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The following options are assumed to be
in effect for this paradigm. |
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No NCM |
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X |
NCM |
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Powers Available |
O |
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Powers Not Available |
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Super Skills Available |
O |
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No Super Skills Available |
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Combat Luck Allowed |
OC |
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No Combat Luck Allowed |
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No Deadly Blow Allowed |
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OC |
Deadly Blow Allowed |
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Literacy Standard |
X |
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Literacy Not Standard |
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No Weapon Familiarity |
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X |
Weapon Familiarity |
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No Armor Familiarity |
X |
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Armor Familiarity |
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No Transport Familiarity |
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X |
Transport Familiarity |
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No Skill Maxima |
X |
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Skill Maxima |
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No STR Minima |
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X |
STR Minima |
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Superheroic CSL Conversion |
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X |
Heroic CSL Conversion |
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No Encumbrance |
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X |
Encumbrance |
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Knockback |
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X |
Knockdown |
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Generalized Damage |
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X |
Hit Location Damage |
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No Long Term Damage |
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X |
Injury & Impairment Damage |
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Normal Damage Default |
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X |
Killing Damage Default |
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No Long Term Endurance |
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X |
Long Term Endurance |
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END Cost = Active Points / 10 |
X |
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END Cost = Active Points / 5 |
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Equipment Costs Points |
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X |
Equipment Doesn't Cost Points* |
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Bases & Vehicles Cost Points |
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X |
Bases / Vehicles Don't Cost Points* |
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Followers Cost Points |
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X |
Followers Don't Cost Points* |
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Cybernetics Cost Points |
X |
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Cybernetics Don't Cost Points |
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*Resource Pools as described in the Dark
Champions Genre book are in effect
Starting values: Equipment (60), Vehicles
/ Bases (10), Contacts / Followers (5) |
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O: By Origin |
C: Caps Are In Effect |
X: Selected |
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HEALING: UNCOMMON
TO RARE |
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Combat effective Healing is unusual, though
some high tech first aid kits might be represented
by Healing at the GM's discretion. MetaCyber
characters get hurt often and will frequently
have some residual damage from previous
encounters. However, out of combat healing
is fairly common assuming a character can
afford professional medical treatment in
a high tech facility. However, it is expected
to be very common for characters to have
the Rapid Healing Talent and / or lots of
BODY. |
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With the Injury options in use it is also
expected that characters will eventually
need some form of cybernetics to replace
destroyed body parts. |
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While high tech medical facilities can save
a character from the verge of death if they
are accessible, there is no form of resurrection.
Thus a GM might want to consider having
all players prepare and maintain an "understudy"
character that is ready to be brought into
play fairly quikly in the case of the untimely
death of their primary character. |
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DEADLY BLOW |
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Deadly Blow is a new Talent that is expected
to see heavy use in MetaCyber campaigns.
Deadly Blow is an interesting ability that
is flexible enough to model a large number
of common effects, and serves as a perfect
foil to Combat Luck and high defenses. |
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However, Deadly Blow can also get out of
hand if left unchecked; thus I recommended
that some form of control be implemented
to limit how much Deadly Blow can be taken
by a particular character. |
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RESTRICTION BASED ON ORIGIN |
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Deadly Blow is considered to be a Super
Skill in the MetaCyber setting, and is thus
limited to Origins that allow Super Skills.
Each 15 points of Deadly Blow is considered
a single SuperSkill, thus a character could
have three heavily limited levels or two
limited levels counting as one Super Skill.
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INANIMATE OBJECTS |
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Deadly Blow adds damage to a character's
attacks. This causes the odd side effect
of characters being able to hack through
inanimate objects with ridiculous ease.
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To prevent this from occurring, I recommend
that a House Rule be implemented stating
that Deadly Blow does not effect
inanimate objects unless specifically purchased
to do so. Thus a character couldn't normally
Deadly Blow through a wall with their pistol
for instance, but a character could take
Deadly Blow Only vs Doors to represent a
SWAT-like adeptness at busting in doors.
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AUTOMATONS |
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For this purpose Automatons are considered
"inanimate", though the SFX for
various Automatons may not be clear cut.
Regardless, under this House Rule Deadly
Blow will only affect Automatons if specifically
defined to do so, though this can be categorical.
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BASE DAMAGE |
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Deadly Blow adds to base damage; this usually
makes sense but it does cause some odd side
effects, such as when performing a Move
By with a weapon while using Deadly Blow. |
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To prevent this it is recommended that a
House Rule be implemented stating that Deadly
Blow only adds to base damage for purposes
of determining maximum damage. |
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KNOCKBACK AND KNOCKDOWN |
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Another odd side effect of Deadly Blow is
its effect on Knockback and Knockdown. Each
die of Deadly Blow results in an extra 3"
of Knockback or 1.5" of Knockdown on
average, which can get ridiculous quickly.
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Thus it is recommended that Deadly Blow
dice should be differentiated from normal
damage dice, and not included for purposes
of Knockback / Knockdown. Typically different
colored and/or sized dice are used to accomplish
this quickly and easily. |
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FORGETFUL PLAYERS |
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If a player forgets to differentiate their
Deadly Blow dice and rolls for damage, simply
add the same number of dice as they rolled
for Deadly Blow to the Knockback roll or
take an average of the damage inflicted
times the correct number of non-Deadly Blow
dice if using Knockdown. This is a flawed
solution due to the potential for the Deadly
Blow damage dice to roll abnormally high
or low, but it is generally preferable and
less disruptive to the game than forcing
the player to reroll the damage completely. |
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STACKING DEFENSES |
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A concern when running MetaCyber games is
characters who layer defenses to the point
where they are invulnerable. It is important
to remember in a setting like MetaCyber
that most guns hover in the 2d6K range and
thus armor of 10+ is extremely powerful
and armor of 13+ will require heavy weapons
to put a dent in. Thus a GM should be careful
to keep DEF under control or else characters
can become bullet proof. |
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The commonality of layered defenses becomes
more prevalent if cybernetics are more common.
For instance, what happens when a character
with Dermal Armor wears Body Armor, both
built using the Armor Power? Or when a meta
with Steel Skin puts on a suit of Powered
Armor? |
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To limit the ability for a Character to
stack several small defenses on themselves
of the same type and attain Tank-like resistance
to harm, it is recommended that a House
Rule be implemented as follows:
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Thus if a character has two Defenses that
apply to the same attack that are based
on the same HERO System Base Power,
they use the higher Defense +1 PD or ED
for each other Defense that also applies. |
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For the purposes of this House Rule, the
following are considered to be distinct
Defenses. |
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DISTINCT DEFENSES |
- Armor
- Damage Resistance
- Force Field
- Damage Reduction
- Combat Luck
- Flash Defense
- Mental Defense
- Power Defense
- Triggered Missile Deflection
- Triggered Dispel
- Triggered Suppress
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NOTE: Force Wall is not on this list.
A Character protected by multiple Force
Walls gets the benefit of all of them. |
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NOTE: A Force Field can also contain
Flash Defense, Power Defense, and Mental
Defense. This would add to each of those
Defenses bought separately if a Character
had both. |
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COMBAT LUCK |
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Combat Luck is a new Talent in the HERO
System 5th Edition and 5th Edition Revised
that is essentially a limited form of Armor.
It models the heroic "just missed me"
effect very well, and is a great addition
to campaigns where a certain heroic "fudge
factor" is desired. |
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RESTRICTION BASED ON ORIGIN |
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In the MetaCyber setting Combat Luck is
considered to be a Super Skill and thus
is only available to characters with Origins
that allow Super Skills (Tubers and Adepts
by default). |
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COMBAT LUCK AND AREA OF EFFECT ATTACKS |
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To maintain some sense of realism it is
recommend that a House Rule be implemented
stating that Combat Luck will not protect
a character from an Area of Effect that
effects the hex that the character is in
and all the hexes around them. |
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ADJOINING OPEN HEX |
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If there is at least one open hex to any
side of a character which is not in the
Area of Effect, then that character may
opt to use their Combat Luck vs. the AoE
Attack but must move into the adjacent open
hex of their choice as a Non-Action which
takes no time; this can be done even if
the character is unable to move normally
because they have already acted in that
Segment or would not act in that Segment,
but may not be done if the character is
immobilized. However, the character is prone
in the new hex and at 1/2 DCV, just as if
they had performed a failed Dive For Cover
maneuver. |
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In this circumstance, the character subtracts
their defenses from the AoE Attack, including
applicable Combat Luck, and takes the remainder
as normal. |