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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

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  • 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. I see your point, in that example you are doing two combat maneuvers, a grab and a strike. I hadn't thought of it that way honestly. I suppose you're right, that was a bad example.
  2. Okay, let me take a stab at this. These are my assumptions of what is written. First to define Combined attack we should look at what it won't let you do. It won't let you Combine powers in a Multipower or VPP over the Pool cost You can only use up to the Total Pool points in any give Phase You could use two Variable slots up to the total pool points if you chose This is important since many characters tend to buy all of there offensive attacks in a Multipower. It won't let you make two HTH attacks using Strength for both (that would be a Multiple Attack) You could combine a Punch with a Hand Attack but if you had two weapons you couldn't use each of them as a combined attack since you would be using Strength twice and that would be a Multiple Attack You could do a Punch and fire an Energy Blast at the same time though, paying END for each It won't let you fire the same attack twice (as evidenced with Strength above) It won't let you fire at multiple targets However, it will let you shoot two AoE attacks at the same hex Firing at multiple targets requires Multiple Attack You can't combine Combat Maneuvers (this would also be Multiple Attack) You couldn't do a HTH Grab and a Strike as a Combined attack (this would be using Strength twice) So then what is a Combined attack for? If your character had two powers that he paid for independently he could use both of them at the same time For example, Flare has an Energy Blast and a Flash attack which were bought independently she could use them both in the same phase at the same target If Neutron had a Telekinetic attack and an Energy Blast (bought separately) he could both Grab the target and shoot at him in the same Phase It should be noted that the target will not suffer the DCV penalties against the EB since he actually hasn't been grabbed yet (until the successful to hit roll) If your character wanted to Combine a Multipower attack with a power that wasn't in the Multipower he could do that as a Combined attack Flare has several Energy blasts (bought as fixed slots) in a Multipower and a Flash attack bought independently She could fire attacks up to the total of the Multipower pool and the Flash as a combined attack Some notes on using Combined Attack As I mentioned previously the effects of one attack do not take place before the other This means that if your character has a PD drain and you use it as a Combined attack with a punch it doesn't drain the PD before the damage of the punch The effects take place at the same time so one does not get the benefit of the other So what is the difference with the Linked Limitation? With Linked you Have to use the other attack You cannot use the Linked power independently (that is the Limitation) For example in the case above with Flare If her Flash attack was linked to an Energy Blast she couldn't fire the Flash by itself, she must fire the Energy Blast as well Cinematically, this represents a character using two attacks at the same time. It might be two different Energy Blasts or Flash and an Energy Blast or Telekinesis or whatever. It is done all the time in movies and TV Shows. Think of an Energy Blaster using both hands to attack a target. That could be two different attacks (if it is the same attack twice then that is Multiple Attack). I hope this clears things up a bit. Again, I am no authority on the game but this is how I view the rule. Deadman
  3. Herogames #435 was supposed to be "The Assassin's Directory" by David "Lightfinger" West, Cliff Christiansen and Jeff Andrysik, the same authors that did "Murderer's Row" #433. You can read about the ill-fated project if you go to the Wayback Machine and put in the URL http://members.cox.net/~lightfinger/west/champions/assdir.htm I am something of a completionist as well and researched what happened a long time ago. This is just one of the number of books that were scheduled but never made it to print. When I.C.E. had control of the product line there were several that were skipped. Numbers 33, 37, 43, 45 and 49 weren't used. Think of all that Hero goodness that could have been ours. Regards,
  4. Well this thread turned into something of a flamefest. I will go back to your original post and see if I can make some sense of it. In 5th Edition, you are correct, little is mentioned about attacking from behind. There are two places you should look. I am using the Revised copy so my page numbers will be different if you don't have that edition. On page 373 in the DCV Modifiers table there are two entries which elude to being attacked from behind. They essentially say that if a character is attacked from behind while in combat he is 1/2 DCV. This is consistent with other modifiers imposed to suggest that you cannot see the attack coming (darkness, invisibility, etc.). The second condition is attacked from behind when OUT of combat which means the character is both 1/2 DCV AND Hit Location Penalties are halved. On page 380 in the Surprised section it is confirmed that the character is "Surprised" and will also take 2x Stun from the attack. As far at the abuse that you cite in other posts, it is up to the GM. If a character could completely break off the engagement and get behind the character without being seen then I suppose he could attack the character at 1/2 DCV. This is somewhat unlikely in most games and as you mention, impossible in the real world.. My ruling would be that just because you can take a position behind a character does not necessarily mean you get the "from behind" benefit. The half DCV suggests that the defender is not aware that you are there (but still moving defensively because he is expecting attacks). Combat is not meant to be this series of start and stop motions where a character can do absolutely nothing. His head still moves and in fact he is still moving as this is exactly what his DCV represents. Ultimately, there is no game in the world that can perfectly mirror how things happen in the real world. The rules exist to provide a framework for the characters to use to simulate combat they do not suggest that it is in any way just like reality. I hope that helps, Deadman
  5. I think you are on the right track here. In my opinion one of the biggest problems with Hero has been the artwork. Back in the days of 5e the art was terrible and that didn't lead people to pick up the books. Perhaps we, as avid fans would buy them but it did little to draw new fans in. I really thought that with the IP getting bought by Cryptic (and them sharing their art) there would be a big push to get great art out there but it didn't come to pass. Instead they stuck with the basic blue cover for most of the books. I get that people don't buy an RPG for the art but it does get interest going. Look at Mutants and Masterminds, they were able to get a large following based on good looking products. I'm not a fan of the system but the art was good. I am a big fan of the Dark Champions genre and honestly I was very upset with the art that they chose to put in the 5e book Predators. It was embarrassing for me to show the players. I would be interested to find out how many copies of the BBB sold with the George Perez cover vs. Fred with the black cover. I would think that there is a correlation. The art won't do you a lot of good without a good game but Hero is a great game that should be far more successful than it is. I don't pretend to know the ins and outs of the industry or the company. I just find it a shame that such a great game is struggling to stay afloat.
  6. Here is a simple drone that we worked up for our Dark Champions Campaign. Keep in mind we use Segmented Movement in the campaign so the move is different. This one doesn't have a microphone but it can be easily added. Ryze Drone: Clairsentience (Sight Group), Mobile Perception Point (can move up to 100m per Turn), Telescopic: +2 (36 Active Points); OAF Fragile (-1 1/4), 4 clips of 1 Continuing Charge lasting 20 Minutes (Increased Reloading Time: 1 Turn; Drone Must Return to User to Replace Clips; -3/4), Concentration, Must Concentrate Throughout Use of Constant Power Or Limited To Specific Path (1/2 DCV; -1/2), Requires A Roll (Drone Piloting Skill Roll; -1/2), Radio Controlled Device (Requires Controller and Drone To Operate; May Be Jammed Or Hacked; -1/2), Sense Affected As Sight And Radio Groups [any other Sense] (-1/4), Limited Range (100m; -1/4), Normal Sight Only (Drone Provides Night Vision; -1/4)
  7. Page 159 of the Hudson City book is what you are looking for I believe. Page 162 breaks down Chinatown. Regards, Deadman
  8. I've been around (mostly lurking) since the start of the boards but I figured I would chime in anyway. How did you come up with your 'handle' (forum name)? I was given the nickname Deadly as a play on my last name back in 3rd grade. Years (and several nearly disastrous accidents) later, one of my friends said "You're not so much Deadly as you should be a Deadman". Everyone still calls me Deadly but I hold to truth in my friend's words. What was the first tabletop RPG you played? AD&D back in 1980 when I was in 8th grade. What was the first tabletop RPG you GMed? AD&D a few months after I started playing. What are you currently playing/GMing? I am playing in a Champions 6e game online using MapTool and Google Hangouts, running another Champions 6e game using the same medium and have a semi-regular monthly 5e Urban Fantasy Face to Face game. When did you start to play Hero? I picked up the 1st Edition Champions Book back in the Summer of 1981 and have been playing ever since.
  9. I don't know whether it was "official" or not but their stats are in the Champions limited series comic book. They are very basic write-ups without a whole lot of imagination as I recall.
  10. According to this online conversion tool http://whitehall-paraindustries.com/Hero/Conversions/Firearms/rw_conversion.htm (which is pretty well written in my opinion) the .577 Tyrannosaur would do 3d6+1K with 1 point of Piercing and a +4 Stun Multiplier.
  11. Re: Element Control Tweaking I wholeheartedly agree with each. I would allow all of these as long as they really fit the conception. I generally allow all of these in as well. A prime example would be a character with an Invulnerability EC. All qualify under the conditions I stated previously. I like your list, it is very concise and really has no room for misinterpretation. I always fall back on the GM's right to refuse anything he feels may be abusive. Thanks for sharing, Deadman
  12. Re: Element Control Tweaking What normally ends up happening is the characters purchase most of their attacks in a Multipower or completely separate. They use the EC for constant powers like FF or Flight. I don't allow MPAs unless they are paid for separately such as one in an MP and another separate. Such as? Thanks for the input. Deadman
  13. Just wanted to get some input on how I use Element Control in my games. I've been playing the Hero System since '81 and have adjusted my House Rules with each revision. The second edition (printed in '82) had a different way of constructing ECs (one that I still use). It went something like this... When using an Element Control the first power (highest cost) is bought at full points, each subsequent power cost half. As with the current rules I scrutinize each EC carefully to weed out abusiveness. With this rule in place the example EC (5ER pg. 316) would look like this. EC - Ice Powers 60 Ice Darts: EB 8d6 Armor Piercing (+1/2) 26 Ice Armor: Force Field (20 PD/15 ED), 0 End (+1/2) 25 Ice Bonds: Entangle (5d6, 5 Def) 25 Ice Slides: Running 20", 1/2 End (+1/4) 12 Ice Wall: Force Wall (12 PD/8 ED); 4 Charges (-1) 148 Total Cost According to the example above you save a whopping 1 point but I allow a lot of leniency with regard to what powers can go in an EC. I allow Special Powers, No End cost powers and others. I also let low cost powers in as well; for example I would let a character buy IR vision in the above for only 2 points. (I know I am a sucker!) I find that this helps reward characters that have a good central conception and gives them a pretty good cost break. I have found some problems; such as the speedster that wants to buy his Dex, Int, Con, Rec and Spd in the EC (which by the way I don't allow) using the justification that they all represent his Speedy metabolism. My question is...What drawbacks should be inherent of the EC? I do use the Adjustment power drawback but the effectiveness is not doubled (because there is no base cost per se). Personally, I like the way it works out and it can be used for my villains as well I welcome your comments, Deadman
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