| Welcome to Hotaru no Hishou. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Ammo | |
|---|---|
| Tweet Topic Started: 26 Aug 2008, 22:31 (628 Views) | |
| JonJon | 26 Aug 2008, 22:31 Post #1 |
|
Master
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Ok, So I've read through the charges section and I can see how that works in terms of a limitation or advantage and I get the whole reloading thing, but what I don't understand is how people would go about getting more ammo for guns. I can see if the charges was for a magical item and had a "cool down", but if someone runs out of ammo by this rule, do they just get it back at the start of the next day/combat/session? |
![]() |
|
| Awesomus Prime | 27 Aug 2008, 07:45 Post #2 |
|
Council of Darkness
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Well that kind of underlines part of the egregious split between heroic and superheroic games. in a SH game the charges would be more a cool down period thing, however (as I can tell) the item would be useless after it runs out of charges and you'd simply get the character points back and rebuy the power (unless the GM rules character points to be spent and lost). In a heroic game, you have to add money into the equation and powers get split into two categories, powers and equipment: the only difference being equipment is bought with money, not character points. In which instance a weapon, being not a part of the character's person, would be refilled through monetary transaction. I'm gonna go read charges in my pdfs though, and make sure my innitial assumptions hold water. |
![]() |
|
| Awesomus Prime | 27 Aug 2008, 07:50 Post #3 |
|
Council of Darkness
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Part of the distinction is that the limitation is worth less if the charges recharge on their own. I suppose in a superheroic game, even a traditional bullet weapon would recharge on it's own, representing you eventually getting around to refill it in the unimportant regular person time. |
![]() |
|
| Awesomus Prime | 27 Aug 2008, 08:26 Post #4 |
|
Council of Darkness
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
A bullet, it seems would be a restricted charge. Restricted charges require some difficulty to recharge them, for instance waiting for a specific day of the month, or offering a sacrifice. In this instance a sum of money must be forfeit to a specific person or persons. For example, the limitation placed on a 6 shot revolver would be Charges (6, restricted [purchased]) -1 The limitation on a semi automatic handgun would be Charges (32, 4 Clips, restricted [purchased]) +1 Some charge limitations can actually cancel out their value, because all they offer is an effect, not an actual limitation. For this reason charges values are capped at +1 so that they don't become advantages. |
![]() |
|
| JonJon | 27 Aug 2008, 08:50 Post #5 |
|
Master
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I was flipping through some of the forum posts last night and it seems like this is a fairly common issue. Somebody used the example of a fighter jet launched from an aircraft carrier. It would have limited charges on it's missles, but they would recharge whenever it had the oppertunity to land. I think the key word being "oppertunity". The Restricted charge I would totally use for something like a modern rocket launcher, but I wouldn't compare sacrificing a human to buying a clip of bullets. It seems to me like the charge limitation for something like a gun is only meant to represent the ammount of ammo that a character can carry on his person (as I can't really find an example on the book that uses anything other than the basic charge limitation for any firearm). |
![]() |
|
| Awesomus Prime | 27 Aug 2008, 09:29 Post #6 |
|
Council of Darkness
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I totally agree with you about the restriction thing, but funnily enough in the book the examples of a restriction are, a blood sacrifice, a specific day of the year, or money. Often though the looser these things are considered the better, in some ways. Charge as ammo on a person makes more sense. The actual limitation represents how much you can hold, when you have none left, you simply have an empty inventory that can be replenished in some way. |
![]() |
|
| JonJon | 27 Aug 2008, 10:15 Post #7 |
|
Master
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I think I'll go with that syle ruling for the game I plan to run since I have a better understanding of charge and clip rules now. |
![]() |
|
| Awesomus Prime | 27 Aug 2008, 12:16 Post #8 |
|
Council of Darkness
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Western= AWESOME |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Western Heroes (inactive) · Next Topic » |
| Track Topic · E-mail Topic |
3:06 PM Jul 11
|





![]](http://z6.ifrm.com/4812/146/0/p1018551/pipend.jpg)



3:06 PM Jul 11