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NisseFrasse

HERO Member
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  1. Greetings all! Something that have me really confused is that when I look into the HERO system 6th, Advanced Players Guide. Is there are expanded growth Table, it gives all the costs, complications, and extra small neat effects to each size, so it's all fine and good. However, when I look closer and look between Expanded Size Templates and the Expanded Growth Table. I am confused by the costs of them, it seems none of them really add up. For example, in the Expanded Size Templates it says that Monumental total costs is 666 as in it's total cost. But in the Expanded Growth Table it costs only 300. I believe it have to do with the "Physical Complication Moonumental(All the time, Fully Impairing)(35 points)". Thats why the cost is reduced, so that is also fine. But how does one reduce the cost of the power by the complication? I tried to look through the books of any other exampel of equation but havn't found any. If someone know the equation of how to do it? I would appricate it very much! Thanks on before hand!
  2. Greetings HERO system! How would NND work for a Mental Power like Telepathy or Mind Control? Would it just ignore Mental Defense or would it also make the targets EGO inapplicable? Thanks alot on before hand!
  3. The Blandness Power!

    Oh wow! Thanks alot all for the suggestions! I do like the invisibility and the shapeshift! : D
  4. The Blandness Power!

    Greetings all! I am currently hoIding a HERO campaign with a few friends, and my players have really immersed themselves into the system! Even so much they started to make their own powers, and everything is all fine and good. Recently one of my players asked me how to make a "Blandness power", and I have no really idea how to make one. I believed it be done by Illusions, while two of others have given suggestion of either a power that includes the skills disguise and stealth, and a other player suggested with geting a huge amount of presence, but presence limited to only "Blend into the crowd." I am very unsure of this and could really use some help how to do this! And example of this exists in Shadowrun of how it's properly working. "Blandness The is character blends into any crowd. He is average in height, weight, and appearance, and has a distinct lack of distinguishing physical characteristics or mannerisms. Anyone attempting to describe the character cannot come up with anything more precise than “he was kinda average.” Individuals attempting to shadow or physically locate the character through social means or in even slightly crowded settings receive a –2 dice pool modifier on all tests made during such attempts. The modifier does not apply to magical or Matrix searches." My friend's character is a supernatural investigator, pretty much Constantine from DC, love the character. So he want a "spell" that make him blend more into crowds, so no one take notice of him or care for him as much. As he want to move around more freely. The spell part of it, I got no problem with, as I know how to properly add the disadvantages to make it a magical spell. But how the power itself it's supposedly to work i don't know how to do. We are playing the Sixth Edition. Thanks on before hand! Sincerely NisseFrasse
  5. Drain Powers, on non-living things?

    Ah yes! As the admin explained, they do not have REC, only thing that allows objects to become normal again from the drain is from the drain power itself. If now advantages or disadvantages are applied. A power can make it taking yeeears to recover from(or not at all), or in matter of minutes.
  6. I have already got an answer from the admin about this, but the admin suggest that I would make a topic about it here, as it might make an interesting conversation. So to the point, Drain powers on non-living things? Question: -"One of my players want to make a drain, but specifically for non-living things, such as buildings, weapons, armor and more. As long it ain't a well-.. living! Since she want a sort of a "withered" effect on the stuff, but all thos things normaly doesn't have a recovery, nor any other sort of meaningful stats? (Beside PD/ED and Body) Which would make that power really powerful? Unless i give all thos kind of things recovery and power defense(Which would be absurd in my own opinion unless they are of magic or awesome alien tech?) Myself been thinking on damage over time power insteed. So I am mostly wondering that if you want to make a power specifically to wither down non-living things(Such as Vehicals, Buildings, Weapons and Armor); What sort of power should we make? Drain? Damage over Time or something different completely?" Answer: -"I don’t currently have access to all of my books and materials, which have been packed up as part of my home renovation project, so I reserve the right to edit or change this answer at a future time. Yes, it’s possible for characters to use Drain (or other Adjustment Powers) on non-living or inanimate objects. Since the recovery rate for an Adjustment Power is set by how the power’s bought and doesn’t depend on the target’s REC, the lack of REC is no obstacle. If the object has Power Defense, that of course applies to protect the object. And the GM may establish other restrictions based on common sense, dramatic sense, and game balance." Now with an answer. It is clear that it is possibal to make a drain effect on non-living things, as it would make it easier to break/destroy thos things as they "wither" away, geting lesser in PD/ED and body for example, and then they slooowly recover back. But what do you guys think of all this? Should me and my player go on with making it as a drain then to make things wither away? Or something else? Or is it possibal to even make a drain on non-living things? Or is it the most logical choice to do here? What do you guys think~? Sincerely NisseFrasse
  7. Ello'! I am back once more with more questions to ask. One of my players want to make a drain, but specifically for non-living things, such as buildings, weapons, armor and more. As long it ain't a well-.. living! Since she want a sort of a "withered" effect on the stuff, but all thos things normaly doesn't have a recovery, nor any other sort of meaningful stats? (Beside PD/ED and Body) Which would make that power really powerful? Unless i give all thos kind of things recovery and power defense(Which would be absurd in my own opinion unless they are of magic or awesome alien tech?) Myself been thinking on damage over time power insteed. So I am mostly wondering that if you want to make a power specifically to wither down non-living things(Such as Vehicals, Buildings, Weapons and Armor); What sort of power should we make? Drain? Damage over Time or something different completely? Sincerely NisseFrasse
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