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armadillo

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  1. Like
    armadillo reacted to steriaca in History question: Marksman's Guardians   
    Seems to me that most of his Kickstarter stuff is "help me find a printing of a comic book". Of course neither Marvel or DC ask Kickstarter people to fund the next issue of Superman, Batman, or Spiderman. 
     
    As for your vibe, remember that it was originally Dennis' take on those characters, not the original takes on the characters. So your not actually reading a hit by hit game session made into a comic book. In fact, there was a Flair story which told of an Icestar fight which went out of their way to give the middle finger to Hero Games combat (he attacked then move, as opposed to move then attack).
  2. Like
    armadillo reacted to tiger in History question: Marksman's Guardians   
    Probably not, my book is as close as it may get. Dennis helped but it's still my version not an official thing or nothing. Do hope everyone enjoys it though
  3. Like
    armadillo reacted to steriaca in History question: Marksman's Guardians   
    I think it is already too late for that. Most of them are doing their own thing, and you need a soothsayer to contact Gargoyle's player. I don't think Hero has the resources to contact them, let alone information. 
  4. Like
    armadillo reacted to Christopher R Taylor in History question: Marksman's Guardians   
    Its tough to even find characters to rebuild for modern Champions.  If I ran the company that's one thing I would definitely do though, get info and bundle it up: the first Champions campaign.
  5. Like
    armadillo reacted to tiger in History question: Marksman's Guardians   
    While I don't have headquarters and such. With Denise's input and ok from Heroic Publishing I was able to do 6th write-ups for the League of Champions, which is what the Guardians became, for a upcoming TPP Champions Organizations #2. However, in there comics the League disbanded. Icicle is trying to change that though.
     
    If you go to their website there is a drop down menu for some of the characters. No abilities, but origins for several. No Gargoyle though, they didn't aquire the rights to him.
  6. Like
    armadillo reacted to Sketchpad in History question: Marksman's Guardians   
    I don't know about that, Steriaca. Some of the players met not too long ago to play in a game ran by Sean Fannon. I realize that Mark Williams has long passed, but some of the other players have some great stories about him, I'm sure. 
  7. Like
    armadillo reacted to Duke Bushido in History question: Marksman's Guardians   
    You might try talking to Scott Ruggles via PM.  He gamed with some of the original crew.
     
    He helped me answer a question I'd had for a while.  Easy going guy; great to get along with.  Shoot him a PM, as I think the discord is his current weapon of choice.  (I had to bow out of it; too unstructured for my tastes)
     
     
     
     
  8. Like
    armadillo reacted to Sketchpad in History question: Marksman's Guardians   
    I'd love to see a Hero Games video feature with interviews some of the Guardians players on their experiences with the game, and info on their characters.
  9. Like
    armadillo reacted to steriaca in History question: Marksman's Guardians   
    Humm...
     
    As for if they had an official transport device, I would love to say yes, but I suspect otherwise. Ice star has his ice slides. Flair can fly. I think Rose could also fly. Goliath can stride across the city in giant mode. Gargoyle can fly. Marksman can either hitch a ride with one of the others, add a jetpack via his Gadget Pool, or take one of his many civilian cars to a crime scene. Heck, if the crime scene is relatively near by, use his Gadget Pool to build him a Swingline Gun or two.
     
    They might not need one, but it is a good thing to have around. 
  10. Like
    armadillo reacted to Christopher R Taylor in 6th Edition Island of Dr Destroyer Reboot   
    It was more subtle in Man of Steel but yeah, that was basically in the background.  He could lift more flying than on the ground.
  11. Like
    armadillo got a reaction from Amorkca in Hero Machine 3 pics   
    I'm doing a play-by-email campaign set in 1981. I find that Hero Machine 3 makes it easy to whip up a character image, and it easily fits with the vibe of 1981.
     
    (The Hero Machine 3 site is harder to use now with Flash being discontinued. But you can run it using a Flash debugger--it only took me a few minutes to get it going and the official Hero Machine site walks you through it: http://www.heromachine.com/heromachine-3-lab/)
     
    Anyone have any images to share that would fit with a 1981 campaign? Here's one of the player characters:
     

     
     
  12. Like
    armadillo reacted to Revenant in Champions 3,4,5 edition Pick-Up Game   
    Are you using edition 3, 4, or 5, or a hodge podge of all three?
  13. Like
    armadillo got a reaction from Nekkidcarpenter in Champions 3,4,5 edition Pick-Up Game   
    Still room. We're starting up May 17 but it's not too late. Even if you read this in June 2021 you can probably still be fit in, assuming we are not maxed out.
  14. Like
    armadillo got a reaction from Nekkidcarpenter in Champions 3,4,5 edition Pick-Up Game   
    I'm just about ready to start. I decided I'm going to rely on Enemies II (1982) as the campaign opens, and branch out from there.
    So if you're building a character, choosing one of those villains would fit right in.
     
    Note that the game is set in 1981, but the ruleset is Champions 3, 4, 5. (If any die-hards want to use even earlier editions of Champions, I can actually work with that.)
     
    Take a look at Shelley McTyre's explanation of how pbem games work if you're thinking of joining, and send me a PM. :D
     
     

  15. Like
    armadillo got a reaction from Nekkidcarpenter in Champions 3,4,5 edition Pick-Up Game   
    Here's a rough image of one of the player characters:

    This is the feeling that we are going for in the campaign!!
     
    I think Hero Machine 3 does a nice job of matching the vibe of those old character sheet templates that you sketch your character on:

     
    ...which just fits so well with this:

  16. Like
    armadillo reacted to HeroGM in "Weathered" character sheet   
    *Thinks*. Could do an overlay....
  17. Like
    armadillo reacted to culhwch in History: My first HERO character   
    Re: History: My first HERO character
     
    Oh, yeah! And I still have the character sheet! Just like you, we started with the Champions box set. The character's name was Gospel Singer and had sonic powers built with an Elemental Control. He was kind of a weakling, as I was new to the concept of Character Disadvantages, so I didn't take enough to get the max points allowed (because...why gimp your hero????? ). I don't remember any of the other's characters other than one had a Hunted: Viper....and those dudes kept messing us up!
  18. Haha
    armadillo reacted to Greywind in Limitation for Entangle   
    He's never pulled me to me.
  19. Like
    armadillo reacted to unclevlad in Computer hacking 5e   
    The most involved hacking rules I know of, are in Shadowrun...because one of the core character concepts is the decker, who is...a hacker.
     
    The problem was always, tho, the decker played by himself.  No one could help him.  It was him rolling against the GM for however long it would take.  Conversely, the decker was all but useless outside of hacking;  it took too great an investment of char-gen resources to be good at anything else.  IIRC, not as bad as a full caster;  those were XP sinks like few others.  (A Jedi in Star Wars was worse, but they were *insanely* imbalanced and supposed to be hard to build.)  And that's gonna largely be the same thing here, if you make it involved...altho the cost of skills is such that at least your hacker-type doesn't have to be crippled.  
     
    One concept I use is from the comments on the skill roll table, altho this might be in 6th only.
    11-:  competent.  Can get a job using the skill.  High school to associates' degree, IMO.
    12-:  skilled.  Qualified to manage entry-level (11-) positions.  Assoc to bachelor's degree.
    14-:  I read this as Masters level.
    16-:  Doctorate.
    18-:  Recognized among the top in his field.
    20-:  Getting into the realm of the tech geniuses
     
    That there are tech geniuses says that setting up REAL security, is going to call for tech geniuses to set up the protection.  In many ways, the real-world experience...hackers broke into several fairly large databases (like Target) and harvested enormous amounts of personal data, but that led to tighter and tighter security.  The pipeline hack that's shut down the critical pipeline to the East Coast, is going to lead to a *massive* investment in security.
     
    So generally, as LoneWolf suggests, it's going to be HARD.
     
    BTW:  I don't personally think most of the skills listed would be complementary, or would tend to be specific subsets of Programming anyway.  The big issue is that the people setting up the security had TIME!!!! to do it right, and to hammer the HECK out of it looking for problems.  If you go with the notion of opposed rolls...because of the time aspect, high-end security might be 24-, or if you're just using a modifier, -10 is not that hard to imagine at all.  

    Alternately, the safest form of security is simply no connection to the outside world whatsoever.  For diverse networks like banking, the first key is the physical security of the communications lines so they can't be tapped.  Mmm...come to think, these may well be encrypted as an additional security layer.  Used to work on a team that test-fired missiles.  Real ones.  For combat deployment.  At one point, they upgraded the lines, and our building got a military-grade encryption/decryption box.  EXTREMELY fast at doing it;  it had to be.  So this is a context where Crypto actually wouldn't be a complementary skill, it'd be a full-scale phase of the problem.  
     
    Also note the ongoing growth of physical verification methods...fingerprint scanning, for example.  Or...when we had that upgraded comms line, ALL our computers had ID cards, and IIRC, single-use password generators, for computers that were not physically in a vault.  ALL the computers in public-access areas were also scanned by the base's computer security people.  By simply being on the network, they had permission to intrusively, completely scan any system added to it...and to order software to be taken off, if it was deemed a risk.
     
    Information security is taken EXTREMELY seriously.
     
  20. Like
    armadillo reacted to LoneWolf in Computer hacking 5e   
    The rules for hacking into a system were written by game designers not programmers as such are not really realistic. 
     
    Hacking should be an opposed roll not a straight roll.  What you are trying to do is to beat the roll of the people who setup the system.  Don’t forget to factor in all the complementary skill rolls a well-trained computer programmer would have.  When factoring in that a real network administrator probably has well over an 18 or less on the roll.  Things like Cryptography, SS Computer Science, SS Mathematics,  KS Computers Hardware, PS Network Engineer and others will all be complementary.  Also factor in that you have a team of engineers not just a single person and the extra engineers all can aid the primary roll with their own rolls.   Last but not least you factor in the fact that it takes time to setup a network which means you get a bonus to your roll for taking extra time.   
     
    So assuming the primary engineer has an 18 or less with all this complementary skills.  He has 4 assistants aiding his roll and is getting a +5 bonus for time.  That gives him a 27 or less roll.  Assuming he rolls 11 that means he made it by 17.  So to hack into a something along the lines of a bank would be a -17 to the roll.   That 13 or less is the player spent 3points on is not going to cut it.  At minimum they are going to need to take a significant amount of time to boost their roll.   
     
  21. Like
    armadillo reacted to unclevlad in Computer hacking 5e   
    Give the system a security rating, and make it a competitive roll.
     
    Or give the system(s) penalties from -1 to -3, and when you're really getting into *secure* areas...areas where tech geniuses are building the security aspects...there's no upper bound.  -10 might only be on, say, the government's metahuman database...real name, cover name/villain handle, known powers, threat assessment, weaknesses...but some things should have this level.
     
    Alarms.  Fail a roll?  Alert the other side.  Fail a 2nd?  Active opposition kicks in, with MUCH larger penalties, and possibly starting a traceback to see where the hack's coming from.
     
    Programming alone might not be enough.  Crypto isn't needed to break in, at least most of the time;  it may well be needed to be able to understand the data in the database, tho.  Security Systems would be a more sensible complementary skill.
     
    Hacking can be as complicated as you want it to be.
  22. Like
    armadillo got a reaction from Nekkidcarpenter in Stretching Sourcebook?   
    Many great ideas: forgot Desolidification, Shape Shift (hard to believe because I was thinking Plastic Man--would do it with a color Limitation). Martial Arts is genius...never would have thought of that.... The Fly Swatter I never considered but I love it....Tar-Pit is a great idea/power.... "Leaping with the Special Effect that I stretch to a location and pull myself there" is brilliant.
     
    Noice!
  23. Like
    armadillo reacted to Sketchpad in Computer hacking 5e   
    I would suggest looking at Hero System Skills on p. 125-132 for some expanded Computer Programming rules. That might have some options that you could use. 
     
    As for how to keep Computer Programming from taking over a modern game, there are several ways. First off, certain computer systems will be harder to crack than others. This could be a negative modifier to any check. 
    For example: Kyle "0v3rk1ll" Obert is attempting to hack into a heavily fortified bank with Computer Programming 15-. The bank has some anti-hacking software installed in it, giving anyone trying to hack it a -3 to Computer Programming checks. This means Kyle will have to now make a 12- check. 
     
    Another option is to use a more Cyberpunk-ish system, making different aspects of the hacked system harder.
    As above, 0v3rk1ll is trying to hack a bank. To get in is a -3 to Computer Programming (a 12- check). But to get into the financial records of Claude Van Claude, he may discover a more difficult security setting (-5 to check, giving him a 10-). And if he trips something on the way, exiting the system may make it harder (-8, for a 7- check to leave without a trace). 
     
    Lastly, the character may have to have the right hardware to hack. This could take the form of Software or Hardware Powers that modify certain rolls, or circumvent things entirely. 
    Finally, 0v3rk1ll has been discovered in the bank system. He uses a Virtual Scrambler built as Change Environment (-5 to Computer Programming to find traces of hack) to cover his tracks as he leaves.
  24. Like
    armadillo reacted to Tjack in Computer hacking 5e   
    Most real world computer systems have complex security systems in place. Computer programming as a skill shouldn’t give a player the ability to do more than get into somebody’s home computer or install a virus program. Specialized skills like KS: Comp Hacking & KS: Comp Security should be bought for big jobs.
  25. Like
    armadillo got a reaction from Nekkidcarpenter in Champions 3,4,5 edition Pick-Up Game   
    It's actually pretty nice. You can split characters off into different threads and choose whether the group sees it or not. If there is some kind of intrigue where a PC is keeping something from the team, they can send you a Private Message and no one knows. 
     
    Perhaps the best part is the improved ability for the GM to react to character decisions. To me, tabletop games are always a bit railroad-y just because you kind of have limitations when you're reacting in the moment. If a character wants to consult a physicist you might dodge it in the moment to think about the answer, but in a play-by-email you can just research your answer before you reply.
     
    Send me a character. It's really a trial basis (isn't everything?) so if you don't like it you can drop out, or drop out and drop back in.
     
    I'm structuring the game so that it's very freestyle, and it will have the feel of a very made-up-on-the-fly. Structuring is the wrong word. Deconstructuring?
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