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Rapier

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About Rapier

  • Birthday 02/14/1973

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  • Gender
    Male
  • Location
    Aurora IL
  • Biography
    Built on 350 points
  • Occupation
    Teacher (HS Physics, Astronomy, and Computer Science)

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  1. Logistically, this is going to have a significant impact on your game. Unless you are using an electronic tool or VTT setup, you are going to SIGNIFICANTLY slow down combat. You are looking to add another roll and a few calculations to every attack. Even in FH, we rarely utilise the Hit Locations and Sectional Defence because, in person, it slows down combat so much. You are going to see a lot of yo-yo characters who are up one round and down the next, only to stand back the next. You are adding a lot of lethality which isn't necessarily appropriate for a superheroic game. That is more of a street-level type game, which is ok, but you still need to overcome the logistical overhead. You are also going to see character shift over to a more "game" archetype. You will get a buffer, a healer, a tank, etc. It is possible, but it is going to significantly change your game and how it operates.
  2. Version 1.0.0

    0 downloads

    Roy Gordon and his brother Doug (Bile) grew up in the rundown neighborhoods of a decaying factory town. Their mother, a blue-collar worker who spent her life in and out of dead-end jobs, often told them that the world was against them. "You boys ain't ever gonna amount to spit," she would say, resigned to the hardships of life. Those words stuck with Roy, a constant reminder of their bleak future, and eventually, they became a dark joke between him and Doug. As teenagers, the brothers worked at a chemical processing plant—a last-ditch effort to make ends meet after their mother’s health began to decline. The conditions were hazardous, and safety regulations were often ignored. During one fateful night shift, the brothers were caught in an industrial accident involving toxic chemicals. The plant’s outdated containment systems failed, exposing them to a cocktail of dangerous substances. While the toxic chemicals should have killed them, they instead mutated the brothers in horrifying and bizarre ways. Roy found that his saliva became acidic, sticky, and capable of incapacitating people, while Doug developed the ability to exhale clouds of toxic gas. Horrified by their new conditions, they went into hiding, trying to come to terms with their grotesque abilities. The Sputum Brothers quickly realized that their new powers made them pariahs. Already at the bottom of society, they were now literal outcasts, mocked and feared for their disgusting abilities. Unable to find work or acceptance, Roy and Doug turned to petty crime out of necessity, hoping to scrape by. Roy took on the villain name Phlegm, and together with his brother Bile, they formed the Sputum Brothers. At first, their criminal activities were small-time—extortion, robbery, and mercenary work. They were often hired by more powerful villains who needed disposable muscle, usually tasked with dirty work that others wouldn't touch. Their reputation as "gross" and "weird" criminals grew, and they became well-known as nuisances to local heroes, who often underestimated them due to their bizarre powers. Phlegm always felt deep insecurity about his role in the world. While other supervillains had glamorous powers and grand ambitions, Roy saw himself as a loser who would never "amount to spit"—just like his mother said. Yet he remained fiercely loyal to his brother. Together, they fought for survival in a world that had discarded them.
  3. Version 1.0.0

    1 download

    Doug Gordon, better known as Bile, is the older brother and the more volatile half of the Sputum Brothers. Like his younger brother Roy (Phlegm), Doug grew up in a broken household in a decaying industrial town. He had always been the one to protect Roy, taking on the role of the "big brother" with a sense of responsibility. The Gordon brothers had little growing up—no father figure, few prospects, and a mother who often reminded them that they wouldn’t amount to anything. Her repeated refrain, "You boys ain’t ever gonna amount to spit," was a phrase that dug deep into Doug’s psyche, though he always hid his insecurities with bravado and anger. Doug’s life changed forever after the same industrial accident that gave Roy his spit-based powers. The toxic chemicals he inhaled during the plant’s catastrophic failure transformed his lungs, allowing him to exhale clouds of noxious gas with various debilitating effects. Unlike Roy, who could see his powers as something to laugh about—however grimly—Doug embraced his abilities with a mix of rage and pride. The world had always treated him like dirt, and now he had the power to choke it out. He took on the name Bile, reflecting both the literal and figurative bile that had built up inside him over the years.
  4. Phlegm Sputum.hdc View File Roy Gordon and his brother Doug (Bile) grew up in the rundown neighborhoods of a decaying factory town. Their mother, a blue-collar worker who spent her life in and out of dead-end jobs, often told them that the world was against them. "You boys ain't ever gonna amount to spit," she would say, resigned to the hardships of life. Those words stuck with Roy, a constant reminder of their bleak future, and eventually, they became a dark joke between him and Doug. As teenagers, the brothers worked at a chemical processing plant—a last-ditch effort to make ends meet after their mother’s health began to decline. The conditions were hazardous, and safety regulations were often ignored. During one fateful night shift, the brothers were caught in an industrial accident involving toxic chemicals. The plant’s outdated containment systems failed, exposing them to a cocktail of dangerous substances. While the toxic chemicals should have killed them, they instead mutated the brothers in horrifying and bizarre ways. Roy found that his saliva became acidic, sticky, and capable of incapacitating people, while Doug developed the ability to exhale clouds of toxic gas. Horrified by their new conditions, they went into hiding, trying to come to terms with their grotesque abilities. The Sputum Brothers quickly realized that their new powers made them pariahs. Already at the bottom of society, they were now literal outcasts, mocked and feared for their disgusting abilities. Unable to find work or acceptance, Roy and Doug turned to petty crime out of necessity, hoping to scrape by. Roy took on the villain name Phlegm, and together with his brother Bile, they formed the Sputum Brothers. At first, their criminal activities were small-time—extortion, robbery, and mercenary work. They were often hired by more powerful villains who needed disposable muscle, usually tasked with dirty work that others wouldn't touch. Their reputation as "gross" and "weird" criminals grew, and they became well-known as nuisances to local heroes, who often underestimated them due to their bizarre powers. Phlegm always felt deep insecurity about his role in the world. While other supervillains had glamorous powers and grand ambitions, Roy saw himself as a loser who would never "amount to spit"—just like his mother said. Yet he remained fiercely loyal to his brother. Together, they fought for survival in a world that had discarded them. Submitter Rapier Submitted 10/06/2024 Category Characters Rules Version HERO System 6th Edition  
  5. Bile Sputum.hdc View File Doug Gordon, better known as Bile, is the older brother and the more volatile half of the Sputum Brothers. Like his younger brother Roy (Phlegm), Doug grew up in a broken household in a decaying industrial town. He had always been the one to protect Roy, taking on the role of the "big brother" with a sense of responsibility. The Gordon brothers had little growing up—no father figure, few prospects, and a mother who often reminded them that they wouldn’t amount to anything. Her repeated refrain, "You boys ain’t ever gonna amount to spit," was a phrase that dug deep into Doug’s psyche, though he always hid his insecurities with bravado and anger. Doug’s life changed forever after the same industrial accident that gave Roy his spit-based powers. The toxic chemicals he inhaled during the plant’s catastrophic failure transformed his lungs, allowing him to exhale clouds of noxious gas with various debilitating effects. Unlike Roy, who could see his powers as something to laugh about—however grimly—Doug embraced his abilities with a mix of rage and pride. The world had always treated him like dirt, and now he had the power to choke it out. He took on the name Bile, reflecting both the literal and figurative bile that had built up inside him over the years. Submitter Rapier Submitted 10/06/2024 Category Characters Rules Version HERO System 6th Edition  
  6. PC Play Copy Export Format View File This is the "nonConvention" version of my character sheet. I started with the fantastic work of RPMiller; I could not possibly have done this without him doing all the heavy lifting before me. This is designed to print a multi-page character packet that uses a significant number of the fields from Hero Designer. Before I created this, I would export a character to RTF and then spend 5 or 10 minutes "massaging" the sheet to get what I wanted. Except I would forget to do this on one and that on another; it was just a mess. Instead, I tried to get everything as I wanted into the Export Format so I only had to export and print. No massaging is required. Well, there is a little bit, but that is more about where column breaks fall, and that isn't difficult or time-consuming. I hope you find this helpful! Particulars: Points have been removed, they can confuse those unfamiliar with Hero. You do need to turn off Display Active Points when you create powers; you can set this as default in Preferences->Display. All distances are in inches (instead of meters) for ease of use. Beware! Having a movement power applied to "Secondary Total" screws things up. Don't do that. If anyone has a fix/workaround I would love to hear it! All character background fields are used. Campaign Use is where the scenario/campaign background information goes. Pictures are included. Images must be in jpg format and square (equal height and width). Equipment END removed. Martial Arts are included but need the "Martial Arts:" list title. Cheat sheet information included (range mods in inches, CVs, DEF, basic maneuvers). First page is: Character Name Alternate ID: Archetype Info (eg Opossum Druid, Male Speedster) Image: 7.5" x 7.5" If you have any ideas for improvements or find somewhere I screwed up, let me know! Initial Version: 2024.09.07 Character - 2 col - No Points.hde Submitter Rapier Submitted 09/07/2024 Category Export Formats Output Format RTF (Rich Text Format) Rules Version HERO System 6th Edition  
  7. Version 1.2.1

    14 downloads

    This is the "nonConvention" version of my character sheet. I started with the fantastic work of RPMiller; I could not possibly have done this without him doing all the heavy lifting before me. This is designed to print a multi-page character packet that uses a significant number of the fields from Hero Designer. Before I created this, I would export a character to RTF and then spend 5 or 10 minutes "massaging" the sheet to get what I wanted. Except I would forget to do this on one and that on another; it was just a mess. Instead, I tried to get everything as I wanted into the Export Format so I only had to export and print. No massaging is required. Well, there is a little bit, but that is more about where column breaks fall, and that isn't difficult or time-consuming. I hope you find this helpful! Particulars: Points have been removed, they can confuse those unfamiliar with Hero. You do need to turn off Display Active Points when you create powers; you can set this as default in Preferences->Display. All distances are in inches (instead of meters) for ease of use. Beware! Having a movement power applied to "Secondary Total" screws things up. Don't do that. If anyone has a fix/workaround I would love to hear it! All character background fields are used. Campaign Use is where the scenario/campaign background information goes. Pictures are included. Images must be in jpg format and square (equal height and width). Equipment END removed. Martial Arts are included but need the "Martial Arts:" list title. Cheat sheet information included (range mods in inches, CVs, DEF, basic maneuvers). First page is: Character Name Alternate ID: Archetype Info (eg Opossum Druid, Male Speedster) Image: 7.5" x 7.5" If you have any ideas for improvements or find somewhere I screwed up, let me know! Initial Version: 2024.09.07 Character - 2 col - No Points.hde
  8. Good morning! Good morning! Do you know what you get on Sunday night of GenCon? CON STUNNED!! HA! I kill me. I am starting to divide up the 4700 pounds of paper I brought with me into packs for each game. I am looking forward to my gamers. I will be in the Stadium this year, but look for the CAG banner and for sure stop by. I still have at least one seat open for a few games so if you have six hours to kill stop on by!
  9. Ohhh, that might work. It would be easy to use then too. I wouldn't need to fiddle with stuff.
  10. Yes, I am using Weapons, which creates the problem. Instead of having a potential newbie try and determine how many DCs add to how many dice (or having to have that conversation so I can do the math every time), I just want the sheet to say "it's 12d6." I am tempted (just to make my life easier), but purchasing weapons as Martial DCs and being done with it. These are Con characters, so I could give them as many points as I want. If I build them to 250 with a weapon and then just go back and buy the weapon as Martial DCs, it wouldn't matter if the points are at 250 any more. It is def something I want to look at. My javascript is rustier than one of the Fallout trucks, so I might look at what I could do with a REPLACE and a MATH. Or I must just continue to edit the final product. lol.
  11. Oh! I see. When I used the TEXT tag, it gives me the entire text. I will have to figure out how to pull out just the EFFECT out of the TEXT. I am on a time crunch with this, so I will have to shelve it until after the convention, but I see what I need to do. THANKS!!
  12. I hate to bug you about this, but I guess I'm confused about the tags. I was trying to tinker with it this morning, but there are two MANEUVER_EFFECT tags. One is (pic in red) in the MANEUVERS, but there is another under MARTIAL_ARTS (pic in blue). If I want to use the Maneuver Effect that I edited in HD, which one of them is that? EDIT: Also including the code snip I'm using.
  13. Ohhhh, I wondered if that was the case. I will look around and see if I can find a different export format to steal the code from. I'm not sure I can afford the time right now. Tyty!
  14. As per our previous conversation, I decided that, in many cases, it would be easier to edit the descriptions in HD instead of continually editing them in the RTF export. I realised I was resistant to this idea because my neurospiciness wasn't happy with having some lines blue and others black. I am still struggling but adjusting. These are for my GenCon games, so I want them to be as simple as possible. So I am editing a Weapon +2DC martial maneuver to just put the total dice (no math). I change the maneuver to say 12d6. I export the RTF sheet and in the Martial Arts section it still says "Weapon +2 DC." Pics attached. It doesn't appear that the RTF export format is getting the edited text from HD. I am just finished with the supers and making my final tweaks before printing. I only have two martial artists. All 12 fantasy characters have martial arts. PLEASE tell me there is a way around this problem! As always, big fan, keep up the good work! EDIT: I just noticed that Takedown (when specified as a weapon maneuver) has two spaces between "Weapon" and "Strike."
  15. Hmm. I knew that, but I hadn't considered it. I think that might be the shortest path from A to B.
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