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Deadman

HERO Member
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Deadman last won the day on January 13 2017

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About Deadman

  • Rank
    Rotting Flesh
  • Birthday 09/04/1967

Profile Information

  • Gender
    Male
  • Location
    Southern California
  • Interests
    Motorcycles, Guns, Sports, Heavy Music...Oh, and Computers, Comics, Sci-Fi and other standard Nerd fare. What can I say? I am all over the place.
  • Biography
    Married, Father of two
  • Occupation
    I.T. Director

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  1. Deadman's Heromachine Archive

    From 4e Classic Enemies pg. 83
  2. Deadman's Heromachine Archive

    A couple more of our favorites from 4e. Gremlin and Plague
  3. Deadman's Heromachine Archive

    Thanks, took care of that.
  4. Deadman's Heromachine Archive

    Keeping with the CLOWN theme... Here is the defector. Followed by a couple more 4e favorites. Popgun, Griffin and Armadillo
  5. PRIMUS History

    My campaign deals a lot with PRIMUS and I find myself writing background for the organization frequently. Through the various editions there have been a few documented defectors and other Avengers who left the ranks of the organization. Off the top of my head I can come up with the following. Darin Falswell - Left PRIMUS and eventually became Vengeance, the White King's bishop for Genocide. (The Mutant File - 4e) Kevin Armstrong - Left PRIMUS by faking his death and joined VIPER eventually becoming VIPER-X. (Viper: Coils of the Serpent - 5e) Lyndon Kaufman - Left PRIMUS and joined the Supreme Soviets and eventually Red Doom as Red Shield. (Classic Organizations - 4e) Robert Kaufman - Original Golden Avenger. Killed in a battle with Eurostar. (PRIMUS - 4e) Does anyone know of any that I missed? Thanks,
  6. This is a very interesting discussion to me which I have explored before back in 5e. There seem to truly be two distinctions between an attack that is HTH and one that is Ranged. The first is obviously the attack can be used at greater than HTH distances. The second is that the attack adds to a character's STR. Let's take some examples and compare and then I will make my pitch for a whole new Advantage (Adds to STR). Blast: Blast is natively usable at range and does not add to STR per the RAW. Hand Attack: Hand Attack natively adds to STR but is only usable at HTH distances. It natively gets a -1/4 limitation, HTH Only (which I take to be a watered down No Range Limitation). Killing Attack - Ranged: RKA is natively usable at range and does not add to STR (sounds exactly like Blast above). Killing Attack - HTH: HKA natively adds to STR and is only usable at HTH distances. It does not get the -1/4 limitation that Hand Attack gets. In 6e they even opened it up so that you aren't limited to the 2x HKA effect (which further supports its comparison with HA). To me this is important because you have essentially robbed HKA of the same treatment that HA receives. That doesn't fly in my opinion, they should both be the same. To rectify this I instituted another Advantage in 5e (which essentially could be used in 6e since the rules really haven't changed) Adds To STR: This Advantage grants the additional Damage Classes that the Character's Strength Provides to the power. It is a +1/2 Advantage and only applies to powers which do either Normal or Killing Damage. The Character pays END for both the power and Strength when using it. You could further expand the advantage so that it adds to other powers (e.g. Adds to Telekinesis, etc.) What difference will this make? It will unify the rules for the powers above making a Blast or RKA natively ranged and not adding to STR and HA or HKA natively non-ranged and adding to STR. If you want to start monkeying from there you are free to do so. This has the effect of taking away the "HTH Only" Limitation that HA currently receives but rightly so IMHO. It also works with current Advantages and Limitations (Ranged is +1/2 and No STR Bonus is -1/2). The other option is to allow characters to buy the HTH Only Limitation on HKAs to unify them with Hand Attacks but I think the way that I have suggested better balances for gameplay. Of course this also brings up another question. Why not just buy an attack as additional STR and limit it down to Strikes Only? It is cheaper that way. I know they did a lot in 6e to better balance STR by removing figured characteristics but with the Damage Classes being based on 5 points it still leaves STR pretty powerful. I would lobby for an increase in the cost of STR to 2 CP per point but I guess that is just me meddling with things unnecessarily. Your thoughts?
  7. Deadman's Heromachine Archive

    I haven't posted to this for quite some time but thought I would show you a collection that I have been working on of late. I am sure that most of you will immediately recognize this group from way back in 4th Ed. Let me know what you think. Here are a couple of others not with the aforementioned group.
  8. HKA & added Str?

    Well I think the reasoning was to make HKA more like Hand Attack which adds to STR as well but has never been capped at x2 DC. I think the premise is sound if you approach it similarly. Think about it, if you take "Superhero Physics" out of it, a baseball bat couldn't do 20d6 of damage regardless of the user's STR because the material would break down before getting to that level. This has always been the argument for HKAs. How can a steak knife do 6d6 of Killing Damage? Well how could a mop handle do 18d6? Now that they have removed the STUN lottery it really boils down to the intent of the attack. Are you looking to do lethal damage or incapacitating damage? You really aren't getting a deal with Killing Attacks anymore (well unless you start adding to the STUN multiple...but I digress). To be honest I think that Kiilling Attacks get gypped since Hand Attacks get the benefit of a -1/4 Limitation while Hand To Hand Killing Attacks don't (why? Because they add to STR.). So I would ask the question, why don't they just unify the concept and make "Adds to STR" an Advantage? No Range and Adds to STR would cancel out generally (at least in my mind leaving the concept intact (except in the HA case where it would begin to cost 5 pts. per DC). My personal opinion is that it does what it sets out to do. Can it get out of hand? Sure, but so can a Hand Attack if you let it. Would Hulk really need a mop handle or a steak knife? No but according to the rules he would do more damage with them. As a GM you would just need to call BS and disallow it or come up with a way to circumvent it. Here is one way you can do that. If a mop handle has 3pd/ed you can limit the damage to twice that amount and then it breaks. You could do the same thing with a knife or any other weapon it will just require more bookkeeping. So if you don't want Bricks taking advantage of the situation just impose that restriction (I would also suggest making Durable and Unbreakable cost something). Of course this does nothing to a personal ability (like claws or a stinger) but you could still impose rules to prevent abuse if you like. I know, I am rambling....Sorry for that.
  9. Hi Steve, First let me say Thank You for continually supporting the game and answering our questions. I don't think there are very many authors who do this and I want you to know that it is greatly appreciated. Now, of course, I have a question. If a Mentalist attacks a target with Telepathy and chooses to expand the effect by saying that he/she doesn't want the target to know (+20) is there a difference between the Level and the Effect? Example: Mindmaster (Telepathy 10d6) wants information from HeroGuy (EGO 18, Mental Defense 10) and uses Telepathy to read his mind. Mindmaster decides that he only needs to read surface thoughts but he doesn't want HeroGuy to know he is doing it so he chooses to add +20 to the Effect so that HeroGuy won't know anything is amiss. Mindmaster rolls 37 points on his 10d6 and subtracts HeroGuy's Mental Defense for a total of 27 which would normally be enough to read HeroGuy's surface thoughts BUT Mindmaster didn't roll high enough to make it unnoticeable by HeroGuy (+20). Is HeroGuy alerted to the attack? Or, because Mindmaster achieved the Level for surface thoughts but not the total effect he wanted, is HeroGuy unaware of the attempt? My feeling is that the Level is adjusted by the Modifier and is therefore synonymous with the Effect. Am I thinking about this correctly? Thank you, Tom
  10. Hi Steve, I am a bit confused with hardened defenses when it comes to Normal Attacks. If a character buys Resistant Protection with the Advantage Hardened does it protect vs. both Armor Piercing normal attacks as well as AP Killing Attacks? Example: Rock has Resistant Protection 20 PD/ED in addition to his normal 10 PD/ED. He buys Hardened on the Resistant Protection but not on his Normal PD/ED. In play he is attacked by Blade with a 3d6 AP Killing Attack and is able to apply his full resistant defense (20) against the Body of the attack. He is then attacked by Starling with a 10d6 AP Blast vs. ED. Does his Hardened Resistant Protection apply to the Stun of the damage done by the attack? Meaning, would he would have 25 ED versus the attack (since his normal ED is not Hardened it is halved) or 15 ED (since the Hardened Resistant Protection doesn't apply to Normal Attacks)? Thank you Tom
  11. As a GM I don't allow continuous redesigns of characters as I feel that it leads to a constant flood of characters that I have to approve in my inbox. I allow my players to do optimizations at specific points in the character's progression (every 50 XP). They aren't allowed a full rewrite but can make powers more efficient/effective at that time. One thing that generally frosts my ass is the tendency for players to be very reactive to the game before. The "Oh Crap we got hit by a ton of drains!" purchase of Power Defense and such. I like players to develop their characters organically and grow as such. Personally I have a tendency to hoard XP to spend on larger purchases, the occasional skill purchase notwithstanding. I also require my players to describe how and why their character grew in a specific way. Just my $.02,
  12. Best Defense Spread

    Are you talking about this thread? http://www.herogames.com/forums/topic/94103-damage-negation-vs-other-defenses Most probably Killer Shrike's take on it located here. http://www.killershrike.com/GeneralHero/GeneralThoughtsOnDamageNegation.aspx
  13. Move-By HKA: check my math?

    According to the writeup for Move By in 6E2 pg.70-72 the Weapon is at normal damage (subject to the GM's discretion) which means your attack would look like this. 1d6 Penetrating KA +(1d6+1) for STR 23 (STR Halved per Move By; Penetrating) +1 for Movement (20/10)/1.5 = 1.33=1 DC (Adjusted by the Penetrating Advantage) Your Move By with Claws would do 2 1/2d6 Penetrating HKA. She would take 1/3 of the total Active Points in Normal Damage so 60/3=20=4d6. If your GM made you half all of the base damage it would be 2d6+1 Penetrating KA
  14. Cure Disease, an alternate

    Ya, but I think they kind of got away from that when they dropped the cost of Armor Piercing to +1/4 anyway. Technically it is a bit cheaper since you do get a slightly higher average but then you have to deal with the random dice roll. Personally I think it works pretty well all things considered. Not cheap, as you mentioned, but I don't think it is really out of whack unless you let Diseases have ridiculous Active Points.
  15. Cure Disease, an alternate

    I didn't miss that, it essentially sums up exactly what I have said. Even if it has Standard Effect (to get rid of the random nature) it can dispel the same number of Active Points as it costs.
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