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Deadman

HERO Member
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Deadman last won the day on January 13 2017

Deadman had the most liked content!

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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

Recent Profile Visitors

434 profile views
  1. Deadman

    How to build...

    I didn't read all of the replies so if my idea mirrors anyone else it is unintentional. Why not use AoE: Line? You could then make it Non-Selective which would show that you have to make an actual attack roll on each person that it hits. With Indirect this would mean that you could start the line anywhere and have it go in any direction. You could also incorporate Explosion to show that the first character loses velocity over the course of his travel. A Limited Power Limitation could state that if the first character takes no Knockback (or not enough to reach the next in the line) that there is no damage. My $.02,
  2. Deadman

    Secret Agents of CROSS

    I really like the premise of this and was looking at the Kickstarter yesterday. Is there a reason that you aren't going to do Hero System conversions as others have done? Even as a stretch goal it might garner you more supporters (including myself). It sounds like it started as a Hero System campaign so I assume that you have the write-ups mostly done.
  3. I am looking for someone to both play and GM in a Dark Champions campaign. If I find the right person I would like to run a concurrent game with that person GMing my character while I GM his. I don't want a group, this would be two solo adventures and we would trade off. I am basing the campaign in Hudson City and while I want to use the 6th Ed. rules I also have a bunch of alternate rules and things I would like to incorporate along with that person's input. Some of you may be familiar with my Hudson City Chaos Campaign from way back. I have tons of characters, information and work done on this and would like to put them to use. It is a High Powered Heroic game set in a highly Cinematic setting. Characters do not have actual "Super Powers" but some Non-Powered Powers will be allowed. If you have GMing experience and are interested in doing a VTT/Google Hangout game once a week or so, PM me and we will see if we can work something out. You can check out my old site at http://www.deadmansdomain.com/campaigns.htm to get an idea of what I have in mind but keep in mind that it has not been updated for 6E. I use MapTool for the VTT and Google Hangouts for Verbal Communication. I have run several successful campaigns in this manner and it should work even better with only two people. Thanks, Tom
  4. Deadman

    Sectional Body Armor: Reality vs. Game Play

    I may be a little late to the party here but my take on this would to construct Trauma Plates a little different than Soft Body Armor. You see Soft Body Armor prevents penetration of the bullet but does not completely remove the Kinetic Energy. As a result it actually makes perfect sense that Stun Damage gets through as there will be significant trauma to the tissue and perhaps organs beneath the armor. This means that creating Soft Body Armor using Resistant Protection works. On the other hand if using hard trauma plates (either ceramic or steel) the Kinetic Energy is effectively stopped if the round does not penetrate the plate (well realistically it isn't completely stopped but the chance of internal injury is far less). I would suggest creating Trauma Plates using Barrier instead of Resistant Protection. This way if the BODY damage does not get past the DEF/BODY of the plate it will do no STUN either. This requires a bit of hand-waving with regard to RAW interpretation of Barrier. Since it isn't really a full coverage Barrier shooting through it isn't required for example. I have also incorporated a Sectional Defense Limitation in addition to Requires A Roll. This means that when I create a Bullet Resistant Vest it would cover specific areas but since it doesn't fully cover them it also requires a roll to determine if the shot hit an area that wasn't covered within that area. Here is a quick example of my write up of a Level IV Ceramic Trauma Plate using Barrier. Real Cost: 13 Trauma Plates: Barrier 6 PD/6 ED, 3 BODY (up to 1m long, 1m tall, and 1/2m thick), Hardened (+1/4), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (48 Active Points); Sectional Defenses (Covers Locations 10-12; 36.57% Coverage) (-1), OIF (-1/2), Ablative BODY Only (-1/2), Half Mass (-1/2), Requires A Roll (14- roll; -1/4), Real Armor (-1/4) Of course your mileage may vary... Tom
  5. Deadman

    Dark Champions Game

    Hello All, I know that I should have probably put this in the Player Finder but since it is specifically for Dark Champions I figured I would put it here first. I am looking for someone to both play and GM in a Dark Champions campaign. If I find the right person I would like to run a concurrent game with that person GMing my character while I GM his. I don't want a group, this would be two solo adventures and we would trade off. I am basing the campaign in Hudson City and while I want to use the 6th Ed. rules I also have a bunch of alternate rules and things I would like to incorporate along with that person's input. Some of you may be familiar with my Hudson City Chaos Campaign from way back. I have tons of characters, information and work done on this and would like to put them to use. It is a High Powered Heroic game set in a highly Cinematic setting. Characters do not have actual "Super Powers" but some Non-Powered Powers will be allowed. If you have GMing experience and are interested in doing a VTT/Google Hangout game once a week or so, PM me and we will see if we can work something out. You can check out my old site at http://www.deadmansdomain.com/campaigns.htm to get an idea of what I have in mind but keep in mind that it has not been updated for 6E. I use MapTool for the VTT and Google Hangouts for Verbal Communication. I have run several successful campaigns in this manner and it should work even better with only two people. Thanks, Tom
  6. Hi Again Dan, I am working on a new Rules Template and want to add a fixed skill to the list. The skill is Defensive Attack from the Advanced Players Guide. I tried to copy Rapid Attack and just change the name but it doesn't show up on the Skill list. I assume this is because it needs to be put in the Skill Container with an XMLID. When I try to do that it is asking me for a CHARACTERISTIC_CHOICE. I read through the HD_DOC and it reinforces that sentiment. Is there any way for me to create a fixed skill and have it show up on the list? TIA, Deadman
  7. Deadman

    Guns Are Too Slow in Hero

    Here are a couple of ideas based on my years of running Dark Champions games. Resolve actions in Half Phases rather than Full Phases. This means that if one person is moving and another is just firing the person shooting gets his shots off before the guy moving gets his attack off. Make use of both Hipshot and Hurry (from 5e) for shooters to get off shots before HTH opponents act. Drop the DCV Penalty for Rapid Attack to a straight -3 instead of halving. That will encourage more players to use it. Don't drop it for HTH attacks if you want to dissuade its use. Use Hit Locations. The danger posed by a hit in a crucial area will make players much more wary. I personally alter the Damage Bonuses so that they aren't quite so harsh. I've found that not doing so REALLY makes combat deadly. Coupled with the above, have shooters do called shots like "High Shot". This makes their chances of scoring a Head Shot higher. These suggestions do slow combat down even more than its usual snail's pace but balance the Ranged/HTH issue that you mentioned. I use them primarily in my VTT campaign where I can let the Macros do all of the heavy lifting. YMMV, Deadman
  8. Hi Dan, I was wondering if it would be possible to get the adders put into Computer Programming as detailed in the Hero System Skills pg. 131? I think it is basically a copy of what you already have in 5e. I've been doing it with Custom Adders but if you are going to be doing an update anytime soon it would be great to have. Thanks, Tom
  9. Deadman

    Deadman's Heromachine Archive

    From 4e Classic Enemies pg. 83
  10. Deadman

    Deadman's Heromachine Archive

    A couple more of our favorites from 4e. Gremlin and Plague
  11. Deadman

    Deadman's Heromachine Archive

    Thanks, took care of that.
  12. Deadman

    Deadman's Heromachine Archive

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

    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,
  14. 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?
  15. Deadman

    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.
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