PDA

View Full Version : How to Build: Various Powers at Edge of System



sindyr
Sep 7th, '08, 05:03 PM
OK, first of all, I'm *that guy* - you'know, the one that caused the furor over on the Absolute Ability thread. Through all the controversy and conflict, a lot of really interesting ideas have come out of it - but before I go further with the third idea that completely replaces the other two, I need to do so "research", with the help of you kind people who are well versed in this system and how to employ it.

In short, before I go forward, I need to know which, if any, of the following abilities can accurately be represented in the Hero System, and how one would mechanically do that. Ultimately, for each of the following, I just need to know if the full functionality can be done exactly as presented, and if so, how.

I am grateful for any assistance on these matters.



A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"
Mental Speech to any individual regardless of range or prior contact. You just think of the person you want to communciate mentally and boom, you are. (Assume a willing participant)
Your eyes glow, providing enough illumination for you and others to see in the dark by. This effect continues even after your character has died.
You want to make it rain over the whole city.
You want to make it rain everywhere on earth.
You can become completely invisible to all senses, including any equipment or clothes you are wearing, including weapons, including the use of powers. You and all your stuff are also desolid. You can also attack other people with your weapons normally, although your weapon cannot be seen (nor can the blood on it.) They cannot grab your weapon, as it is desolid, although it still does damage. Any bullets, paint, smoke etc flow completely through you.
You can project Images to every sense group.
You can project Images to every sense group, and anyone witnessing the Images have no chance at all to recognize the Image is a Fake.
You have a power, such as an Energy Blast, that cannot be Drained, Dispelled, or otherwise dimished or suppressed.
You cannot take damage or other negative effects (like pain or distractions) from the environment, regardless of where you are, nor do you have any needs for sustenance, food, air, sleep, and the like.
Nothing you do costs Endurance.
You can move a star with the power of your telekinetic mind.
You can teleport precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.
You can teleport some else against their will precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.
You wish to take an Energy Blast with not just No Normal Defense, but with No Defense - in others words, without needing to define and powers or circumstances as the defense.
The ability for a character's mind to jump back in time up to 2 minutes. The world is put back up to two minutes, but the character still knows what happened. The character is the *only* one who know what happened in the future timeline that now may not occur.
What if it was up to two days? Longer?
Resurrection of friends or "non bad guys" who have died in an area in the past 30 minutes.
Performing two full actions simultaneously in a single phase. Such as teleporting into to an area and then using an Energy Blast.
Teleporting a visible item or visible piece or component of an item somewhere within sight, such as teleporting the plastique out of the bomb.
A power that makes the character receive a +2 to all rolls that they make.

Thanks a bunch guys, seeing how this plays out will help me better understand what the system can and can't do, as well as how the system handles such extreme abilities.

Trebuchet
Sep 7th, '08, 05:18 PM
Is there any particular reason you see a need to stretch and/or break the Hero system? This isn't an atom; we don't need to hit the system with absurd energies to see how things work. You learn how the system works by building things. I suggest you build a bit before you start looking at ways to bend things.

sindyr
Sep 7th, '08, 05:24 PM
Is there any particular reason you see a need to stretch and/or break the Hero system? This isn't an atom; we don't need to hit the system with absurd energies to see how things work. You learn how the system works by building things. I suggest you build a bit before you start looking at ways to bend things.

What would help me most right now is if anyone can help answer the above build questions.

Thanks.

ghost-angel
Sep 7th, '08, 05:25 PM
OK, first of all, I'm *that guy* - you'know, the one that caused the furor over on the Absolute Ability thread. Through all the controversy and conflict, a lot of really interesting ideas have come out of it - but before I go further with the third idea that completely replaces the other two, I need to do so "research", with the help of you kind people who are well versed in this system and how to employ it.

In short, before I go forward, I need to know which, if any, of the following abilities can accurately be represented in the Hero System, and how one would mechanically do that. Ultimately, for each of the following, I just need to know if the full functionality can be done exactly as presented, and if so, how.

I am grateful for any assistance on these matters.

A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"

Technically Resurrection requires an "out" that cuases permanent death. But in all practical uses generally this is what Resurrecton means.


Mental Speech to any individual regardless of range or prior contact. You just think of the person you want to communciate mentally and boom, you are. (Assume a willing participant)

if only willing Targets - yes.


Your eyes glow, providing enough illumination for you and others to see in the dark by. This effect continues even after your character has died.
Yes.

You want to make it rain over the whole city.
Yes.

You want to make it rain everywhere on earth.
Yes.

You can become completely invisible to all senses, including any equipment or clothes you are wearing, including weapons, including the use of powers. You and all your stuff are also desolid. You can also attack other people with your weapons normally, although your weapon cannot be seen (nor can the blood on it.) They cannot grab your weapon, as it is desolid, although it still does damage. Any bullets, paint, smoke etc flow completely through you.
Yes (to a degree, as you cannot buy Invisibility to the "Usual Group" as a whole, theoretically someone could always make a specific Detect you haven't bought Invisibility To. Someone with Affects Desolid can still get you)

You can project Images to every sense group.
Yes.

You can project Images to every sense group, and anyone witnessing the Images have no chance at all to recognize the Image is a Fake.
Yes, to a degree (it's probably not going to be the Images Power in all likelyhood)

You have a power, such as an Energy Blast, that cannot be Drained, Dispelled, or otherwise dimished or suppressed.
Yes.

You cannot take damage or other negative effects (like pain or distractions) from the environment, regardless of where you are, nor do you have any needs for sustenance, food, air, sleep, and the like.
Damage: maybe. Rest of it: Yes.

Nothing you do costs Endurance.
Yes (I have built a character with this, in 350 points).

You can move a star with the power of your telekinetic mind.
Yes.

You can teleport precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.
Yes.

You can teleport some else against their will precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.
Yes.

You wish to take an Energy Blast with not just No Normal Defense, but with No Defense - in others words, without needing to define and powers or circumstances as the defense.
No.

The ability for a character's mind to jump back in time up to 2 minutes. The world is put back up to two minutes, but the character still knows what happened. The character is the *only* one who know what happened in the future timeline that now may not occur.
Yes.

What if it was up to two days? Longer?
Yes. Yes.

Resurrection of friends or "non bad guys" who have died in an area in the past 30 minutes.
Yes.

Performing two full actions simultaneously in a single phase. Such as teleporting into to an area and then using an Energy Blast.
Yes. (have you read the rules? Not being smart - I'm asking seriously)

Teleporting a visible item or visible piece or component of an item somewhere within sight, such as teleporting the plastique out of the bomb.
Yes.

A power that makes the character receive a +2 to all rolls that they make.
Yes.

Thanks a bunch guys, seeing how this plays out will help me better understand what the system can and can't do, as well as how the system handles such extreme abilities.

OK - several issues with this particular post. Some of these questions are basic rules (moving then attacking in a Phase), some would be answered by a solid read through of the rules (Time Travel, Inherent Advantage)

Also, you seem to be missing a major premise of the Hero System - Special Effect First, Power Second. (re: the Images you can't tell are Images: What are they doing specifically?)

Things like "Moving a star with telekinetic force" is as simple as buying enough Telekinetic Strength to move a star.

You've stated in an earlier thread/post that you have bought a good number of books; have you purchased them sight unseen? If I can assume that you have not read the rules, have no real idea what is contained in them to some detail, I can understand many of these questions.

But if you have read the rules and are still asking some of these questions I suggest you re-read the book. In all seriouesness. I answered these questions in a basic yes/no format without providing Power Builds because some are elementary and some I'd like to see what the SFX and a more detailed idea of what the desired actual result is before porviding more.

Trebuchet
Sep 7th, '08, 05:29 PM
What would help me most right now is if anyone can help answer the above build questions.I suggest you try actually playing the game first. Even if anyone actually answers your questions it's pretty clear you don't grasp the essentials enough to comprehend the answers.

sindyr
Sep 7th, '08, 06:20 PM
Ghost angel, thanks for the yes/no's - on the one's that were yes's, how would one potentially build them?

Trebuchet, I am simply going to ask you to do one of to things: if you don't like my questions, then feel free to ignore them and not answer - or better yet, if you want to be helpful, then answer them.

But I am getting really really tired of having you attack me for asking questions and posing thoughts and ideas. It's getting to the point where I will need to determine which is the accepted solution on these boards, report you for moderation or attack back.

This is my process, if you either don't like it or don't approve, I don't really care. Either help or get out of the way. Else, I will need to take appropriate action.

The limits of my civility have been reached, sir.

To most of the rest of you, I appreciate your help and ask you to continue with your kind words and helpful answers. Thanks, all! :)

ghost-angel
Sep 7th, '08, 06:26 PM
Pick a few of the desired builds, provide the Special Effect and a mundane wording of the desired result and I'll show you how the process of creating a Power works in the Hero System.

sindyr
Sep 7th, '08, 06:50 PM
Let me possibly be more clear by highlighting the reasons for asking these particular questions:


A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"

A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"
I saw the resurrection power under healing, can you arrange it to NOT have the True Death limitation? Perhaps one would have to build it not from Healing?


Mental Speech to any individual regardless of range or prior contact. You just think of the person you want to communicate mentally and boom, you are. (Assume a willing participant)
As a fiction staple, was wondering if this was covered because of the unlimited range and no prior contact - I didn't see a power that would allow for this.


Your eyes glow, providing enough illumination for you and others to see in the dark by. This effect continues even after your character has died.
This is to test whether one can build powers that still function even after character death.


You want to make it rain over the whole city.
Can you build a power to do this over such a large area with a limited number of CP that characters normally get?


You want to make it rain everywhere on earth.
Same. It's exploring the functional limit of what can be achieved with traditional character point levels.


You can become completely invisible to all senses, including any equipment or clothes you are wearing, including weapons, including the use of powers. You and all your stuff are also desolid. You can also attack other people with your weapons normally, although your weapon cannot be seen (nor can the blood on it.) They cannot grab your weapon, as it is desolid, although it still does damage. Any bullets, paint, smoke etc flow completely through you.
This is an extreme example of someone who cannot be detected or seemingly stopped, but who can still get you. The only piece of this that I think I know is that with Desolid one would have to purchase one's attacks at +2 - not sure how that works for weapons attacks. (some of these questions are because I haven't read the 600 page book yet) for example - I assume that weapon attacks can be built as either a basic characteristic roll without a skill, or a skill roll based on the weaopon, or ask a power like an HKA - but if built as a skill or characteristic based ability, how do you apply the +2? This is a complex example that I think would illuminate many aspects of the system.


You can project Images to every sense group.
Are there a limited number of sense groups? How many are there? I didn't see in the book a listing of them, although so far I have been skimming and upon reading from cover to cover may find such a list.


You can project Images to every sense group, and anyone witnessing the Images have no chance at all to recognize the Image is a Fake.
This is about how do you guarantee something which asks you to make a check normally.


You have a power, such as an Energy Blast, that cannot be Drained, Dispelled, or otherwise dimished or suppressed.
This is about, how do you protect powers, and is that protection overcome-able or absolute.


You cannot take damage or other negative effects (like pain or distractions) from the environment, regardless of where you are, nor do you have any needs for sustenance, food, air, sleep, and the like.
This is about using LifeSupport possibly, but taking it to cover all such kind of issue, not just ones that are listed. In other words, how do you get blanket coverage for ALL environments, even those you can't imagine right now?


Nothing you do costs Endurance.
I know that there is a +1/2 advantage for powers that does this, how do you apply it to your whole character sheet?


You can move a star with the power of your telekinetic mind.
Another "can this be done" for limited points kind of question. Or to put it another way, how mmuch mass maximum can you move with 300 points or so in Telekinesis? Can Megascale apply?


You can teleport precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.
This is not just about a long range, but a very high degree of precision while teleporting a looooong way away.


You can teleport some else against their will precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.
And this is about using that ability on others with the same precision, guessing that this would be the same power as above with Useable Against Others.


You wish to take an Energy Blast with not just No Normal Defense, but with No Defense - in others words, without needing to define and powers or circumstances as the defense.
Another question about how to accomplish the effect of something in the book that comes with a limiting factor, but not have the limiting factor.


The ability for a character's mind to jump back in time up to 2 minutes. The world is put back up to two minutes, but the character still knows what happened. The character is the *only* one who know what happened in the future timeline that now may not occur.
I have no idea how you do this - Time Travel in the book I think jumps your whole body back, but the way I describe it above, if you lost your arm you could jump back and your arm would no longer be unattached.


What if it was up to two days? Longer?
Just curious.


Resurrection of friends or "non bad guys" who have died in an area in the past 30 minutes.
This would be to see not only how one resurrect's others, but how to do it only to select categories of people in an area... Perhaps Healing/Resurrection with Useable Against Others and Area of Effect, possibly Selective?


Performing two full actions simultaneously in a single phase. Such as teleporting into to an area and then using an Energy Blast.
I have no idea how to perform simultaneous actions in this game.


Teleporting a visible item or visible piece or component of an item somewhere within sight, such as teleporting the plastique out of the bomb.
I guess teleportation by default allows you to teleport items around you? Like teleporting someone's gun to the other side of the room? Does it permit to teleport a component piece of an item, like the grille of a car (or the visible plastique of the bomb?)


A power that makes the character receive a +2 to all rolls that they make.
Another ability I don't know how to recreate. Maybe a VPP representing extra ability that simply adds X character points to each thing one has to roll for? This one's a real stumper for me.
I'll throw a new one out there - making it so you can't roll lower than than a 8, for example - how do you arrange that?

Thanks again to all the helpful folks.

sindyr
Sep 7th, '08, 06:51 PM
Pick a few of the desired builds, provide the Special Effect and a mundane wording of the desired result and I'll show you how the process of creating a Power works in the Hero System.

I appreciate that, kind sir. Will take you up on that in the morning, if I may - thanks.

ghost-angel
Sep 7th, '08, 07:02 PM
I'll pull a few notable things out:

Using "Affects Real World" on your Attacks while Desolid.
In a Superheroic Campaign you must purchase your Attack Ability - regardless of whether it is "an inborn ability" or "equipment" or anything else. You simply apply the +2 Advantage to that Power.

In a Heroic Game where you get Equipment for 'free' you would purchase a Naked Advantage; Affects Real World, typically to a high enough Active Point level to use every piece of equipment you'd encounter in the game - for most games this number is 90 Active Points.

Everything you do costs 0END: simply purchase every END Costing ability on your Character with the "Costs 0 END" Advantage, including Running, Strength, etc. . .

Enough Telekinesis to move a Star on 350 Character Points of a Suggested Standard Superhero: given enough Limitations you can bring the cost of anything down to a very low number. Whether it is appropriate is a different matter completely (generally the answer is NO).

+2 to all Rolls: Overall Skill Levels.

Hyper-Man
Sep 7th, '08, 07:13 PM
Something that might help everyone help you is to know what system(s) you have played other than HERO.

The main HERO rules (5e or 5er) at first glance appear to be just about character creation (I'm pretty sure I am not the first to point this out).

They are far more than that. They are a toolkit for Game Masters to create the exact game they want to run. Since nearly everything in the rules is written from that mindset the 'edge' for a particular campaign is whatever the GM sets it to. I don't think there is a GM of ANY roleplaying system out there that hasn't made a custom rule or ruling in his campaign at some time or another. This used to be frowned upon by some systems years ago. Now it usually encouraged (as HERO does) and is a feature, not a flaw.

CTaylor
Sep 7th, '08, 07:25 PM
OK here is my input. Remember: there's usually more than one way to build everything in Hero, so these are just some of the possible answers.


A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"

It's very expensive but I built a necromancer spell that does this. It is a Duplicate with a trigger: you make a copy of yourself as soon as you die from a prepared body hidden away somewhere else. It's quite spendy because of the range required to make it work reliably at a great distance. You can also buy yourself regeneration that works through death and get your GM to agree to let there be no loophole that makes you dead forever (in most superheroic games this won't be difficult to argue for).


Mental Speech to any individual regardless of range or prior contact. You just think of the person you want to communciate mentally and boom, you are. (Assume a willing participant)

You can do this with telepathy and Detect mind: targeting, run you around... 50-60 points to be reliable.


You want to make it rain over the whole city.

Change Environment: rain, megascale


You want to make it rain everywhere on earth.

Change Environment: rain, lots of megascale. Depending on how literal you mean, you might need to buy indirect to make it rain indoors and inside caves, etc.


You can become completely invisible to all senses, including any equipment or clothes you are wearing, including weapons, including the use of powers. You and all your stuff are also desolid. You can also attack other people with your weapons normally, although your weapon cannot be seen (nor can the blood on it.) They cannot grab your weapon, as it is desolid, although it still does damage. Any bullets, paint, smoke etc flow completely through you.

Desolidification and Invisibility, plus invisible power effects on your attacks. Very, very expensive - especially if you want to attack while desolid.


You can project Images to every sense group.

Straight up Images power, check the rules for how to buy it with multiple sense groups.


You can project Images to every sense group, and anyone witnessing the Images have no chance at all to recognize the Image is a Fake.

You can effectively make this (huge penalties to PER rolls), but not 100% absolutely because Hero games by intent and design has no absolutes. That's a cardinal rule of the "meta-system" but you could house rule one in if you wanted. This applies to several of the questions you asked: if you want to make an absolute power you'll have to either have a very accommodating GM or run the game yourself.


You cannot take damage or other negative effects (like pain or distractions) from the environment, regardless of where you are, nor do you have any needs for sustenance, food, air, sleep, and the like.

Just plain Life Support depending on what you mean. You would take damage from living on the surface of the sun no matter what your life support was built as, but you can buy LOTS of energy defense (and flash defense, and power defense depending on the GM) or desolidification to simulate this ability.


Nothing you do costs Endurance.

Buy everything with reduced END cost. Strength, running, all powers, etc.


You can move a star with the power of your telekinetic mind.

Sure, telekinesis with lots of increased range (don't want to get too close). Given that the Sun weighs two billion, billion, billion tons (and its not a big star, the largest known star weighs 200 times that much) this is going to take an obscene amount of strength, but it is possible.


You can teleport precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.

Many points of teleport, or a multipower with various different teleport builds (one with megascale, one long distance, one medium distance etc). Very basic build.


You can teleport some else against their will precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.

See above, but add "usable as an attack" advantage.


The ability for a character's mind to jump back in time up to 2 minutes. The world is put back up to two minutes, but the character still knows what happened. The character is the *only* one who know what happened in the future timeline that now may not occur.

This is up to the GM, but there are a few ways to do this. The first and easiest is to buy lightning reflexes, teleportation, high danger sense, and lots of levels to represent "I knew that was coming." Think special effect first, then powers that represent that as you build - in this case being ready for any surprise and the ability to move wherever you need to be. What this build assumes is that in every circumstance you've witnessed what happened and lived through it, then already jumped back and did it better without going through the experience twice in actual play time. Another way is to buy dimensional travel: back in time, the time frame is irrelevant.


Resurrection of friends or "non bad guys" who have died in an area in the past 30 minutes.

If your GM allows it, Healing can resurrect from the dead. I don't, but there is a way to bring someone back... at a horrible price.


Performing two full actions simultaneously in a single phase. Such as teleporting into to an area and then using an Energy Blast.

There are several ways of doing this, such as linked powers but the example you gave is basic rules: you can move and attack in the same phase.


Teleporting a visible item or visible piece or component of an item somewhere within sight, such as teleporting the plastique out of the bomb.

This would probably require a roll to do well, and a special sense to find the target (a targeting sense), but teleportation bought Usable as an Attack would do it quite easily.


A power that makes the character receive a +2 to all rolls that they make.

2 overall levels (or more, in case you want to make more than one roll at a time).

Now, as others have said, build some powers, play the game, sit down with a GM. Most of the stuff you're asking strongly suggests you don't know the rules well and if you fool around with them a while you will find you can make anything.

ghost-angel
Sep 7th, '08, 08:01 PM
Now, as others have said, build some powers, play the game, sit down with a GM. Most of the stuff you're asking strongly suggests you don't know the rules well and if you fool around with them a while you will find you can make anything.

One thing to note about being able to Make Anything with Hero is that while this is true, it's not always cheap, straightforward, or easy.

One thing about sinadyr's requests is he asked to do some expensive things on a standard character point build. I'm assuming he meant Superheroic given the nature of the request. But a 150 point Heroic Character is going to be able to buy more abilities than a 75 point Heroic Character and less abilities than a 350 point Superheroic Character.

Steve Long once built the ability to stop time all over the universe, everyone at once. This is no small ability - it cost over 7.5 Million Real Points. Obviously outside the realm of your average Superhero!

Wyrm Ouroboros
Sep 7th, '08, 10:56 PM
... sorry. I agree with Trebuchet on this one.

jtelson
Sep 8th, '08, 01:34 AM
A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"
Basic Power: Healing, assuming you're the GM, wave or the normal limitations on the ability. You seem to want it to be absolute and it's your campaign.


Mental Speech to any individual regardless of range or prior contact. You just think of the person you want to communciate mentally and boom, you are. (Assume a willing participant)
Basic Powers: No need for it to be willing, Mind Scan and Telepathy cover this.


Your eyes glow, providing enough illumination for you and others to see in the dark by. This effect continues even after your character has died.
The even after you've died a bit weird but Basic Powers: Darkvision Usable as attack Uncontrolled Continuous maybe Area or Effect.


You want to make it rain over the whole city

You want to make it rain everywhere on earth.
Basic Power: Change Environment, Megascale makes it cheaper but you don't need it.


You can become completely invisible to all senses, including any equipment or clothes you are wearing, including weapons, including the use of powers. You and all your stuff are also desolid. You can also attack other people with your weapons normally, although your weapon cannot be seen (nor can the blood on it.) They cannot grab your weapon, as it is desolid, although it still does damage. Any bullets, paint, smoke etc flow completely through you.
Basic Powers: Invis and Desolid. You have to pay for the attacks you want to effect the real world (+2 advantage)


You can project Images to every sense group.

You can project Images to every sense group, and anyone witnessing the Images have no chance at all to recognize the Image is a Fake.
You're getting hung up on terminology. Basic Powers: Summon, Duplication and/or Transform are likely what you're looking for. Force wall w/ variable sfx is a nice add one as well.


You have a power, such as an Energy Blast, that cannot be Drained, Dispelled, or otherwise dimished or suppressed.
Odd but Basic: Inherent


You cannot take damage or other negative effects (like pain or distractions) from the environment, regardless of where you are, nor do you have any needs for sustenance, food, air, sleep, and the like.
Basic Powers: Life Support, If you're really concerned add in Desolid.


Nothing you do costs Endurance.
Basic Power: 0-End Advantage


You can move a star with the power of your telekinetic mind.
Basic Power: Telekinesis, megascale makes it less expensive.


You can teleport precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.
You can teleport some else against their will precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.
Basic Powers: Teleport, Telport Usabale as Attack


You wish to take an Energy Blast with not just No Normal Defense, but with No Defense - in others words, without needing to define and powers or circumstances as the defense.
GM Fiat on top of basic powers: NND, Does Body, GM defines defense.


The ability for a character's mind to jump back in time up to 2 minutes. The world is put back up to two minutes, but the character still knows what happened. The character is the *only* one who know what happened in the future timeline that now may not occur.

What if it was up to two days? Longer?
Basic Power: Extra Dimensional Movement


Resurrection of friends or "non bad guys" who have died in an area in the past 30 minutes.
Basic Power: Healing w/ Ressurect


Performing two full actions simultaneously in a single phase. Such as teleporting into to an area and then using an Energy Blast.
Complex use of Duplication although this is generally a poorly worded request for more speed by someone who is new to the system.


Teleporting a visible item or visible piece or component of an item somewhere within sight, such as teleporting the plastique out of the bomb.
Basic Power(s): Teleport UAA or transform depending on how the GM rules on fine manipulation with TP UAA. (You're the GM if you want it to be simle Teleport UAA)


A power that makes the character receive a +2 to all rolls that they make.
This is really a poorly worded effect from a player but by way of an example of how you might do it. 14 overall skill levels (Can only apply to 2 levels to any one activity) provides +2 to OCV, DCV, EOCV, EDCV and up to 3 skills in one phase, can drop it to 10 to remove the (E)DCV bits since not technically rolls.
Also Aid to all attacks (Capped at +2 effect on any rolls associated with affected powers)

Trebuchet
Sep 8th, '08, 03:20 AM
Trebuchet, I am simply going to ask you to do one of to things: if you don't like my questions, then feel free to ignore them and not answer - or better yet, if you want to be helpful, then answer them.

But I am getting really really tired of having you attack me for asking questions and posing thoughts and ideas. It's getting to the point where I will need to determine which is the accepted solution on these boards, report you for moderation or attack back.

This is my process, if you either don't like it or don't approve, I don't really care. Either help or get out of the way. Else, I will need to take appropriate action.This is a message board. I have as much right to post my opinions on your questions as you have to post them; and I don't particularly care for being threatened just because you don't like the responses you're getting.

If you don't like my posts, feel free to put me on your Ignore List. I'm sure it's a board feature you'll get a lot of use from. :hush:

Doc Democracy
Sep 8th, '08, 04:54 AM
A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"
You can become completely invisible to all senses, including any equipment or clothes you are wearing, including weapons, including the use of powers. You and all your stuff are also desolid. You can also attack other people with your weapons normally, although your weapon cannot be seen (nor can the blood on it.) They cannot grab your weapon, as it is desolid, although it still does damage. Any bullets, paint, smoke etc flow completely through you.
You can project Images to every sense group, and anyone witnessing the Images have no chance at all to recognize the Image is a Fake.
You have a power, such as an Energy Blast, that cannot be Drained, Dispelled, or otherwise dimished or suppressed.
You can move a star with the power of your telekinetic mind.
You can teleport precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.
You can teleport some else against their will precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.
You wish to take an Energy Blast with not just No Normal Defense, but with No Defense - in others words, without needing to define and powers or circumstances as the defense.

The abilities above, I think, will rest on how you decide to do your absolute abilities in your game.

I know that I could make all of this work in my game and, in play, would do this. I'm not sure you would accept the builds as, from my experiece, you would indicate that they fell under one or more fallacies.

A number of other listed abilities are almost simply GM discretion stuff:





A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"
The ability for a character's mind to jump back in time up to 2 minutes. The world is put back up to two minutes, but the character still knows what happened. The character is the *only* one who know what happened in the future timeline that now may not occur.
What if it was up to two days? Longer?
Resurrection of friends or "non bad guys" who have died in an area in the past 30 minutes.
Teleporting a visible item or visible piece or component of an item somewhere within sight, such as teleporting the plastique out of the bomb.
A power that makes the character receive a +2 to all rolls that they make.


A GM can decide that any of these things are possible in his game and come up with a costing. It's nothing that you buy off the shelf or that would be guaranteed portability between campaigns.

Time travel and resurrection are tricky things to model (and to play) but are not impossible to cost.

In most discussions on here requests for builds are most often met with - give us some context on why you want to build it, how it is to be used - and then you get comments and suggestions and often disagreements. You have presented a list of things that the system does not provide off the shelf for no (seeming) particular reason other than "I wonder if this will break things?"

Doc

Doc Democracy
Sep 8th, '08, 04:58 AM
Trebuchet, I am simply going to ask you to do one of to things: if you don't like my questions, then feel free to ignore them and not answer - or better yet, if you want to be helpful, then answer them.

But I am getting really really tired of having you attack me for asking questions and posing thoughts and ideas. It's getting to the point where I will need to determine which is the accepted solution on these boards, report you for moderation or attack back.

This is my process, if you either don't like it or don't approve, I don't really care. Either help or get out of the way. Else, I will need to take appropriate action.

The limits of my civility have been reached, sir.

You know, the idea is that we discuss stuff. If you put something up for discussion then you have to expect people to discuss it - even if you dont like what they say.

As you point out to Treb, you can simply ignore his comments and move on to the ones you want to read.

I think you need to lighten up a bit, it's only a game....


Doc

Hugh Neilson
Sep 8th, '08, 05:41 AM
I'm with Trebuchet on this. One hallmark of the Hero System is that every attack has a defense and every defense has a hole.


In short, before I go forward, I need to know which, if any, of the following abilities can accurately be represented in the Hero System, and how one would mechanically do that. Ultimately, for each of the following, I just need to know if the full functionality can be done exactly as presented, and if so, how.

I am grateful for any assistance on these matters.


[LIST]
A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"

RAW, no. Every defense has a hole. If I wanted to change this, I'd apply a surcharge for removal of the prevention mechanism. The cost would depend on how common I wanted unstoppable resurrection to be.

The character would also need Life Support to prevent aging - how does one resurrect from old age?

Following the Labeling Philosophy, I can solve the whole "too many characteristics" dilemma easily - no more characteristics. We'll call them "Attributes" instead. Maybe 7e can solve the "too many Attributes" dilemma. :rolleyes:


Mental Speech to any individual regardless of range or prior contact. You just think of the person you want to communciate mentally and boom, you are. (Assume a willing participant)

How can someone I have no prior contact with be a willing participant? Some variant of Mind Link would probably be workable here.


Your eyes glow, providing enough illumination for you and others to see in the dark by. This effect continues even after your character has died.

Images, only to create light, with suitable modifiers. This would be 0 END, Persistent, Always On. You could add "independent" to show that they will remain glowing independent of your ongoing existence.


You want to make it rain over the whole city.

Change Environment


You want to make it rain everywhere on earth.

Bigger Change Environment, likely Megascale.


You can become completely invisible to all senses, including any equipment or clothes you are wearing, including weapons, including the use of powers. You and all your stuff are also desolid. You can also attack other people with your weapons normally, although your weapon cannot be seen (nor can the blood on it.) They cannot grab your weapon, as it is desolid, although it still does damage. Any bullets, paint, smoke etc flow completely through you.

Yes and no. Invisibility and Desolid are easy enough. However, Invisibility remains vulnerable to the Unusual sense group and Desolid to abilities that Affect the Desolid. A +2 advantage on your attacks allows them to Affect the Solid World while you are desolid.


You can project Images to every sense group.

Images to every sense group. The Unusual sense group, being an infinite number of sense groups, remains a problem.


You can project Images to every sense group, and anyone witnessing the Images have no chance at all to recognize the Image is a Fake.

All you can do is buy lots of PER modifiers, so no, someone who buys perception better than your images can see a flaw.


You have a power, such as an Energy Blast, that cannot be Drained, Dispelled, or otherwise dimished or suppressed.

The Inherent advantage permits powers that cannot be drained, but these are typically required to be Persistent and Always On. I could see allowing a player to apply Inherent to other powers to achieve this effect. Otherwise, you're looking at lots of power defense.

Of course, every attack has a defense and every defense has a hole. That Inherent EB could be removed by Transforming the target into someone without an EB, I suppose.


You cannot take damage or other negative effects (like pain or distractions) from the environment, regardless of where you are, nor do you have any needs for sustenance, food, air, sleep, and the like.

Life Support


Nothing you do costs Endurance.

Everything you can do that would cost END must be purchased to 0 END. This will prevent the character from Pushing those abilities.


You can move a star with the power of your telekinetic mind.

You need to buy a power that simulates the effects of moving a star - what effects do you envision this having?


You can teleport precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.

This is already on your Absolute thread. Unlimited distance is the problematic issue. Within your distance, Megascale with the Scalable advantage covers distances of 1 km+. Smaller distances can be adsressed with a multipower of smaller-scale +1/4 megascale advantages and normal T Port. Teleport is measured in 2 meter increments. If I thought a greater level of precision was important, I'd probably customize an advantage for it.


You can teleport some else against their will precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.

Same Teleport power, Usable as an attack.


You wish to take an Energy Blast with not just No Normal Defense, but with No Defense - in others words, without needing to define and powers or circumstances as the defense.

Every attack has a defense. Every defense has a hole. The suggestion has been made that a further +1 makes the defense much less common, however. One could extrapolate that to decide that, in their game, only a Plot Device would provide a defense.


The ability for a character's mind to jump back in time up to 2 minutes. The world is put back up to two minutes, but the character still knows what happened. The character is the *only* one who know what happened in the future timeline that now may not occur.
What if it was up to two days? Longer?

Sounds like Precognition, an adder to Clairvoyance. Longer times require better PER rolls.


Resurrection of friends or "non bad guys" who have died in an area in the past 30 minutes.

Healing with resurrection (and some limitations for your specific usage).


Performing two full actions simultaneously in a single phase. Such as teleporting into to an area and then using an Energy Blast.

You can already half move a Teleport and attack. Trigger can be used to allow an ability to be used wiith no requirement for an action.


Teleporting a visible item or visible piece or component of an item somewhere within sight, such as teleporting the plastique out of the bomb.

Teleportation usable as an attack at range (sorry; that's the UAA acronym used earlier).


A power that makes the character receive a +2 to all rolls that they make.

A power that provides 2 overall skill levels should do the trick.

sindyr
Sep 8th, '08, 06:35 AM
Thank you everybody, MOST helpful. As is obvious, part of this is to try to figure out what's already possible in the system so I don't try to fix what isn't broken - I don't want my ignorance that X is possible already to make me try to come up with a way to do X when it already exists.

I will spend a few hours re-reading the replies, and then post back.

Thanks again, you guys rock! :)

CTaylor
Sep 8th, '08, 07:39 AM
You have to realize, nothing is impossible in the Hero System, its just that some things are either awkward, or require a GM to decide are permissible in his game.

rreay
Sep 8th, '08, 09:42 AM
The ability for a character's mind to jump back in time up to 2 minutes. The world is put back up to two minutes, but the character still knows what happened. The character is the *only* one who know what happened in the future timeline that now may not occur.
What if it was up to two days? Longer?


Other people have talked about this in in specific and reasoning from FX in general but I want to emphasize it one more time with an example.

The question you asked is how do I model jumping back in time. You don't model that directly.

The GM and players need to work together and figure out what it means in the game and what will be fun. The question needs to be expanded to what does jumping back in time get me and how do I model those effects and it's a process? What would be fun and be allowed in game and what won't be allowed? -- And my own answers as a rusty GM

The GM first has to decide if time travel is possible. -- Sure, this seems like a particularly neat effect, so yeah I'll open up the whole can of time travel worms.

If yes the GM needs to decide what to do about paradoxes. Can the big events of the world be changed? What about the details? Can the details be changed but the big events remain? Is there a far future organization of timecops putting everything right that goes wrong? -- To the NOW, events get fixed in time the longer those events have existed the more fixed they are. It is possible to change the details but the events still happen. The future is not fixed, but to future people their past is fixed. If you go back and kill Hitler WWII still happens but the Germans rally around a different man. Pressing the "Earthquake button" can be stopped completely, no earthquake, if it happened 2 minutes ago. If it was 2 days ago an earthquake still happens but damage can be limited. If it was 2 years you can't stop it, either someone else triggers it, or it was just a natural earthquake, but maybe damage can be mitigated a little by retargeting it.The more often something is gone over the more it becomes fixed and the less each attempt can do. Call it a version of the many worlds theory. There are no time cops becasue from their point of view no big events can be changed.

Next the GM answers what does that mean at the play level. This is where you start blending the mechanics in.

A character can go back two minutes and change things, even big events. It's dramatic to shift back and retry stopping that nuke launch. -- GMs fiat in big dramatic circumstances particularly if the players failed something I'll let the character rewind time. I'll replay the whole chunk of time for the whole group. This time the tension is really high, becasue they know they failed once. But they have to careful the bad guys actions can change their actions too as they react to things turning out differently. Bought as EDM and heavily limited. I'm not letting this happen for every bank robber that gets away. Heavy limitations required.
It could be an advantage in combat, you know how you opponent acts and attacks. -- Buy this as extra levels that fade over time as the current reality starts to differ from the reality you remember. Maybe 2 levels on a 1 turn continuing charge, 2 more levels on a 1 minute continuing charge and 2 more on a 2 minute continuing charge. A custom -1/4 to link these charges and model the instant you've jumped back to. You'll have 6 levels for a short period of time as sort of an uber competence/I knew you were going to do that period of time.
You know things like how long you have to hold out before the rest of the team arrives and that an ambush is waiting around that corner. -- This is precog with limited control and possibly linked to the levels to model the 2 minutes and a tightly limited timeframe, buy it as such and I'll feed you info that fits in the time frame marked by the other effects like the levels.
You know disposition of forces and other things that you can't normally know. You know there are 8 bank robbers, 2 in the vault, 16 hostages, and bulldozer is in there as hired muscle, but you don't know that one of the police captains will reveal himself as another villain and cause a major distraction if things go to far wrong -- This is modeled as a limited clarisentience, only to know what happened in one version of the future.


So most of the time it plays out that you go though a fight and then jump back. We model this by having you trigger all your levels and the precog at the beginning of a fight and it's just understood that you've done this before. As GM I feed you the right kind of info to make that happen, "And in a couple seconds is the point where Anklyosaur jumps out of the bushes at you.

There are other questions that need to be answered as well. Does the character go back only in mind or does future damage come back with him? If he jumps back to a time when he was sleeping or unconscious does he remain asleep or unconscious? Can he bring others back too? Answering these questions may give you ideas for other powers.

Now that you get some experience and want to expand it to 2 days there are some other effects to buy.

Remove some of the limits on the precog to allow for farther out knowledge
Add some wealth to indicate your "luck" with the stock market and the lottery.
Add some specialized skill levels with skills that can be helped by advanced warning of events or simply the practice of doing it a second time. Various business and interpersonal skills would benefit.
Some levels of luck to model taking to time to set up things you need. "Of course I have that key".
Some longer term levels, maybe even unlimited overall levels to model constantly jumping back.
And for no points you get to be a great plot hook for the GM. "OMG the president has just been assassinated, I've only got 2 days to figure out who did it and stop it."


Altogether It's going to get expensive. The info you can know is going to be crazy useful, and a fun plot hook for the GM. You can also tone up or down the levels depending on how well you can capitalize on what you learn.

The point is, to make this very powerful effect happen in the game it takes some work on the part of both the GM and the player. You have to figure out how it fits in the game you may have to define part of the game around the effect. You have to figure out what will be fun for both players and GM and build on that.

Up above you'll notice I explicitly defined the way time travel works to prevent big changes of historical events. I'm not fond of the idea of GMing a Harry Turtledove story and we didn't need a world where that could done to model the power as described.

Had a player said they wanted to be able to jump back in time and change major historical events I would not have allowed it as it doesn't fit the campaign I run. But who knows that idea could spark the idea for a different campaign that does do that kind of thing.

So the final question is is what I designed above going to be fun to play? From a players point of view. Yes probably. From the GM's poitn fo view? Uhhhm maybe. A lot of it could be fun, but mysteries are going to be changed quite a bit and ambushes and certain kinds of surprises are going to almost non existent. I might let it go, but only if the player understood that the character may have to change if it's to much.

sindyr
Sep 8th, '08, 11:35 AM
Other people have talked about this in in specific and reasoning from FX in general but I want to emphasize it one more time with an example.

The question you asked is how do I model jumping back in time. You don't model that directly.

Well let me add more details - I actually ran a game in the Torg system where a character had certain limited time powers. One of those powers was to jump back in time up to a minute. Sixty seconds was the limit of his power, once he had jumped back a total of sixty seconds, whether in one jump or several smaller ones, he couldn't jump back anymore. And every second he jumped back went into his "time bank" putting him under more and more stress. To relieve the stress he could choose to "burn off" time in his time bank by being effectively frozen and unaware for the same amount of time, letting the world's time and his time renormalize.

The good thing is that unlike Hiro in Heroes, when this character jumps back in time, it undoes whatever happened, even to the character. One example of an early instictual use of his power is when he stepped off a curb and got hit by a bus. As he lay dying of massive wounds, he jumped back 30 seconds and chose not to cross the street, and the bus didn't hit him. Later, he had to *unclench* his time muscle - this made him miss 30 seconds of time, during which the outside world saw him as unmoving and still - and completely vulnerable.

So this character can't really hop through time like a true time traveller, but he does have a bit of an *undo* button.

What I would really like to do is have the GM have to undo everything that happened for the last X seconds, but the character still knows what he experienced even though that time is undone.

GMing this character, for example, he could walk into a room, get the lay of the land, zip back 40 seconds, burn off 40 seconds of downtime, and be ready to enter the room knowing what was inside.

Or he could pump someone for information, and then undo it - he still has the info, but know he never asked the questions or got the answers.

Or in a suprise calamity, he can jump back and deal with the happening knowing what is happening as it starts.

One thing I especially like is roleplaying through the use of this - especially since neither the players nor I know when he will use the power until he does. Since it has a cost, I can't make the decision for him.

I think the only way to make this power work correctly is to make it work precisely the way it is experienced - that is, allow the player and his character to roleplay out until the moment that he wishes to jump back 40 seconds, then roll it back.

How can I build that?

Hyper-Man
Sep 8th, '08, 11:40 AM
Edm

rreay
Sep 8th, '08, 01:05 PM
How can I build that?

I didn't really mean to get into how to build this specific power, but a more general though process based on the example, but I will.

If you want to rewind time and make people play it out before you do you go to EDM and convince the GM and other players it's a good idea to re play a chunk of game every time he uses the power.

I think you could do it just fine with EDM, I don't think it's a good idea. The character is off on there own doing stuff and then zips back to tell everyone else what happens. That makes this character the center of attention way to much and makes everyone else roleplay the same event again pretending they don't remember it. If you play time based on this characters timeline they will endup getting the spotlight, alot, like all the time.

If the GM is OK with this route it'll work fine. It should be very expensive though, it's very powerful.

I would prefer to run game time based on the perspective of the rest of the characters and run that characters future exploits happen in handwavium space except in very dramatic circumstances.

I game some examples of powers above. You new examples can be done as well. Working with my same assumptions as above...


GMing this character, for example, he could walk into a room, get the lay of the land, zip back 40 seconds, burn off 40 seconds of downtime, and be ready to enter the room knowing what was inside.
Clairvoyance.


Or he could pump someone for information, and then undo it - he still has the info, but know he never asked the questions or got the answers.
Telepathy with a time travel fx and requires skill roll of interrogation.
Or a ton of penalty skill levels to offset doing a skill faster than normal plus naked invisible power effects (on a skill, odd but OK).


Or in a suprise calamity, he can jump back and deal with the happening knowing what is happening as it starts.
Either or both of Teleport with a trigger limited to get out of the way and Regen with a "didn't actually happen" FX.

-rr

caris
Sep 8th, '08, 01:11 PM
GMing this character, for example, he could walk into a room, get the lay of the land, zip back 40 seconds, burn off 40 seconds of downtime, and be ready to enter the room knowing what was inside.

Or he could pump someone for information, and then undo it - he still has the info, but know he never asked the questions or got the answers.

Or in a suprise calamity, he can jump back and deal with the happening knowing what is happening as it starts.

Generous interpretation of Precognative Clairavoyance can cover all of this. Since all this really represents is that he has knowledge of one possible way the next amount of time X is going to play out.

caris
Sep 8th, '08, 01:24 PM
You can project Images to every sense group.
You can project Images to every sense group, and anyone witnessing the Images have no chance at all to recognize the Image is a Fake.


What do you mean by no chance at all to recognize the Image as a Fake? For example, if it is an image of a wall will it prevent me from passing through it?

ghost-angel
Sep 8th, '08, 01:39 PM
Thank you everybody, MOST helpful. As is obvious, part of this is to try to figure out what's already possible in the system so I don't try to fix what isn't broken - I don't want my ignorance that X is possible already to make me try to come up with a way to do X when it already exists.

I will spend a few hours re-reading the replies, and then post back.

Thanks again, you guys rock! :)

Speaking from an angle of someone who really wants you to enjoy gaming with the Hero System, and really wants to help you:

Don't try and fix anything yet. You're trying to run before you can crawl.

Beast
Sep 8th, '08, 01:50 PM
the big problem I see with your absolutes is that it invites the other side to have them also
you want no true death fine
but beware of that inescapable prison that is a 3'x3'x7' box locked away in another dimension

are you running the game or is someone else?

Sean Waters
Sep 8th, '08, 02:37 PM
Like Hyper-Man said...

60 seconds back 45 active, 16 real

Extra-Dimensional Movement (Related Group of Points in Time, Physical Location Same As Starting Location) (45 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only back a maximum of a minute; -1 1/2), Limited Power Power loses about a fourth of its effectiveness (Can only jump back a maximum of 60 seconds before having to burn off the stored time (and remain vulnerable while doing so); -1/4)

There you go, that is certainly one way to build it. I wouldn't let a player have it, I don't think because it would completely disrupt the flow of the game: I missed him? I'll jump back to last phase...

I reckon you could move a decent sized star with 300 points in TK...Of course you probably couldn't survive being within 1500m of a star...

You can avoid true death with a decent summon, EDM (again), a house rule waiving the true death rule, duplication, multiform and probably lots of other ways.

You can't circumvent all defences automatically AS SUCH because that is a Hero meta-rule that there always has to be a defence. You can come up with a cunning build (if the GM lets you, link two NNDs with different defences that are exclusive and only ever apply one lot of damage) or a custom advantage (maybe +2 or +3 and NO defences apply) but why? There is an interesting discussion on absolutes you might want to take a look at...oh, wait...

CTaylor
Sep 8th, '08, 05:56 PM
I don't have a calculator capable of running the required numbers, but the sun weighs absurd billions upon billions upon further billions of tons. 300 points of TK is 200 strength, that ain't gonna do it.

ghost-angel
Sep 8th, '08, 06:25 PM
I don't have a calculator capable of running the required numbers, but the sun weighs absurd billions upon billions upon further billions of tons. 300 points of TK is 200 strength, that ain't gonna do it.

It weighs 1.9891×10^30 Kilograms.
About 2 x 10^27 tons (2 Octillion Tons.. ish)

STR 200 = 25 Billion tons... not quite enough.
205 = 50 Billion tons
210 = 100 Billion tons
215 = 200 Billion tons
225 = 400 Billion tons
ooh we got a ways to go I think. . . but now I'm curious. I'll be right back.

ghost-angel
Sep 8th, '08, 06:34 PM
Somewhere around 490 STR to lift the sun.

Hugh Neilson
Sep 8th, '08, 06:52 PM
I didn't really mean to get into how to build this specific power, but a more general though process based on the example, but I will.

Well done, and rep'd.

The impact of this power on the game needs to be thought out. In my view, this would be an acceptable power for a high power team game if expanded to include the team, or a good power for a high power solo game. To allow one character to have a "reset button" for up to 5 turns of combat, however, is not something that would work well in most games.

That said, if you want to allow it, your build is provided.

ghost-angel
Sep 8th, '08, 07:11 PM
In our High Powered Campaign (900+ Point Characters) we had a Time Manipulator who could jump a large group of people (800kg/8 ppl) back in time up to 5 Minutes.

It was a STUNNINGLY MASSIVE game breaking ability. So much so that an unspoken agreement to never ever ever use the Power again unless it was a Major Plot Point was made by everyone at the table.

It was used a total of twice in the campaign. the first time when we went "wow, that really does break the game." and near the end of the campaign when the Characters were pulling out all the stops and going for broke.

sindyr
Sep 8th, '08, 07:36 PM
In our High Powered Campaign (900+ Point Characters) we had a Time Manipulator who could jump a large group of people (800kg/8 ppl) back in time up to 5 Minutes.

It was a STUNNINGLY MASSIVE game breaking ability. So much so that an unspoken agreement to never ever ever use the Power again unless it was a Major Plot Point was made by everyone at the table.

It was used a total of twice in the campaign. the first time when we went "wow, that really does break the game." and near the end of the campaign when the Characters were pulling out all the stops and going for broke.

It's interesting that your game had a similar power that wound up being in all caps "a STUNNINGLY MASSIVE game breaking ability" whereas the game I ran went smoothly and proceeded well.

I posit three possible explanations for the dramatic difference in outcome:

1) The powers weren't all that similar.
2) The game system (Torg) was less abusable than the one you used (presumably, Hero)
3) If neither of the above, perhaps it was the specific GM that made the critical difference.

My hunch is that it was #1. You see, in my game the character could only go back himself, and then only in ten second increments - and4 such increments were difficult. Additionally, the ability was limited in that once one had jumped back ten seconds, one only had another 50 seconds or so one could jump back - do that another 5 times, and you have NO seconds to jump back. Since there was no jumping forward with this power, the only way to get your seconds back to start jumping back again is to have a "timeout" where one's character is completely unaware and incapable of action, as well as being completely vulnerable, in order to "pay back" the time one has jumped back, to be able to do it again.

Long story short, if a combat goes bad, and the time guy has to jump back 30 seconds, he can, undoing everything that has happened - but he's the only one that remembers those 30 seconds, and he's probably still in a fight. If he tries that trick again, great, but now he can't jump back anymore, he's out of "jump back" time. And since the only way to get that back is to go catatonic for a long period of time, odds are he won't be using that ability for the duration.

It worked really well in our game. (Of course that wasn't his only time ability) I can't say whether that was because it was a really well balanced power, or because Torg works well for stopping exploits, or if I'm just that good a GM (I hope I am *somewhat* good, been doing it for 25+ years) - I *think* the power was well balanced. Which, since I helped the player craft it, I probably get credit for anyways. ;)

ghost-angel
Sep 8th, '08, 07:43 PM
Probably closer to 1; This ability was able to move a number of people back up to 5 minutes (any period with in) with no restrictions.

It broke the plot something fierce, and kind of ruined (in retrospect) some of the fun of said plot.

Her other time manipulation abilities were far more devastating overall, but didn't break the plot nearly so much.

However, the ability to make the power as you describe it exists in Hero, pretty easily. And naturally, how it affects the game depends on the plots involved and how the players and GMs use it.

I will note that a Hero Game Segment is 1 Second, a Phase is a Segment the Character Acts in - jumping back 12 Seconds is an entire Turn of Hero Combat; and often times about a full half of a combat.

sindyr
Sep 8th, '08, 07:44 PM
Did it move them back body and mind, as in if they were wounded, their wounds remained with them after going back, or mind only?

ghost-angel
Sep 8th, '08, 07:47 PM
Everything. Physically, Psychologically, and (important for the game at hand) Spiritually. It "Undid" actions done to the character in the time frame; If someone was killed and she "Rewound" (as the power was called) Time then they were no longer dead.

They moved backwards in time the set amount to the previous time frame and lived everything again.

Istaran
Sep 8th, '08, 07:49 PM
You can project Images to every sense group, and anyone witnessing the Images have no chance at all to recognize the Image is a Fake.
It seems no one actually caught this one yet.

Mental Illusions. (With AOE if you must share it with everyone.)
Someone subject to a successful Mental Illusions power percieves the thing you project into their head and cannot possibly see through it. (The defense would be to have enough EGO and/or Mental Defense to not be affected in the first place.) They even percieve it according to any unusual senses they might have (whereas it is in priniciple impossible to have Images affect all possible Unusual Senses, Mental Illusions gets around that nicely). If you want to go crazy with it, you can even injur people with imaginary attacks if you exceed their EGO far enough.
You will also want to achieve a high enough effect roll to make sure they don't realize after the fact that they had been under a Mental Illusions effect, as well as to penalize their breakout rolls enough to keep them under. So.. a LOT of dice of Mental Illusions.

ghost-angel
Sep 8th, '08, 07:54 PM
Another way to create an "image" that no one can tell is a fake: Duplication. Possibly with 100% Altered.

Or Summon. "I create the image of a dragon attacking them!" as Summon: 500 Point Dragon.

Istaran
Sep 8th, '08, 08:19 PM
It's interesting that your game had a similar power that wound up being in all caps "a STUNNINGLY MASSIVE game breaking ability" whereas the game I ran went smoothly and proceeded well.

I posit three possible explanations for the dramatic difference in outcome:

1) The powers weren't all that similar.
2) The game system (Torg) was less abusable than the one you used (presumably, Hero)
3) If neither of the above, perhaps it was the specific GM that made the critical difference.

My hunch is that it was #1. You see, in my game the character could only go back himself, and then only in ten second increments - and4 such increments were difficult. Additionally, the ability was limited in that once one had jumped back ten seconds, one only had another 50 seconds or so one could jump back - do that another 5 times, and you have NO seconds to jump back. Since there was no jumping forward with this power, the only way to get your seconds back to start jumping back again is to have a "timeout" where one's character is completely unaware and incapable of action, as well as being completely vulnerable, in order to "pay back" the time one has jumped back, to be able to do it again.

Long story short, if a combat goes bad, and the time guy has to jump back 30 seconds, he can, undoing everything that has happened - but he's the only one that remembers those 30 seconds, and he's probably still in a fight. If he tries that trick again, great, but now he can't jump back anymore, he's out of "jump back" time. And since the only way to get that back is to go catatonic for a long period of time, odds are he won't be using that ability for the duration.

It worked really well in our game. (Of course that wasn't his only time ability) I can't say whether that was because it was a really well balanced power, or because Torg works well for stopping exploits, or if I'm just that good a GM (I hope I am *somewhat* good, been doing it for 25+ years) - I *think* the power was well balanced. Which, since I helped the player craft it, I probably get credit for anyways. ;)


My suspicion is more a variation of #3:
it was likely the player that made it balanced.
Have you seen the movie Next? A character who is basically a skilled normal, if that, with a similar power tacked on is clearly a Super in his own right. If he uses it extensively and well he need not have any other powers. The limitations you put on it help keep it from going completely out of control, but really if it didn't feel crazy abusive it was probably because the player kept from abusing it.

If you give a player Complete Invulnerability to All Harm, that is an inherently abusive power. If that player plays his character as a back-line character that stays out of the way, tries to avoid being targetted etc. it won't seem abusive in play. If that player does his best to draw all enemy fire to him, keeping the heat off his allies and such, the fact that he is Completely Invulnerable to All Harm will start to be obviously abusive.

As rreay pointed out, there's a huge array of benefits you gain from being able to jump back in time even a small distance. When you think about what crazy amounts of points/powers would be needed by someone else to duplicate the effects using a different approach (IPEx2 on Interrogate?! Even that's being cheap about it. You probably ought to buy it as Telepathy, IPE, maybe standard effect and Limited (only activates if you would get the +20 to be undetected(is that a Lim or an advantage?))) (precog clairsentience is already pricey) and then add in the ability to turn a plot line into a plot pretzel.. as a GM you need to be picky who you let run around with this kind of craziness. A responsible player that you sat down with before hand and discussed it with might be able to handle it okay. But as a GM you also need to keep it in mind when plotting things. Why would an ambush ever work as such? The first second of the ambush the PC can jump back 10 or 20 seconds and warn his party so they go around or counter-ambush. You might even want to put in a few such things here and there that are designed for that player to thwart.

Istaran
Sep 8th, '08, 08:22 PM
Another way to create an "image" that no one can tell is a fake: Duplication. Possibly with 100% Altered.

Or Summon. "I create the image of a dragon attacking them!" as Summon: 500 Point Dragon.

And give the Duplicate a rather pricey Shape Shift, just so you can chose what it's an image of each time.

lemming
Sep 8th, '08, 11:07 PM
What do you mean by no chance at all to recognize the Image as a Fake? For example, if it is an image of a wall will it prevent me from passing through it?

How else would you explain the Road Runner and Wile E Coyote? Wile makes such a convincing image of a tunnel, that the Road Runner can just go thru it...

lemming
Sep 8th, '08, 11:10 PM
It weighs 1.9891×10^30 Kilograms.
About 2 x 10^27 tons (2 Octillion Tons.. ish)

STR 200 = 25 Billion tons... not quite enough.
205 = 50 Billion tons
210 = 100 Billion tons
215 = 200 Billion tons
225 = 400 Billion tons <== Ahem. off by 5 str
ooh we got a ways to go I think. . . but now I'm curious. I'll be right back.

Not a big thing, but your calculation is going to be off.

jtelson
Sep 9th, '08, 12:29 AM
And give the Duplicate a rather pricey Shape Shift, just so you can chose what it's an image of each time.

Summon and Transform are your friends when you don't want there to be a chance to detect an illusion. Force Wall w/ Variable Special Effects, Indirect and possibly a variation of IPE can also serve in a pinch.

Sean Waters
Sep 9th, '08, 03:07 AM
Somewhere around 490 STR to lift the sun.

OK I'll give you that one :)

However given that there is no friction to overcome you could probably move the sun with 200 STR TK, albeit very slowly. :whistle:

ghost-angel
Sep 9th, '08, 03:22 AM
Not a big thing, but your calculation is going to be off.

Actually, that was a typo :o
And I restarted the process to get to 490STR. I should be good, but someone might want to double check anyways.

Sean Waters
Sep 9th, '08, 04:09 AM
Actually, that was a typo :o
And I restarted the process to get to 490STR. I should be good, but someone might want to double check anyways.

I did. You're right :thumbup:

Hugh Neilson
Sep 9th, '08, 06:05 AM
It's interesting that your game had a similar power that wound up being in all caps "a STUNNINGLY MASSIVE game breaking ability" whereas the game I ran went smoothly and proceeded well.

I posit three possible explanations for the dramatic difference in outcome:

1) The powers weren't all that similar.
2) The game system (Torg) was less abusable than the one you used (presumably, Hero)
3) If neither of the above, perhaps it was the specific GM that made the critical difference.

How long, in seconds, does combat run in Torg? In Hero, one minute is enough to wipe out an entire combat and then some. The ability to jump back 3 seconds will wipe out one attack, often more, by pretty much everyone involved in the combat in Hero.

So I take my shot and miss, then backtrack 1 second and fire again. I don't like the damage roll, so I backtrack 1 second again. I can get 60 "re-do's" of my single attack over the course of a combat. Then I need to take a minute out to re-charge, and I can do it again for the next combat. That seems like a lot of ability to manipulate results. I suspect TORG attack sequences are closer to 10 seconds than one second.


Long story short, if a combat goes bad, and the time guy has to jump back 30 seconds, he can, undoing everything that has happened - but he's the only one that remembers those 30 seconds, and he's probably still in a fight. If he tries that trick again, great, but now he can't jump back anymore, he's out of "jump back" time. And since the only way to get that back is to go catatonic for a long period of time, odds are he won't be using that ability for the duration.

In Hero, 30 seconds would unwind the entire combat and then some, so the characters would now be able to re-plan the entire battle. "Careful, that guy has electric blasts that you're vulnerable to and that one's a Mentalist. Hit the Mentalist with your FlameBurst quick - he seemed to take a lot of effect from that."

CTaylor
Sep 9th, '08, 07:11 AM
Time Travel is plot demolishing unless the entire plot is about time travel (say, the Butterfly Effect) at any level, unless the players aren't terribly creative and the GM not very strict.

Utech
Sep 9th, '08, 07:49 AM
The time travel power brings to mind the old "What's good for the goose" saying...

Our proud heroes fight as hard as they can, but they cannot overcome the Lesion of Doom! But then, just when things look their bleakest, Time Slipper says, "I think we'll have to try this again." And with that, time rewinds.

Our heroes stand at a door. Before Impulsive Lad can reach for the handle, Time Slipper says, "Wait! We tried this before."

"We did?"

"Yup. And it was bad. The whole Lesion of Doom is waiting for us on the other side. And they've got traps waiting for us and everything. But I'm pretty sure I know how we can beat them..."

A few minutes later our proud heroes are wiping the floor with the Lesion of Doom! DNPCs cheer! And then the Lesion of Doom's newest member, Tardy?-I-don't-feel-tardy! Lass says, "I think we'll have to try this again."
Our heroes stand at a door. Before Impulsive Lad can reach for the handle, Time Slipper says, "Wait! We tried this before. Twice!"

tesuji
Sep 9th, '08, 08:40 AM
Well, the issue of game breaking has a lot less to do with can it be built than other issues for me.

one can easily build a telepathy power pretty straightforward and pretty cheap that would be game breaking if the game were based on deception and mystery and intrigue in many ways.

Similarly, even with a alimited "go back" time travel power the specter of the powers hangs over every scene - as in "did i come back to this scene" while you are playing it? In real play terms, having the other players on a fairly routine basis sitting by while the one player rewinds doesn't sound like a lot of fun, and even if he only uses it at key moments it still provides a lot more spotlight power than the others have, unless they all have similar step back and take the lead role powers.

I dont normall tend to allow reliable time travel powers in my games and this usually includes pre/post cog as well, but they can be easily built (I would start with precog and apply a trigger since the actual time travel doesn't undo your conditions)

But the nature of the game, setting and genre, will imx play a much larger role in determining how breaking or how functional such powers are, much more than the game system.

Wyrm Ouroboros
Oct 21st, '08, 11:25 PM
Thank you everybody, MOST helpful. As is obvious, part of this is to try to figure out what's already possible in the system so I don't try to fix what isn't broken - I don't want my ignorance that X is possible already to make me try to come up with a way to do X when it already exists.

I hate to be the broken record on this, but if you don't play some, you aren't going to be able to ever figure out what you're doing. As has been repeatedly said: Anything Is Possible In HERO System. As has also been repeatedly said: Crawl Before You Walk, Walk Before You Run. Half of what you're wanting done is outlandishly expensive in HERO system, but possible. The other half is 'by GM Permission Only'. (Which, since you seem to be the GM, is a given.)

All of it is, well, silly. Even for a GM of 25+ years.

You seem to be wanting big things on a little budget, and things that go against the system philosophy. You want absolutes; HERO doesn't deal in 'em, because one of the core philosophies of HERO is 'for every attack, there is a cheap(er) defense.' (That, and 'All Twinks Must Die', but that might only be in my games...)

Honestly? If you want to do all of the things in your first post anywhere near Game Start, You Do Not Want HERO. You want, I dunno, Aberrant or something. (Which, if I ever run a 'Heroes' TV show game, I'll probably use...) If you DO want HERO, I think you need to a) play a few games and build a few characters to get used to what does what, b) step back from your crazy dreams and decide what power level you want in your game ('I have a character that eats planets.' 'Well, I have a character that eats SUNS!!'), and c) stop trying to fix something of which you have no idea the function.

Alternate to C), go break in to your neighborhood nuclear power plant and start 'fixing' their stuff; same idea, more concrete example.

random
Nov 16th, '08, 12:51 PM
A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"



I realize I'm coming in to this discussion rather late, but a quick scan of the replies so far doesn't show anyone else with an implementation of this one like the one I've used. So perhaps it will be a thought-provoking idea.

The problem with resurrection healing is that it explicitly must have a "does not resurrect from" condition. So if you want to set up a power without that restriction, healing with the resurrection adder isn't the best approach to use.

Instead, when I wanted a Serial Immortality power (when the character dies, no matter from what cause, he returns to life in a new body), I did the following:


The character is a bodiless spirit: invisible and desolid, both with "inherent" and always on.
The only other significant power the base character has is a VPP: Multiform Pool, 70 + 20; Only Allows Multiform (-1/2), One Hour To Change Power In Pool (-1/4). Total cost 90 points.
In the VPP, a multiform power is defined that has an alternate form similar to the base character (still invisible & intangible), but with a Duplication power: Duplication (creates 350-point form), Altered Duplicate (100%, +1), Affects Physical World (+2); ...with a big pile of limitations like Concentration, Extra Time, blah blah blah, to get its cost down to something reasonable.
The Duplicate that is created by the Alternate Form is the visible character, the only part of the character that is public knowledge.
The alternate form has a mind link to the duplicate.

If the Duplicate is killed, then the primary (spirit) character switches back to its primary form, undefines the power in the VPP, sets up a new Multiform power in the VPP that has a different Duplication power, switches to the alternate form, and creates the new Duplicate.

The reason that there is the Multiform VPP rather than simply a Duplication power is that normally, when a Duplicate dies, the points used to purchase that Duplicate are lost permanently. The purpose of the Multiform VPP is to convert the permanent point loss from the death of the Duplicate into a temporary point loss -- if the Duplicate dies, then the Alternate Form is suddenly worth fewer points because it doesn't have a Duplication power any more; but that doesn't mean that any points are lost from the VPP.

The resulting immortal character is still vulnerable to permanent death, but killing him requires tracking down the "spirit" portion of the character and killing it -- which should be tricky.

The effective cost of the immortality power is the Duplication cost within the Duplicate; the Duplicate must pay the same amount of points as the alternate form for the Duplication power, but receives no benefit from doing so. If you load down the Duplication with a lot of limitations, you can get even the 280 active point version presented above down to 35 points or so.

random
Nov 16th, '08, 01:12 PM
and a couple more -- I haven't looked at the entire rest of this thread, so if these are repetitions of other peoples' replies, I apologize.





Your eyes glow, providing enough illumination for you and others to see in the dark by. This effect continues even after your character has died.



This is like the "flashlight" power example, using Images to create light: Sight Group Images, +4 to PER rolls (22 active points); Only To Create Light (-1), No Range (-1/2). You can make the effect continue even after your character's death by making it unconnected from the character with the Independent Limitation, but then you'd probably have to have it bought as a Focus or Restrainable or something like that.





The ability for a character's mind to jump back in time up to 2 minutes. The world is put back up to two minutes, but the character still knows what happened. The character is the *only* one who know what happened in the future timeline that now may not occur.
What if it was up to two days? Longer?



As others have said, time travel is usually a bad idea and if I were a GM I would simply disallow it. Fifth Edition Revised says explicitly (in the Extra-dimensional movement power description) that the time travel it permits is not intended as a "rewind time in combat" power. "If a character wants to have time-manipulation powers that work in combat," it goes on, "he should buy those as specific abilities with a 'time manipulation' effect."

With that in mind, I'd be inclined simply to implement this as Clairsentience with Precognition, since that is specifically a power effect that allows a character to know what is going to happen in the future.





Resurrection of friends or "non bad guys" who have died in an area in the past 30 minutes.



Healing BODY with the Resurrection adder, with a Limitation "only works on people who have died within the last 30 mintues" (probably -1/2).




Performing two full actions simultaneously in a single phase. Such as teleporting into to an area and then using an Energy Blast.



I believe the only way to have two phases in the same segment is to have two characters. You can do that with Duplication and define the Duplicates as, say, the left and right halves of the character's body. I'd buy this with No Recombination (-0) and Feedback (-1). Remember to buy a psychic bond mind link, or else the left hand literally won't know what the right hand is doing!

Alternatively, you can set up the Energy Blast as a triggered power, where the triggering condition is "the character teleports." See the power Advantage "Trigger" for details.

(Your particular example is kind of odd, though, since you can already teleport up to half of your maximum teleport distance and fire an energy blast in a single phase.)

Hope this helps

A_Pail_Rider
Nov 16th, '08, 02:16 PM
The time travel power brings to mind the old "What's good for the goose" saying...

Our proud heroes fight as hard as they can, but they cannot overcome the Lesion of Doom! But then, just when things look their bleakest, Time Slipper says, "I think we'll have to try this again." And with that, time rewinds.

Our heroes stand at a door. Before Impulsive Lad can reach for the handle, Time Slipper says, "Wait! We tried this before."

"We did?"

"Yup. And it was bad. The whole Lesion of Doom is waiting for us on the other side. And they've got traps waiting for us and everything. But I'm pretty sure I know how we can beat them..."

A few minutes later our proud heroes are wiping the floor with the Lesion of Doom! DNPCs cheer! And then the Lesion of Doom's newest member, Tardy?-I-don't-feel-tardy! Lass says, "I think we'll have to try this again."
Our heroes stand at a door. Before Impulsive Lad can reach for the handle, Time Slipper says, "Wait! We tried this before. Twice!"


You, sir, are an evil genius.

I llike that in a Guy. :thumbup: :D

Lucius
Nov 16th, '08, 04:11 PM
A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"

Buy it twice, with different means of "True Death" for each. What stops one resurrection power won't stop the other.

.
Mental Speech to any individual regardless of range or prior contact. You just think of the person you want to communciate mentally and boom, you are. (Assume a willing participant)

Probably doable with Mind Scan and Telepathy

.
Your eyes glow, providing enough illumination for you and others to see in the dark by. This effect continues even after your character has died.

By the book, this is done with Images. That it continues even after death can be Special Effects, or if one wants to get picky, you can use the same Adder Healing does to make a power work after death. Or, one can use the Independent Limitation, but then you have to explain how it's limiting.

.
You want to make it rain over the whole city.
You want to make it rain everywhere on earth.

Change Environment, Megascale.

.
You can become completely invisible to all senses, including any equipment or clothes you are wearing, including weapons, including the use of powers. You and all your stuff are also desolid. You can also attack other people with your weapons normally, although your weapon cannot be seen (nor can the blood on it.) They cannot grab your weapon, as it is desolid, although it still does damage. Any bullets, paint, smoke etc flow completely through you.

Invisibility, Desolid, Invisible Power Effects, Affects Solid World. Expensive!

.
You can project Images to every sense group.

Easy enough

.
You can project Images to every sense group, and anyone witnessing the Images have no chance at all to recognize the Image is a Fake.

Probably a combination of Summon, Transform, Change Environment....

.
You have a power, such as an Energy Blast, that cannot be Drained, Dispelled, or otherwise dimished or suppressed.

Inherent.

.
You cannot take damage or other negative effects (like pain or distractions) from the environment, regardless of where you are, nor do you have any needs for sustenance, food, air, sleep, and the like.

Life Support. As someone else asked, have you read the book?

.
Nothing you do costs Endurance.

Either buy it to Zero END, or buy it on charges. Technically you can buy STR and Running as Continuing 24 Hr Charges but that's "cheesy."

.
You can move a star with the power of your telekinetic mind.

Expensive, but not complicated.

.
You can teleport precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.
You can teleport some else against their will precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.

I believe these are doable - but expensive. The only real catch would be if "anywhere" means at literally any range - that's a LOT of Megascale

.
You wish to take an Energy Blast with not just No Normal Defense, but with No Defense - in others words, without needing to define and powers or circumstances as the defense.

Two linked No Normal Defense attacks with two seperate defenses, defined in wuch a way as to be mutually exclusive, i.e. ANY target must be vulnerable to one or the other, and a limitation that even if both are effective you only roll the damage for one. Possible yes; a good idea? You tell me.

.
The ability for a character's mind to jump back in time up to 2 minutes. The world is put back up to two minutes, but the character still knows what happened. The character is the *only* one who know what happened in the future timeline that now may not occur.
What if it was up to two days? Longer?

Already covered

.
Resurrection of friends or "non bad guys" who have died in an area in the past 30 minutes.

Heck, I DID something like this once, it's around here on the boards somewhere. Look up "Nobody Dies!" aka "The Zornwill Effect."
Ah yes, here's the link:
http://www.herogames.com/forums/showthread.php?t=49168&highlight=zornwill+nobody+dies+palindromedary

.
Performing two full actions simultaneously in a single phase. Such as teleporting into to an area and then using an Energy Blast.

That's not simultaneous.

.
Teleporting a visible item or visible piece or component of an item somewhere within sight, such as teleporting the plastique out of the bomb.

Yes, probably with Fine Manipulation

.
A power that makes the character receive a +2 to all rolls that they make.

Several Overall Skill Levels, with a limitation that only two can apply to any given roll. You need several for when you're doing multiple rolls in a phase.



Lucius Alexander

Appearing as a DNPC on the palindromedary's character sheet

Spence
Nov 16th, '08, 04:44 PM
Time Travel is plot demolishing unless the entire plot is about time travel (say, the Butterfly Effect) at any level, unless the players aren't terribly creative and the GM not very strict.


Time Travel is one of those things I have always discouraged as much as possible.

Strategic Time Travel - Maybe if you have a really really really really good idea that fits with the campaigns tone and flow.

Tactical Time Travel - never.... not going to happen. :nonp:


I hate to be the broken record on this, but if you don't play some, you aren't going to be able to ever figure out what you're doing. As has been repeatedly said: Anything Is Possible In HERO System. As has also been repeatedly said: Crawl Before You Walk, Walk Before You Run. Half of what you're wanting done is outlandishly expensive in HERO system, but possible. The other half is 'by GM Permission Only'. (Which, since you seem to be the GM, is a given.)

All of it is, well, silly. Even for a GM of 25+ years.

You seem to be wanting big things on a little budget, and things that go against the system philosophy. You want absolutes; HERO doesn't deal in 'em, because one of the core philosophies of HERO is 'for every attack, there is a cheap(er) defense.' (That, and 'All Twinks Must Die', but that might only be in my games...)

Honestly? If you want to do all of the things in your first post anywhere near Game Start, You Do Not Want HERO. You want, I dunno, Aberrant or something. (Which, if I ever run a 'Heroes' TV show game, I'll probably use...) If you DO want HERO, I think you need to a) play a few games and build a few characters to get used to what does what, b) step back from your crazy dreams and decide what power level you want in your game ('I have a character that eats planets.' 'Well, I have a character that eats SUNS!!'), and c) stop trying to fix something of which you have no idea the function.

Alternate to C), go break in to your neighborhood nuclear power plant and start 'fixing' their stuff; same idea, more concrete example.

Very very well said. :thumbup:

SteveZilla
Nov 16th, '08, 06:07 PM
Sure, telekinesis with lots of increased range (don't want to get too close). Given that the Sun weighs two billion, billion, billion tons (and its not a big star, the largest known star weighs 200 times that much) this is going to take an obscene amount of strength, but it is possible.


Somewhere around 490 STR to lift the sun.


However given that there is no friction to overcome you could probably move the sun with 200 STR TK, albeit very slowly. :whistle:

Sean just about nailed it. We're not lifting a weight against the Earth's gravity, we're pushing against something (quite massive) that is effectively in freefall, but without the action-reaction Newtonian Physics. So even a 10 STR TK can "move" the Sun. Just not with enough acceleration to amount to a hill of beans in a meaningful amount of time. ;)

But seeing as how the Sun is (generally speaking) a big ball of really hot gas, you'd need to buy the TK with Affects Porous. :D



Many points of teleport, or a multipower with various different teleport builds (one with megascale, one long distance, one medium distance etc). Very basic build.

See above, but add "usable as an attack" advantage.

AFAICT, nobody remembered that UAA Movement powers only use the Combat Inches of movment -- which directly precludes Megascaling the movement inches because it turns them into NonCombat inches of movement.

Wolfgar
Nov 16th, '08, 10:57 PM
I'm not the best guy for this job, but I'll give it a shot.

A power that resurrects you after you have died, which has NO way of being prevented, no "True Death"

Resurrection with no loophole. Your GM agrees what an appropriate loophole is, and I consider "no loophole" to be acceptable in some cases. a lot of players and GMs tend to forget there are also such things as technical character death such as being stranded in space or irrevocably banished to another dimension. Now if nothing like that is possible or a character is completely immune to that happening, then yeah, there needs to be a True Death Exception, but otherwise having Resurrection work either way seem fine.

Mental Speech to any individual regardless of range or prior contact. You just think of the person you want to communicate mentally and boom, you are. (Assume a willing participant)

Looking at it, I have to say no.

Your eyes glow, providing enough illumination for you and others to see in the dark by. This effect continues even after your character has died.

I think if you buy the power as Inherent, then it it won't stop if you die.

You want to make it rain over the whole city.

Megascale, +1/4. Balance it out with a Focus or Gradual Effect. Really cheap actually.

You want to make it rain everywhere on earth.

Megascale, +1 1/4. make it a big obvious, immovable focus with limited charges.

You can become completely invisible to all senses, including any equipment or clothes you are wearing, including weapons, including the use of powers. You and all your stuff are also desolid. You can also attack other people with your weapons normally, although your weapon cannot be seen (nor can the blood on it.) They cannot grab your weapon, as it is desolid, although it still does damage. Any bullets, paint, smoke etc flow completely through you.

Buy Invisibility for all Sense groups, Buy Invisible power effects for all weapons and powers, buy Desolidify and buy Affects Real World for all attacks and similar powers. Doable, but extraordinarily expensive, for good reason.

You can project Images to every sense group.

There are six or so basic Sense groups, plus the the Unusual group. I think 35 points or so, (10 for Sight Group, and 25 for all the other Groups), should cover it. Since most of the Unusual senses are simulated by another group, then they should be visible to those senses too.

You can project Images to every sense group, and anyone witnessing the Images have no chance at all to recognize the Image is a Fake.

If your game uses characteristic maxima, you could buy a penalty to the PER of say -14 for 42 character points which would mean pretty much no one would be be able to make it.

You have a power, such as an Energy Blast, that cannot be Drained, Dispelled, or otherwise diminished or suppressed.

Powers that are a candidate for persistent can be made Inherent, and those cannot be Drained, Disspelled, or Suppressed. However, I think some powers like Energy Blast are more appropriate for Uncontrolled, and thus are not eligible for Inherent. Thus, it depends on the power.

You cannot take damage or other negative effects (like pain or distractions) from the environment, regardless of where you are, nor do you have any needs for sustenance, food, air, sleep, and the like.

Like Support+Various Defenses should work. Energy Defense for most hostile environments (lava) Physical for others (Acid, Planet of Broken Glass) Flash Defense for blinding or sensory overwhelming enviroments. May be expensive depending on the character.

Nothing you do costs Endurance.

Buy Costs No Endurance for all powers. Will be expensive.

You can move a star with the power of your telekinetic mind.

Buy lots and lots of TK strength. You need the expanded Strength chart first though.

You can teleport precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.

Teleportation is already pretty exact. Buy it as a Multipower with some Megascale variants and you are good.

You can teleport some else against their will precisely anywhere - even exactly 3,832 miles, 187 feet, and 4.7763 inches away.

Teleport, Usable as an Attack.

You wish to take an Energy Blast with not just No Normal Defense, but with No Defense - in others words, without needing to define and powers or circumstances as the defense.

Not normally possible. any attack power has some kind of Defense.

The ability for a character's mind to jump back in time up to 2 minutes. The world is put back up to two minutes, but the character still knows what happened. The character is the *only* one who know what happened in the future timeline that now may not occur.

No idea without making it insanely complicated.

What if it was up to two days? Longer?

Extra Dimensional Movement seems to cover longer Time Travel okay.

Resurrection of friends or "non bad guys" who have died in an area in the past 30 minutes.

Resurrection for Healing works on other people as well as your character. If the above are important you can just say it's blocked by someone being dead for more than thirty minutes, and take a -0 to -1/4 Limitation Does Not Work On Enemies, depending on how serious being able to not revive fallen foes is.

Performing two full actions simultaneously in a single phase. Such as teleporting into to an area and then using an Energy Blast.

It's possible, although some actions are mutually exclusive. You can't shout orders and chant Incantations at the same time for instance.

Teleporting a visible item or visible piece or component of an item somewhere within sight, such as teleporting the plastique out of the bomb.

Teleporting whole items is a function of Teleportation. If you are using it to Teleport chunks, then i would actually make it a Ranged Killing Attack with a teleport effect.

A power that makes the character receive a +2 to all rolls that they make.

+2 overall Levels. Easy-peasy.

bigbywolfe
Nov 23rd, '08, 02:45 AM
Just curious if you’ve read the book yet? As has been pointed out, over half the stuff you asked about is right in there, and much of it is even fairly simple to build (though possibly expensive). Seriously, if you had read the book I would have thought you were simply looking for ways to break the game. I’m a newb and I read it cover to cover before asking questions on here, and still apologies when I ask something that is blatantly obvious if I would have simply looked in the right section of the book.

Trebuchet
Nov 23rd, '08, 04:43 AM
The time travel power brings to mind the old "What's good for the goose" saying...

Our proud heroes fight as hard as they can, but they cannot overcome the Lesion of Doom! But then, just when things look their bleakest, Time Slipper says, "I think we'll have to try this again." And with that, time rewinds.

Our heroes stand at a door. Before Impulsive Lad can reach for the handle, Time Slipper says, "Wait! We tried this before."

"We did?"

"Yup. And it was bad. The whole Lesion of Doom is waiting for us on the other side. And they've got traps waiting for us and everything. But I'm pretty sure I know how we can beat them..."

A few minutes later our proud heroes are wiping the floor with the Lesion of Doom! DNPCs cheer! And then the Lesion of Doom's newest member, Tardy?-I-don't-feel-tardy! Lass says, "I think we'll have to try this again."

Our heroes stand at a door. Before Impulsive Lad can reach for the handle, Time Slipper says, "Wait! We tried this before. Twice!"
This so reminds me of the masters of temporal fugue - i.e., short-term time travel - from Roger Zelazny's classic Creature of Light and Darkness. Watching two or more masters of in combat (and perhaps dozens of their other-time duplicates) must have been almost impossible for others to follow.

Trebuchet
Nov 23rd, '08, 04:49 AM
Just curious if you’ve read the book yet? As has been pointed out, over half the stuff you asked about is right in there, and much of it is even fairly simple to build (though possibly expensive). Seriously, if you had read the book I would have thought you were simply looking for ways to break the game. I’m a newb and I read it cover to cover before asking questions on here, and still apologies when I ask something that is blatantly obvious if I would have simply looked in the right section of the book.I haven't decided if sindyr was a troll trying to bash Hero or just an incredibly arrogant gamer who didn't believe there should be limits to anything he wanted to do; but either way I agree it was clear he'd never read the rules through or played even a few practice combats to see how it actually worked.

Nothing wrong with asking questions (that's why we're here, after all) but questioners should at least be willing to listen to the answers and not simply dismiss them out of hand.

bigbywolfe
Nov 23rd, '08, 05:43 AM
I wasn't trying to bash the guy or anything. I'm seriously curious about whether or not he has read the book yet. However, ignoring the most obvious advice (READ the freaking book and TRY it, THEN ask questions) seems more than ridiculous. His aproach was like asking a PhD complex Trig questions after mearly browsing through the text book and assuming he knew enough to understand the answers because he's already taken Algebra. It doesn't matter how long you've played, or GMed for that matter, if you can't simply comprehend the basic principles of the system you are now trying to use.