic hand to hand combat skills, attacks per melee are increased by skills or powers that add attacks (i.e. Boxing, Extraordinary PP). For the martial arts from Ninjas & Superspies Revised Edition and Mystic China, only powers that add attacks increase the attacks per melee. Characters are permitted, if they desire to do so, to maintain separate sets of hand to hand combat statistics for any generic hand to hand skill they have learned and any martial art from Ninjas & Superspies Revised Edition and Mystic China they have picked up. Which skill set they're using must be chosen at the beginning of a melee round, any hand to hand combat move not yet learned but listed as possible is performed without bonuses. Any combat skill that outside the character's listed set of combat maneuvers is performed without bonuses at -4.
This message was last edited by the GM at 01:41, Wed 24 Aug 2022.
SSOGM
GM, 174 posts
Some Sort Of
Game Master
Thu 4 Mar 2021
at 04:53
  • msg #14

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' or 'becomes'
    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 300xPS (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 04:14, Wed 20 Oct 2021.
SSOGM
GM, 314 posts
Some Sort Of
Game Master
Mon 27 Sep 2021
at 12:21
  • msg #15

Rules Discussion and Decisions

Heroes Unlimited Revised Second Edition page 68:
Getting out of a hold requires agility. Both the victim and attacker roll twenty-sided dice and add in their P.P. attribute
scores . The person doing the hold also gets to add in all his bonuses to hold and from the P.P. attribute (if any) . High roll wins! If the attacker wins, then the hold continues. If the victim wins, then the hold is released and combat can continue.


So, for telekinesis being used to hold a person, once the hold is established the victim can attempt to escape. Such an attempt will be considered one of their attacks that round. It will be resolved by the victim rolling a twenty-sided dice and adding their PP attribute to it. The attacker will roll a twenty-sided dice and add their IQ attribute to it, plus any bonuses to strike with telekinesis. The high roll wins, defender wins ties. If the attacker wins, then the hold continues. If the victim wins, then the hold is released and combat can continue.
SSOGM
GM, 347 posts
Some Sort Of
Game Master
Sun 17 Oct 2021
at 15:55
  • msg #16

Rules Discussion and Decisions

Upon level advancement, increase in ranks and skills will be based on Heroes Unlimited Revised Second Edition unless the rank or skill isn't listed in that book. For those ranks or skills not listed in those books, the official ruling is to follow the listing as it is in the first occurrence of the rank or skill in the remaining books in the following order:

  1. Powers Unlimited 1
  2. Powers Unlimited 2
  3. Powers Unlimited 3
  4. Aliens Unlimited
  5. Ninjas & Superspies Revised Edition
  6. Mystic China

SSOGM
GM, 353 posts
Some Sort Of
Game Master
Wed 20 Oct 2021
at 04:26
  • msg #17

Rules Discussion and Decisions

Heroes Unlimited Revised Second Edition page 68:
Getting out of a hold requires agility. Both the victim and attacker roll twenty-sided dice and add in their P.P. attribute
scores . The person doing the hold also gets to add in all his bonuses to hold and from the P.P. attribute (if any) . High roll wins! If the attacker wins, then the hold continues. If the victim wins, then the hold is released and combat can continue.


Assisting someone in escaping from a hold requires an action. An action spent assisting someone in escaping from a hold allows the assisting character to add one plus their PS-based damage bonus to the die rolled to determine if the hold is escaped.

i.e. Phil has Colin in a body hold. Phil's PP is 14 and his combat bonus to hold is +4 (maybe Phil's a professional wrestler). Colin has been attempting to escape, but his PP is 13, so while Phil is rolling 1d20+18 (19 to 38), Colin has been rolling 1d20+13 (14 to 33). George and Michael both decide to help Colin. George has a PS of 13, which has no damage bonus. He adds one to Colin's die roll. Michael is a beast with a PS of 24, which has a +9 damage bonus. He adds one plus nine equals ten to Colin's die roll. The next time Colin tries to escape the hold, he'll be rolling 1d20+13+1+10 (range 25 to 44), and his chances to escape are much better, now.
SSOGM
GM, 367 posts
Some Sort Of
Game Master
Tue 26 Oct 2021
at 09:15
  • msg #18

Rules Discussion and Decisions

For the super categories of Hardware, Physical Training, and Mystic Study, a character normally drops one skill program to represent the effort put towards the special training within that category. However, alien heroes are presented with separate education that isn't divided into skill programs. This modified education table compensates for the eliminated skill program, and applies to aliens in the aforementioned super categories:
  • 01-14 General Studies: Select three skills from science, pilot and communications, plus select five secondary skills. Skill Bo­nus: +5% to all skills, including secondary.
  • 15-28 Pilot: Select four piloting skills (any), two pilot related skills, and one skill from communications and mechanical, as well as basic and advanced mathematics, computer operation, and four secondary skills. Skill Bonus is +15% on all piloting and pilot related skills, +5% on all others.
  • 29-42 Military Specialist: Select five from espionage and five from military, one from physical, plus one hand to hand combat skill of choice, and select four secon­dary skills. Skill Bonus: +10% on espionage and military skills only.
  • 43-55 Science Specialist: Select four skills from science, one from medical, one from physical, one from communications, plus computer operation, basic math , and read sensory instruments. Also select five secondary skills. Skill Bonus: +20% to all sci­ence skills and +10% on all others, except secondary skills.
  • 56-71 Combat Specialist: Select four physical skills plus one hand to hand of choice, two weapon proficiencies (any), one pilot, and first aid, plus six secondary skills. Skill Bonus: +10% except on secondary skills.
  • 72-85 Rogue/Smuggler: Select 4 skills from the rogue category and 3 from espionage, plus two from communica­tions, weapon proficiencies, mechanical, and physical. The char­acter also has the basic math skill and computer operation, and four secondary skills. Skill Bonus: 10% to all rogue and espionage skills, and +5% to all others, except secondary skills.
  • 86-00 Engineer: Select five skills from the combined categories of electronics and mechanical , one each from science and communications, plus computer operation, read sensory equip­ment, and basic and advanced mathematics. Also select four secondary skills. Skill Bonus: +25% on all electronic and me­chanical skills, and +5% on all others except on secondary skills.

In addition, the list of allowed secondary skills on page 47 of Heroes Unlimited Revised Second Edition become:
    Secondary Skill List
    Note: Do not add educational skill bonuses to any of the secondary skills selected. Secondary skills are selected in addition to Scholastic skills.
  • Communications: Radio: Basic, TV/Video, and Radio: Satellite only.
  • Domestic: Any
  • Electrical : Basic Electronics only.
  • Espionage: Wilderness Survival only.
  • Mechanical: Basic Mechanics, Aircraft Mechanics and Auto Mechanics only.
  • Medical: First Aid only.
  • Physical: Any, excluding Hand to Hand: Martial Arts and Hand to Hand: Assassin. Hand to Hand: Expert counts as two skill selections. Physical skills not possible in the alien's home environment are excluded (i.e. Running on a water world, swimming on a desert world). SCUBA/Advanced Swimming is also excluded.
  • Pilot: Basic: Any except Horsemanship
  • Pilot: Advanced : Any except Jet Fighter, Tanks and APCs, Warships and Patrol Boats.
  • Pilot Related : Any except Weapon Systems.
  • Rogue: Any, except Card Sharp, Computer Hacking, Find Contraband, and Safecracking.
  • Science: Any.
  • Technical: Any
  • W.P. Ancient Weapons: Any
  • W.P. Modern Weapons: Any
  • Wilderness Skills: Any except those not possible in the alien's home environment (Boat Building on a desert world, Land Navigation on a water world, etc)

This message was last edited by the GM at 13:46, Wed 01 Feb 2023.
SSOGM
GM, 376 posts
Some Sort Of
Game Master
Sun 31 Oct 2021
at 20:31
  • msg #19

Rules Discussion and Decisions

    Due to the house rule on the number of attacks per melee characters receive, certain other rules had to be modified.
  • Heroes Unlimited Revised Second Edition page 319, with noted modifications:
    Magic Attacks Per Melee
    Spells are usually invocations taking the form of a chant or mantra, require minimal potential psychic energy (P.P.E.) and can be performed quickly.
    Two low level spells, levels 1-8, can be cast per melee round (15 seconds). Each counts as two one melee attack. The higher levels of magic are more complex and require more time to preform . Only one spell per melee round (15 seconds) can be cast when spells from levels 9-10 are used; count as six three melee attacks. Spells of level 11-15 magnitude require two melee rounds (30 seconds) or longer (see spell description) to cast. Only teleport: superior can be cast in a single melee round.
  • Heroes Unlimited Revised Second Edition page 75, with noted modifications:
    Damage from an Entire Magazine: Roll the normal damage dice for ONE round x10 for clips with 30-50 rounds, or ONE round x5 if the clip has 15 or less rounds. Shooting off the entire clip within a melee round is possible. 100% of the rounds are fired. Uses up all attacks that melee round.* Can be fired at only one target. Machineguns are the only exception to this rule.
  • Heroes Unlimited Revised Second Edition page 194:
    All unmanned robots with a computer or artificial intelligence, start with three one attacks per melee round. To increase the number of attacks per melee for unpiloted computer robots costs $700,000 for each one attack per melee, and $500,000 each for robots with an advanced intelligence. Maximum attacks per round is eightsix total (the threeone to start and five that can be purchased).


*Characters with less than three attacks per melee round can't pull the trigger fast enough to empty the magazine in a melee round. Fully automatic weapons require one less attack to fire a short or long burst (but never less than one).
This message was last edited by the GM at 05:51, Tue 16 July.
SSOGM
GM, 382 posts
Some Sort Of
Game Master
Thu 4 Nov 2021
at 15:57
  • msg #20

Rules Discussion and Decisions

PPE batteries of a type called "vajra" can be made through a spell (Mystic China pages 91-92). If they can be made, they can be bought.
I declare vajra can be bought on ebay (they can in RL) at $20 per point plus 1$ per PPE capability plus 1$ per CHI capability. Each pair of points dedicated to an automatic function costs $250. Each pair of points dedicated to an active function would cost $500. Active spells  contained in the Vajra would add $1000 multiplied by their level to the cost. A fully charged four-point vajra would therefore cost $780.
This prompted me to start an "available to purchase" thread.
This message was last edited by the GM at 10:50, Fri 12 Nov 2021.
SSOGM
GM, 393 posts
Some Sort Of
Game Master
Fri 12 Nov 2021
at 11:23
  • msg #21

Rules Discussion and Decisions

The Ancient Master from the hero category Special Training (page 211 in Heroes Unlimited Revised Second Edition) and those that use the Defensive and Fast Combat hand to hand training from the Physical Training category (page 188 in Heroes Unlimited Revised Second Edition) will be considered to have Chi Mastery, and therefore the following abilities from
Ninjas and Superspies Revised RPG :
  1. Chi Awareness: The ability to sense the level and type of chi in others. The range of Chi Awareness is limited to 40ft (12.2m). The character will be able to instantly recognize any of the following conditions:
    • A person with zero chi.
    • A person with only 1 or 2 points of chi.
    • Anyone with more than 10 points of chi.
    • Anyone with chi skills (from Arts of Invisibility, Body Hardening, Katas or Martial Art Techniques).
    • Anyone with Chi Mastery skills.
    • Anyone with more chi than the character's own.
    • The presence of negative or positive chi in any person, place or thing. Living things are usually charged with positive chi. This is the force of life and healing that makes it possible for things to grow and survive. Negative chi is used by those trained in Snake Style or Tien Hsueh. This negative chi is not necessarily evil, but it is based on the forces of nonlife, and it prevents healing in living things.
  2. Chi Relaxation: The ability to "calm" the mind. This means the character can go to sleep instantly, eat without indigestion, relax in the face of danger, and otherwise "cool it" whenever necessary. This also gives the character great resistance to the effects of insanity or drug addiction. Of course , the character can still have an insanity, be a drug addict or an alcoholic, it's just that the character can hide the symptoms and resist the temptations. This resistance will disappear when the character's chi is weakened and drops below 10.
    For example, let's look at our old friend Kajo, who is a recovered alcoholic. So long as Kajo has a high level of chi, he can easily resist the temptation of drink. However, after a  battle has depleted his chi, he finds himself shaken and tense. Suddenly, he needs that drink. Rather than meditating to recover his chi he succumbs to his desire for a beer. From that point on the character is lost, either too drunk or too shaken to recover his lost chi. Kajo will continue to drink and have the affects of an alcoholic until he is made to recover. Affects of alcohol & drugs on chi in the Insanity Section.
    Any character with Chi Mastery can use Chi Relaxation to regain lost chi. A full hour's meditation will recover all lost chi, no matter what the amount. Note that this does not cure Chi "damaged" Dim Mak nor does it work if the character is infected with Negative Chi.
  3. Defend against Chi Attacks: Chi Combat is pretty unusual. It' s something that's only used by those rare characters with Negative Chi, and it's only used against opponents with Positive Chi. Defending against Chi Attack is automatic and takes no melee round action. Here are the main features of Chi Attacks:
    Defensive Chi: Each point of Positive Chi used to defend is capable of destroying 1D6  of attacking Negative Chi points.
    Offensive Chi: The amount of Positive Chi destroyed by one point of Negative Chi is 3D6 points. Once the victim has reached zero Chi, then each point of Negative Chi will enter the victim's body.
    Non-Chi Masters in Chi Combat: Those without training in Chi Mastery are totally vulnerable in Chi Combat. Their Chi can be easily destroyed and, once they're at zero, they can be filled with negative chi.
    Getting Rid of Negative Chi: There are two ways to dispel Negative Chi. The easiest is to be treated by someone with the Chi Healing (Chiatsu) ability. The only other way of purging Negative Chi is by meditating in a place of great Positive Chi. By staying in a wild  forest, or by a waterfall, or in some other natural place, the character can eliminate 1D6 Negative Chi points per day.

This message was last edited by the GM at 19:21, Wed 17 Nov 2021.
SSOGM
GM, 468 posts
Some Sort Of
Game Master
Wed 16 Feb 2022
at 08:57
  • msg #22

Rules Discussion and Decisions

    Called Shots
  • Target/intent is declared before rolling.
  • Difficult targets have modifiers.
  • Bonuses to strike are halved for attack modes requiring any hardware.
  • Called shots succeed if the strike roll is twelve or better.
  • The effect of a called shot depends on the method of attack and chosen target.

This message was last edited by the GM at 17:27, Sun 20 Feb 2022.
SSOGM
GM, 474 posts
Some Sort Of
Game Master
Sun 20 Feb 2022
at 18:22
  • msg #23

Rules Discussion and Decisions

The missile damage listed on page 82 of Heroes Unlimited Revised Second Edition is deprecated. Missiles do damage in two phases. When the missile strikes its target, there is ballistic damage from the impact, this is the first phase. The second phase is the damage from the payload. A target that successfully rolls with the impact of the first phase damage has avoided triggering the payload. No target is allowed to roll with the damage of the payload, though some types of payload may permit a save.

Missile typeSDCprimary damage
Mini-missile12D6
Mini-missile23D4
Short Range53D6
Medium Range104D6
Long Range205D4
Long Range255D6

PayloadDamage
High Explosive, light5D6 times SDC
High Explosive, medium6D4 times SDC
High Explosive, heavy6D6 times SDC
Fragmentation, light5D6 times SDC
Armor Piercing, medium6D6 times SDC
Plasma/Napalm (medium)6D4 times SDC
Multi-Warhead6D6 times SDC
Proton Torpedo (heavy)7D6 times SDC
Nuclear (medium)1D4 times 10 times SDC
Nuclear (heavy)2D4 times 10 times SDC
Nuclear (multi-warhead)3D4 times 10 times SDC

The remainder of the chart on page 82 (speed, range, and blast radius) are unchanged for all but the Nuclear payloads, those blast radii are halved and multiplied by SDC.
Chimp Man Z
player, 447 posts
Mutant Circus Freak
HP 100 SDC 343, CHI 40
Sun 20 Feb 2022
at 20:39
  • msg #24

Rules Discussion and Decisions

There are a lot of missiles that do not actually hit the target.  They have proximity detonators that cause them to explode before they actually strike a target.

GM:
I know, but doing it this way maintains balance.

This message was last edited by the GM at 14:44, Sat 20 Aug 2022.
SSOGM
GM, 539 posts
Some Sort Of
Game Master
Fri 25 Mar 2022
at 04:22
  • msg #25

Rules Discussion and Decisions

Enhanced P.S. does special damage with unarmed blows.
P.S.PowerPunch damage
15 or lessSupernatural
  • 1D4 restrained punch
  • 2D4 full strength punch
  • 3D6 power punch (counts as two melee attacks)
15 or lessSuperhuman
  • 1D3 restrained punch
  • 1D6 full strength punch
  • 2D6 power punch (counts as two melee attacks)
16 to 20Supernatural
  • 1D6 restrained punch
  • 2D6 full strength punch
  • 4D6 power punch (counts as two melee attacks)
16 to 20Superhuman
  • 1D4 restrained punch
  • 2D4 full strength punch
  • 3D4 power punch (counts as two melee attacks)
21 to 25Supernatural
  • 2D4 restrained punch
  • 3D6 full strength punch
  • 6D6 power punch (counts as two melee attacks)
21 to 25Superhuman
  • 1D6 restrained punch
  • 2D6 full strength punch
  • 3D6 power punch (counts as two melee attacks)
26 to 30Supernatural
  • 2D6 restrained punch
  • 4D6 full strength punch
  • 1D4x10 power punch (counts as two melee attacks)
26 to 30Superhuman
  • 2D4 restrained punch
  • 3D4 full strength punch
  • 4D6 power punch (counts as two melee attacks)
31 to 35Supernatural
  • 2D6+2 restrained punch
  • 5D6 full strength punch
  • 1D6x10 power punch (counts as two melee attacks)
31 to 35Superhuman
  • 2D6 restrained punch
  • 3D6 full strength punch
  • 5D6 power punch (counts as two melee attacks)
36 to 40Supernatural
  • 3D6 restrained punch
  • 6D6 full strength punch
  • 2D4x10 power punch (counts as two melee attacks)
36 to 40Superhuman
  • 3D4 restrained punch
  • 4D6 full strength punch
  • 1D6x10 power punch (counts as two melee attacks)
41 to 50Supernatural
  • 4D6 restrained punch
  • 1D6x10 full strength punch
  • 2D6x10 power punch (counts as two melee attacks)
41 to 50Superhuman
  • 3D6 restrained punch
  • 5D6 full strength punch
  • 2D4x10 power punch (counts as two melee attacks)
51 to 70Supernatural
  • 5D6 restrained punch
  • 2D4x10 full strength punch
  • 3D6x10 on a power punch (counts as two melee attacks)
51 to 70Superhuman
  • 4D6 restrained punch
  • 1D6x10 full strength punch
  • 2D6x10 on a power punch (counts as two melee attacks)


Strikes using a martial art will have the option of foregoing any strike bonus and special effect to damage as a 'restrained punch'.
This message was last edited by the GM at 09:35, Fri 25 Mar 2022.
Chimp Man Z
player, 480 posts
Mutant Circus Freak
HP 100 SDC 343, CHI 40
Fri 25 Mar 2022
at 05:18
  • msg #26

Rules Discussion and Decisions

How does this effect the various damages caused by different martial arts strikes, such as a knifehand or a roundhouse kick?

GM:
It doesn't. Those strikes list their own damage as something other than the 1d4 rolled for a 'human fist' (Heroes Unlimited Revised Second Edition, page 67). This is the primary difference between the various hand to hand combat styles as each has its own specifically permitted 'move list'. As a case in point, Basic Hand to Hand combat includes ONLY the 'human fist' previously mentioned, even at higher levels the only additions to the permitted moves are a few kick attacks and a throw.

This message was last edited by the GM at 14:57, Sat 20 Aug 2022.
SSOGM
GM, 608 posts
Some Sort Of
Game Master
Sat 21 May 2022
at 05:35
  • msg #27

Rules Discussion and Decisions

In reply to Chimp Man Z (msg # 26):

It doesn't, those strikes damage based on the specific movements and positions at which they are made. They get to add the PS damage modifier, and that's all.
SSOGM
GM, 609 posts
Some Sort Of
Game Master
Sat 21 May 2022
at 05:37
  • msg #28

Rules Discussion and Decisions

Ancient Non-masters

These are rules to create an aged character, not specific modifications to be applied to characters during play.
    SPD is reduced by ten percent (rounding up) at
  • 40
  • 60
  • 80
  • 90
  • 120
  • 140

    Number of Attacks are reduced by one at age 70, and reduced by one more at age 120.

    Carrying Weight is reduced by 1D4x10% at 60, and another 10% at
  • 70
  • 80
  • 90
  • 110
  • 120
  • 130

    For each five years beyond 50
  • reduce PP by one point, minimum is half the original value
  • skills requiring prowes, agility, and dexterity are reduced by 5%

    At sixty, and each five years beyond
  • reduce PS by one point, minimum is half the original value
  • reduce PB by one point, minimum is half the original value

    Each five years beyond 70
  • 50% chance of losing one IQ point
  • 60% chance of losing one ME point

    At 60 and every ten years beyond 60
  • SDC is reduced by 20%, becoming 0 at 100
  • Hit Points are reduced by five percent, minimum is half the hit points prior to aging

This message was last edited by the GM at 20:13, Sat 21 May 2022.
SSOGM
GM, 849 posts
Some Sort Of
Game Master
Tue 10 Jan 2023
at 12:43
  • msg #29

Rules Discussion and Decisions

For this game, we will use:

Extended Attribute Bonus Chart1112131415
IQ add to all skills--------1%
MA trust/intimidate130%30%30%30%30%
PE  save vs coma/death1----1%2%3%
PB charm/impress------10%20%

SSOGM
GM, 967 posts
Some Sort Of
Game Master
Mon 13 Mar 2023
at 04:56
  • msg #30

Rules Discussion and Decisions

Damage from firearms will be based on the cartridge used.
CartridgeDamage
.22 caliber2D4 damage
.30 caliber3D4 damage
.32 A.C.P. caliber2D6 damage
.32 Long3D6 damage
.38 caliber3D6 damage
.38 Power caliber4D6 damage
.45 A.C.P.4D6 damage
.41 Magnum5D6 damage
.44 Magnum6D6 damage
.357 Magnum4D6 damage
9mm & 7.65mm (pistol)3D6 damage
10mm (pistol)4D6 damage
.50 caliber (pistol)5D6 damage
5.56mm (rifle)5D6 damage
7.5mm (rifle)5D6 damage
7.62mm (rifle)4D6 damage
.30 caliber (rifle)4D6 damage
.50 caliber (rifle)6D6 damage

A rifle cartridge used in a pistol does the cartridge damage MINUS 1d4.
SSOGM
GM, 976 posts
Some Sort Of
Game Master
Sat 22 Apr 2023
at 20:03
  • msg #31

Rules Discussion and Decisions

The Aliens category of character contains a separate method of selecting powers/abilities. For  those characters that roll or choose "11-40 Possesses Super Abilities" from the Random Power Category Table (Heroes Unlimited Revised Second Edition page 95) may add one of the following.
Categories that can be added to Aliens (replacing the random generation of powers/secondary categories) from Powers Unlimited 2
    • Empowered - table 2 of Overcoming the Disability modified as
    • 01-25% Bionics/Cyborg
    • 26-65% Psionic Powers to Compensate
    • 66-85% Lycanthropy
    • 86-00% Robotics

    • Eugenic Heroes
    • Budget is $6.5 million
    • No "Chimera" alterations allowed

    • Gestalt Superhumans
    • Animal or Plant gestalts, only
    • Replaces Step 2 and Step 3 of Alien character creation

  1. Imbued Heroes
  2. Symbiotic Superhuman

This message was last edited by the GM at 12:00, Sun 29 Oct 2023.
SSOGM
GM, 1022 posts
Some Sort Of
Game Master
Sat 15 Jul 2023
at 13:38
  • msg #32

Rules Discussion and Decisions

OP:
    available source books
  • Heroes Unlimited 2E Revised
  • Powers Unlimited 1
  • Powers Unlimited 2
  • Powers Unlimited 3
  • Aliens Unlimited
  • Ninjas & Superspies Revised Edition
  • Mystic China

Skills from Other Books - the following skills are not in the source books, but will be available anyway.

  • Public Speaking (Technical): Training in the quality of sound, tone, pitch, enunciation, clarity, and pace in speaking to the public, loudly and distinctly. Also includes the practice of good, enticing storytelling and composition of the spoken word. The percentile number indicates the overall quality and charisma of the spoken word. Base Skill: 30%+5% per level of experience.
  • Psychology (Science): The principles, theories and evaluation of human behavior as they apply to psychology and psycho-therapy. Includes analysis, understanding and treatment of emotional and mental illness, motivational and perceptual disorders, personality assessment, alcoholism, drug abuse and treatment, and other aspects and studies of the mind and human behavior. Base Skill: 35% +5% per level of experience. Requires: Biology, Chemistry, and Literacy.
  • Yoga (Physical): A relaxed, slow, constant routine of stretching exercises. Beneficial no matter what martial art you do, or even if you just want to relax. By stretching and opening channels in the body, Yoga has been described as a massage for the inside of the body. A character with this skill will double his flexibility, and receives the following benefits:
    Add +1 to P.P.
    Add +2D6 to base Chi.
    Add +1 to M.A.
    Add +1 to Maintain Balance.

This message was last edited by the GM at 11:25, Thu 18 July.
SSOGM
GM, 1244 posts
Some Sort Of
Game Master
Sun 14 Jul 2024
at 13:49
  • msg #33

Rules Discussion and Decisions

entry for Super Telekinesis:
Damage: 1D4x10 S.D.C. per 100 pounds (45 kg) of weight.
Note: 100 S.D.C. points equals one (1) M.D. point.
The power is basically the same as the ability described in the Physical Category of psionic powers, but greatly enhanced . Differences are increased range, dramatically increased weight and damage.

As it's "basically the same as" the lesser form of Telekinesis with increased range and "weight and damage", and the damage listing indicates "1D4x10 per 100 pounds (45 kg) of weight", objects weighing less than 100 pounds would do damage as indicated in the minor psionic ability (Telekinesis). The smallest amount of weight listed on the lesser power is six ounces and such objects cost three ISP to move. The extra ISP spent with Super Telekinesis isn't lost but will increase the damage done by the object one step up the list for each extra point required. Therefore, the 10 ISP spent to move the object would increase the damage done based on the following chart:
levelISP costdamage done by hurled object
13Very Small: less than 6 ounces - 1 point
23Small: 6 ounces to 1 pound (0.17-0.45 kg) - 1D4
33Small: 1.1 to 2 lbs (0.5-0.9 kg) - 1D6
48Medium: 3 to 4 1bs (1.0-1.9 kg) - 2D4
58Medium: 5 to 10 lbs (2.0-4.5 kg) - 3D4
68Medium: 11 to 25 1bs (4.6-11.3 kg) - 3D6
7Super Telekinesis onlyLarge: 26 to 40 Ibs (11.4-18.1 kg) - 4D6
8+Super Telekinesis onlyAdd 1D6 for each additional 20 lbs (9 kg) of weight.

Note that anything twenty pounds are higher would have the same ISP cost in both abilities, therefore those items damage as if they're 100 pounds.

i.e. Using Super Telekinesis to hurl a bowling ball at the bad guy costs 10 ISP. The bowling ball is a medium object (weighs twelve pounds) and costs eight ISP for the minor ability to move. It's damage (level 6) would be 3D6 for Telekinesis. Using Super Telekinesis requires an expenditure of 10 ISP, that moves the damage two levels (10 - 8 = 2) to level 8, and the bowling ball would do 5D6 damage.
Sign In