HERO System 6th Edition Rules Questions
Post here for answers to your HERO System 6th Edition rules questions.
This forum is a question and answer forum - only members of the Rules Mavens group can post answers.
Please consider these as temporary, advisory answers until such time as Steve Long's health and personal circumstances permit him to resume answering rules questions himself.
1. All posts in this forum should be questions pertaining to the HERO System 6th Edition ruleset.
2. How to build questions are better posted in the discussion forums.
3. As much as possible, try to keep posts to a single question. If you have multiple questions, consider breaking them out into separate posts.
6,911 topics in this forum
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If someone cancels to a Flying Dodge (in a segment that is not one of their phases), are they able to move in that same segment as well?
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In 6th Edition rules why would someone want to purchase an All Combat Level? They cost 10 points each and only give you a single bonus that can be used either to OCV or DCV (not both at the same time) while for the same 10 points you can increase the OCV and DCV characteristics both by one (giving you bonus to OCV and DCV at the same time). Now I do understand that in heroic games you can use skill levels for additional purposes, such as increasing the damage if you use 2 of them, but that is not much of a bonus, and in addition in a Champions game you can only use them for OCV and DCV, nothing else.
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Please help me... i don't understand how "temporary" are Drain and Aid powers? How long it works? How to restore drained points?
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I've got a character in my game who's basically resurrected 1930s pulp noir Batman. Since Batman knows all of the things Batman knows, we gave him +3 to all skill (limited to things from the 1930s). Once his HeroDesigner sheet, there's a 12-, 13- etc., next to all of his stats. If he's got a +3 to all skills, does that mean that his target number is whatever the linked stat is +3? I.e., if he's at a 13- for all Intelligence skills, with his +3 to all skills is he now at a 16-? I was trying to represent the fact that pulp noir superheroes know basically everything regardless of the fact that they're not powered, but I don't know if I did it right. Simil…
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Hey Steve, I'm considering using the optional Mental Blast damage found on page 106 of the Advanced Player's Guide, wherein Mental Blast deals EGO damage equal to the BODY rolled. My question is how would a character recover this lost EGO? BODY damage would recover at a rate of REC/month, but it seems off to tie EGO recovery to REC, which is so clearly a "physical" characteristic -- it seems a little ridiculous to suggest that a Hippopotamus (EGO 5, REC 12) would recover from a mental battering faster than a Succubus (EGO 20, REC 6). What would you recommend? Also, as a follow up, should a character reduced to their own EGO in negativ…
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I'm a bit confused on how the Martial Maneuver: Flying Dodge, I know when you dodge you get movement but is the movement a one time thing or is it after every successful dodge. And do you lose the movement it you get hit?
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Good evening Steve. I would like to create a spell for a FH PC that effects targets (but not friendlies) in a given radius. Selective allows that. However, I would like all unfriendlies to be effected without having to target them individually. Could I apply Accurate to this power to have that effect? Thanks, -David
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If I put a limitation on a 0 phase action, how long does the limitation stay in effect? Put another way, how do I make sure that the limitation is worth the points it saves for a given action? Example1: I have a multipower that is 80 points and I select Incantations for changing the slots, per 6e1, 405. Per 6e1, 381: "If he takes damage or is adversely affected by any power that requires an Attack Roll or MCV Attack Roll while he’s Incanting, the power doesn’t turn on or immediately turns off." Is there a time period someone could interrupt the incantations per that rule, or is it enough that silence fields or removing her ability to sp…
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I am currently attempting to create a character based on the world setting in the game Aberrant. I'm not trying to solicit advice on how to do this (though I would be thankful for your input) but one of the things about that game is that it is possible for the characters utilizing the power to be Tainted. Now, I was thinking to have it that if the character used powers over a certain point(50 APs is my go to number for now) then the character must attempt a check to maintain control or receive Taint which I'm attempting to simulate with a Limitation:Side Effect that uses a Transform that risks Transforming the character to gain further aberrations. The powe…
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I have Champions Complete rulebook and try to understand. Probaly its easy, but i cant find answer. On page 156 is about damage. I completly dont understand how calculate DC (damage class) to damage dices? For example: how i know how many dices add to HKA if I add 4 DC to attack?
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I'm trying to wrap my head around the description of Absorption with Healing Effect from APG1, and I'm having some difficulties. The description says that the points gained don't fade like they would with a normal version of Absorption, which I understand defaults to the fade rate of 5 points per Turn like other Adjustment powers do. So, how exactly does this work with the cap on Absorption points, which is normally limited to double the amount bought but fades 5 points every Turn? Does that mean that if I buy 5 points of Absorption with Healing Effect, I can use it in Turn 1 to regain up to 10 points of BODY that don't actually fade aw…
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Hi Steven i'm sorry to reposting this but i couldn't be able to find your previous answer dated i think 2009. In APG2 i at page 37 it states that: The Adding Damage rules apply to Telekinesis in the standard way. Thus, Telekinesis (STR 40), which costs 60 Active Points, has 12 DCs for purposes of adding damage to it. However, the GM can rule that the DCs of Telekinesis are based on the STR used rather than the Active Points, if he feels that’s more consistent and/or won’t case game problems. So my question is if this is the standard rule and if an hit of a 60ap telekinesis alone worths 12dc of damage. Thanks and sorry again for the re…
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I've noticed that in a lot of situations, to defend against damage-causing Change Environment abilities requires having an appropriate form of Life Support. Do abilities like Damage Negation and Damage Reduction reduce the damage that can be caused by Change Environment?
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If a character has Multiform, and is in his base form when granted a UBO power (e.g Flight), then changes to another form, does he maintain use of the UBO power in his new form, or is that only in the form in which he received it?
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I am a little confused as to what options to use from the Linked Table (6e1, p385). A character has Resistant Protection (SFX is a self-sustaining 'Force Field' - i.e., no END cost, and is still Persistent). The character wishes to buy some Life Support (safe environs) that are Linked to the Resistant Protection (since it is the 'Force Field' that is granting the protection). The Life Support has lower Active Points than the Resistant Protection. Would the Linked limitation on the Life Support be -½, -¼, or even -0? Forex, do I apply the -¼ reduction because I don't want/need the "proportionality" that comes with Linked? Do I apply the -¼ reduction because the Res…
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The Flying Dodge maneuver can be aborted to and includes a full move, which could get a character out of the range of an AOE attack. If a character has bought this maneuver, do they gain the effective benefits of Dive For Cover when using it?
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If something costs endurance to maintain like aid in a multipower, can you switch slots and still maintain the aid?
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Hello Steve! I'm trying to build a power that allows the character to cover short distances in any direction almost instantly by transforming into some kind of energy. The character is invulnerable but cannot pass through walls or other solid barriers. Teleportation seems to be the obvious base power for this. My question is, does the limitation "must pass through intervening space" allow the character to move unharmed through fire and to move vertically through the air or does it mean that he remains in physical form and can only move on the ground? Thank you!
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I am new to the HS and recently got a bunch of 6e Champions books. Is there some sort of table or cs that spells out all the acronyms?? Thanks!
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Greetings! I am fairly new to 6e and only slightly familiar w/ 4e so I still have a lot of questions and confusions about certain aspects of game. In this case I would appreciate an official clarification on how Penetration actually works. I had a side note about this on another post and someone pretty much confirmed what I understood how it works: " Um, Penetrating doesn't mean that all damage goes through, but rather that a certain amount gets through. So if the 4d6 rolled, say, 6-4-3-2, the 15 total would have bounced against your 20 rPD, but at least 5 BODY would get through (2 from the 6, and 1 each from the 4, 3, and 2). On average, 4 BODY would have gotten …
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Hi Steven i have two questions: -the first one is if a continuing charge can be applied to endurance reserve and if the reserve when activated works normally for the time the charge allows; -the second one is if is correct to build a power linked to an endurance reserve with continuing charges to render a weapon or power with cooldown I tried to build such a power this way: Blast 8d6 40bp; double endurance (-1/2), jointly linked - 1/4. Total cost 23pt Endurance reserve 80 end, 3 rec (23bp); restricted use - 1/4, 6 continuing charges 5min - 0, delayed use 1 hour (-1,5), jointly linked - 1/2. Total cost 7pt …
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A question regarding powers with and Multipowers: If a power with a trigger is placed in a multipower slot, say, the STUN transfer multipower on 6E1 197 (30+36 AP) should this a) Require a single multipower slot within a 66+ multipower. b) A single single multipower slot within a 36+ multipower. c) Two slots within a 66+ multipower. d) Two slots within a 36+ multipower. Personally, I'd say a), but trigger powers have always seemed kind of tricky.
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If I create a one-hex image of a mobile actor (an animal, a cop, a thug) can it move out of the area in which it was created? Or can it only move within that area?
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