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Deadman last won the day on January 13 2017

Deadman had the most liked content!


About Deadman

  • Rank
    Rotting Flesh
  • Birthday 09/04/1967

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  • Gender
  • 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. Why buy a blast when you could just miss half the time? The point wasn't trying to be a rules monger and make it insanely cheap. It was to reason from effect and create a power that would do what the OP was looking for. If it were my game I don't think I would want someone to routinely disarm everything from a target for 20 points. Using CE works per the RAW but in my experience it isn't very well cost balanced. I also don't see how CE would affect things that are stowed regardless of their OAF status. The CE version you cite would look like this. Butterfingers: Change Environment (-3 to DEX Roll), Characters that Miss DEX Roll Drop Handheld OAFs (+0), Area Of Effect Accurate (1m Radius; +1/2), Reduced Endurance (0 END; +1/2) (18 Active Points) To me that is too inexpensive for a nearly guaranteed effect.
  2. Wow, this is a great topic and has so many uses beyond just what the OP was presenting. I will break my thoughts down in sections. In response to the OP. I am not a fan of CE since it seems too inexpensive for what it does. (i.e. An Ice Slick causes everyone to fall in an area if they fail a Dex roll -3). Therefore I would say that TK would be better suited for this. Now if you're against STR defending against it you could use AVAD to make DEX defend against it instead. I think that you would need the Fine Manipulation Adder to do the Disarm maneuver so that is added in. The power would then look like this. Butterfingers: Telekinesis (20 STR), Fine Manipulation, Area Of Effect Accurate (2m Radius; +1/2), Attack Versus Alternate Defense (DEX; +1/2), Reduced Endurance (0 END; +1/2) (100 Active Points); Only Works On Very Limited Types Of Objects Handheld OAFs (-1), Only To Disarm Handheld Objects (-1) AP:100, Real Cost: 33 I Guess You Should Have Secured Those Better: Telekinesis (20 STR), Fine Manipulation, Area Of Effect Accurate (2m Radius; +1/2), Attack Versus Alternate Defense (DEX; +1/2), Reduced Endurance (0 END; +1), Autofire (5 shots; +1/2), Non-Standard Attack Power (+1) (180 Active Points); Only To Disarm OAFs On Character (-1), Only Works On Limited Types Of Objects OAFs On Target (-1/2) AP: 180, Real Cost: 72 The first one would only work on a handheld OAF, while the second would work on any OAFs the Character had on his person. The attacker would make a STR based roll of 4d6 and the Target would roll 1d6 per 5 points of DEX they had to determine if they retained the objects. Now on to the bigger question of disarming holstered or stowed OAFs. The RAW don't make a distinction between an OAF in use and one that is stowed. I would say that logic must help us dictate this. Let's take a holstered handgun for example. I would assume that a handgun in a standard holster would in fact still be OAF (even if there was a velcro/snap strap on it). For a retention holster I would agree that this would be bought to resist disarm with extra STR (or alternatively extra DCV to resist disarm). This doesn't necessarily need to be written up. It could just be an additional negative applied to the -2 OCV penalty imposed by Disarm based on how it is stowed. Surrealone brought up the idea of items being stored in bags and such. In my opinion this is as much a detriment to the character as someone trying to disarm it (have you ever tried to find something in a woman's purse?). Therefore it would be handled differently (but again logically). If stowed completely in a purse, backpack, etc. the OAF in question becomes essentially an IIF for all intents and purposes. If the character wanted to use it they must retrieve it which could take anywhere from a full phase to a minute or more (you should see my wife's purse). Then you are dealing with just the container with regard to disarm. Is it an OAF itself or perhaps an OIF. This would depend on how it is worn/carried IMHO. A woman's purse carried on one shoulder is OAF, while one carried in a cross body fashion would be OIF. So if someone wanted to take the OIF they would have to break the strap. Of course there is also the case where a weapon or other OAF is concealed. The GM must decide what negatives are applied for someone to notice the device (there are actual rules for this but I don't know where they are off the top of my head). If they succeed with a PER roll then apply the decision for whatever they are contained in. Not all of this needs to be written up, it should be handled on a case by case basis by the GM. For example: Hair Trigger carries four pistols, two in Fast Draw holsters on her hips, two in cross draw shoulder holsters beneath her jacket. The GM decides that the pistols on her hips are still OAFs, the ones below her jacket are concealed (somewhat IAF) with a -2 to PER rolls. In addition she has a can of pepper spray in a belt case. The pepper spray is also OAF but it is not immediately apparent that it is pepper spray. She gets into a close quarters mix-up with Edge and knowing of her prowess with handguns decides to disarm her. He wants to Multi-Attack a disarm to remove her weapons. The GM has Edge's player roll a PER roll which he makes exactly. Now he rolls to disarm the two pistols that he can see. The GM decides that because they are fast draw holsters the standard -2 OCV for Disarm will apply. Edge takes a total of a -4 OCV to his rolls due to the multi-attack and hits both times. The GM adjudicates that the holsters will be STR 10 for purposes of disarm. They both roll and Edge succeeds in liberating the pistols from their holsters....HA! Hair Trigger takes a step back and pulls the pistols from her shoulder holsters with Fast Draw and opens up on Edge....HA BACK! Just my $.02, Deadman
  3. Deadman

    Deadman's Heromachine Archive

    Just to be thorough here are the last two members of the Coalition from Dystopia. Dart and Hammerhand
  4. Deadman

    Deadman's Heromachine Archive

    While I am at it here are a couple more. Dark Angel and Red Rapier from Enemies III.
  5. Deadman

    Deadman's Heromachine Archive

    Here you go. There are several versions. The one I use is HeroMachine 3. http://www.heromachine.com
  6. Deadman

    Deadman's Heromachine Archive

    Here are my latest designs. From Mutant Files, Ghoul From Enemies III, Demonfire From Dystopia, Piledriver, Fire & Ice, Ultraviolet and Diamond From Champions 3E Rulebook, Brick
  7. Deadman

    Guns and Ammo

    That is a pretty cool system Neil. It must make for some pretty cool storylines. Do all of the players draw from the bag so that only one can get the Gold/Red Chit or is the bag made whole for each player/NPC? I would consider doing something similar with luck. I have been toying with the idea of a "Lucky Break". This would be an expenditure of many luck points depending on what the Player wanted to do. For example if we use the chart in 6Ev1 pg. 246 each level of Luck would cost 5 luck points so a "miracle" would cost 15 Luck points. The HAP system is outlined in 6eV2 pg. 287. I find it an interesting idea but as Surrealone mentioned I have never used it. I will probably give it a shot the next time I run a game. The more I think about it the more I would lean toward making HAP known to the player. I am also toying with a different roll. I don't like the characters having the chance of getting only a single HAP. Perhaps 2d3 or even 3d2 would be better. This would give them a smaller range (2-6 or 3-6 respectively) but at least the minimum they could get would be higher. I may handicap the NPCs somewhat by sticking them to a strict 1d6 roll. Okay, I have so many ideas that I have to put a game together, recruit some players and playtest all of this. T
  8. Deadman

    Guns and Ammo

    So how do your Luck "Chits" work? You mention an extra Block, Dodge, Recovery. How many do the PCs get? Sounds interesting, T
  9. Deadman

    Guns and Ammo

    I don't know, I am kind of on the fence. I kind of like the idea of PCs not knowing as it would ensure they use them discriminately. On the other hand if they knew their total it keeps them from whining if they don't have enough to perform a specific act. I was playing with Luck and set it up very similar to how I have presented HAP. In the case of Luck I really like the unknown factor. I have seen what Luck used in this manner can do and how powerful it could potentially be (especially if a character decides to buy like 6d6 of it). In this gritty, heroic game I would say that it should be treated much like characteristics (meaning the Normal Max would be 3d6 and the cost would be doubled up to the cap of 5d6. Not sure if even 3d6 is too much. T
  10. Deadman

    Maptool and Hero System

    Jagged, I think you hit the nail on the head. It would be great if the drawing and AoE Templates could be set to Hexes instead of the default Squares. Other than that I love MapTool and have been using it to run Hero for years. One other thing that would really help is an updated and accurate Hero System Framework. Nolgroth posted one way back and had been updating it but it looks like he's given up maintaining it now. I personally use a mix of an earlier framework with some custom macros of my own design. Nothing too fancy. I personally don't try to do everything for the players. Just enough to help the game along. I will think about it some more and post again if I come up with anything else. Deadman
  11. Deadman

    Guns and Ammo

    Heroic Action Points (HAP) Okay I give. Both Neil and Surrealone mentioned using Heroic Action Points and I have to say that I can't think of anything much more cinematic than that. It will allow for major characters to somewhat change an otherwise catastrophic event and survive it. On the other hand I do like a somewhat gritty feel to an adventure and allowing too many modifications could remove that. For that reason I would do several things: I would lower the roll from the 2d6 suggested in 6Ev2 pg. 287 to only 1d6. I would say that the GM may add HAP during the course of the game for Heroic, Creative, and/or Dramatic acts on the part of the player. I would say that the HAPs a character has are unknown to the Player. They are rolled once per adventure by the GM. I would say that HAPs can affect almost ANY dice roll even those performed by others but this does depend on what die roll is being altered. Skill, Characteristic, Perception, To-Hit and Hit Location rolls are 1 for 1. Normal Damage attacks are 1 HAP per STUN (adding 3 STUN will automatically add 1 BODY) or 2 HAP per BODY (no STUN adjustment). Killing Attacks are 3 HAP per BODY or 3 HAP to raise the Stun Multiplier by +1. Other Attack modifications will based on a 1 HAP per 5 AP of the attack. If a character spends HAP on something but doesn't have enough for the desired effect the points are still used. They just don't adjust the roll enough to have the effect the Player wished. Players may spend HAP to achieve Lucky Breaks (described in Luck below). The cost is left for the GM to decide. In an attack situation the defender gets the last say on HAP expenditures. Just in case a bidding war starts. HAP Example: Hair Trigger is facing off against El Azteca's Lieutenant, El Escorpion and a couple of his cartel soldiers. She is pinned down behind a short wall taking automatic fire. Suddenly the shots stop and El Escorpion leaps the wall looking to surprise our Heroine. The GM gives her a perception roll to hear him coming (he misses his Stealth roll of 12- by 1 but uses a HAP point to make it). Her hearing Perception roll is 12- and she rolls a 13 (1 short of hearing the stealthy El Escorpion). Her Player decides to use a HAP point to improve her Perception roll by one to make the roll. She is not surprised when El Escorpion leaps over and they have to roll to see who can get the first shot off. They each make a DEX roll which El Escorpion wins (neither spends any HAP points to increase it). El Escorpion fires two shots at Hair Trigger using Multiple Attack (he has Rapid Attack) and is aiming for a Head Shot (this is a -4 OCV but nullified by his PSLs). His total OCV for the attack is 8 (10-2 for Multiple Attack) and he rolls to hit. He gets an 11 on the first attack and a 14 on the second. Hair Trigger (DCV 6) is hit by the first (by 2) and is just missed by the second. El Escorpion decides to use a HAP to lower his second roll to 13 to hit Hair Trigger (the nerve!!!). Hair Trigger's player says that he will also spend a HAP to keep it a miss (El Escorpion can't spend more to raise it again as Hair Trigger is the defender). The Hit location roll for a Head Shot is 1d6+2 and El Escorpion rolls a 5...(uh oh...our Heroine just got hit in the Head!). Hair Trigger's player figures that she might be running out but tries to spend a HAP point to change the Hit Location roll to a 6 hitting her in the hand instead. She has enough and El Escorpion rolls damage getting 4 BODY and 8 STUN in the Left Hand (hitting the hand is 1/2 BODY and the -x1 STUN Multiplier is offset by the Hollow Point bullet's +x1). After her Combat Luck she takes 1 BODY, 0 STUN unfortunately she misses her DEX roll and drops the pistol that was in that hand. Hair Trigger returns fire with the pistol in her right hand, shooting El Escorpion twice with her Quick Fire (Autofire 2 shots for pistols). Her OCV is 10 and she cannot use targeting. She rolls a 9 and hits El Escorpion (DCV 4 since he use Multiple Attack) both times. She rolls a 9 and a 13 for Hit Location hitting him in the Shoulder and the Groin. The Raw Damage is 5 BODY, 15 STUN from the first hit and 6 BODY 24 STUN from the second (Hollow Point bullets +x1 Stun Multiplier). El Escorpion takes the first shot but worrying about the second elects to use 2 HAP points to change the location to 11 in the Chest where he is protected by his Jacket. Unfortunately El Escorpion is out of HAPs and takes the shot to the Groin. This means that the Stun Multiplier is +x1 and he takes 6 BODY, 30 STUN from the attack. He ends up taking no damage from the first attack (Combat Luck and Armored Jacket) but takes 3 BODY, 19 STUN from the second Stunning him. Hmmm...what is a good Vigilante to do? Thoughts, Comments? T
  12. Deadman

    Guns and Ammo

    Here are a few more that have been brought down to 225 Points. Many of these don't have Backgrounds and such. Barracuda Edge Orion Purgatory Slash Talion The Shield Commando
  13. Deadman

    Guns and Ammo

    Here are some of the characters that could be used as starting PCs in my campaign. Originals Hair Trigger (with background, etc.) Stone Ace Tracer Hero System 6eV2 The Verdict Alena Drake Libra Sarge Blade Hammer Knockout Shadow
  14. Deadman

    Guns and Ammo

    This is an absolutely awesome breakdown. I may stea...er...borrow this for my games. Just to clarify I don't do an extremely low powered game. If and when I start my DC game back up it will be at the Powerful Heroic level (225 starting points). I consider it a very "cinematic" game. What this means is that the PCs should have little problem dispatching little gangsters or cannon fodder types. Though they still need to be wary of guns in general and understand that one lucky shot from one of those mooks could end it all. This generally means that they have to be smart about it. Now when they are going up against a higher powered villain, like Lieutenant level they really need to watch it because they will have the same capabilities that the PCs possess. Here is a typical character from my game. Her name is Hair Trigger and she is at starting level. By your breakdown she would be a Natural/Veteran. Hair Trigger
  15. Deadman

    Guns and Ammo

    Here is what I am suggesting...but, as always, do what fits your game. Autofire Attack Range Penalties are Doubled unless the weapon is mounted or Braced. In my game I use the Optional Range Modifiers so the doubling doesn't begin until 9m. Normal penalties are (0-8m:0, 9-12m: -1, 13-16m: -2, 17-24m:-3, 25-32m:-4, 33-48m:-5, 49-64m:-6, etc.). This is what is doubled. Further shots hit based on single attack roll for every 1 less than required (adjusted from the +1 hit/2 in the RAW). If shooter is untrained (no Weapon Familiarity) the first shot takes no penalty (other than the untrained modifier of -2 OCV) but the further shots only hit at a rate of 1 per (# of Total shots fired). Multiple Attack Range Penalties are Doubled as autofire above. All shots suffer a -1 OCV for each extra shot fired (adjusted from the -2/additional shot in the RAW). Number of Multiple attacks is limited by Weapon Type (Semi-Auto: 4, Double Action Revolver: 2, Knife or Barehanded: 4, Shortsword: 3, Longsword: 2 ). This may be further adjusted if character is close to STR Minimum of the gun/weapon. Additionally most scopes and such are created with the Limitation (Must Set or Brace to use: -1/2) or (Must Set and Brace to use: -1). I do not apply any other modifiers but may add some maneuvers like the Quick Fire maneuver I previously posted. T