HERO System 6th Edition Rules Questions
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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.
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6,906 questions in this forum
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Predefined Amount of Damage?
I recently thought of an idea for a Healing power that causes a small amount of Damage to the healer instead of costing END. Pretty simple idea, Healing with no END Cost and Side Effect limitation. I had never used the Side Effect limitation, so I went to go read it. And it has a listed modifier, Predefined Amount of Damage [-¼ less]. How do you do that mechanically? I can't find the rules for that anywhere and can't seem to find it online.
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Reduced Penetration Question
Simple one. This has bugged me for awhile. If your KA is 3d6, 9 dcs. How do you split that? Just curious. I did a search and it didn't bring up a previous thread. Sorry if this is redundant.
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What is a 0-BODY Entangle?
6e1 pg 216: Since the BODY of an Entangle is the BODY of the rolled dice, what does it mean if all 1s are rolled and that value is zero from the start? I can think of several possibilities: The Entangle fails. The Entangle succeeds but any breakout attempt is immediately successful. This is much the same as #1 since 6e2pg124 says, "If a character who’s trying to break out of an Entangle (which doesn’t require an Attack Roll) does twice the remaining BODY of the Entangle or more, he’s free and has a Full Phase in which to act," and 2x0 is still zero so he would have a full action. The character has only to reach (but not exceed) …
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Does "backlash" bypass protections?
6e1 pg 218 says regarding "backlash": Is protection from armor and/or other sources subtracted from this just as if it were an outside attack? What about hit-locations? If the character uses their hand to try to break the entangle, is the backlash x½ for everything?
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Held at weaponpoint combat manoeuvre?
Are there any rules for catching a character at (for example) knifepoint? I've had a look through the 2 corebooks, martial arts and the advanced rulebooks to no avail. I'm guessing it would be linked somewhere to the grab manoeuvre? An example of what I'm trying to describe is in Anima BF, where a character makes an attack at penalty to a vulnerable hit location, and should they succeed they can choose to 'put at weapon's point' and cause no damage. Instead, the attacker can then decide to 'complete' the attack outside of their turn, whilst the defending character has negative modifiers on attacks against the attacker until the immediate situation is resolved.…
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Detects that use a Discriminatory Sense
If a character has paid the points for a Discriminatory Sense, would any Detects built using that Sense also be treated as Discriminatory? For example, if a character has paid to make the Smell/Taste Group Discriminatory, would Detect Toxins (Smell/Taste Group) function as Discriminatory without paying additional points?
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Time Limit / Trigger
Does Time Limit allow a power with Trigger to be used for the duration of the Time Limit without the power needing to be reset?
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Damage after death
Does a character that is dead take BODY from attacks? The rules state that a character is dead when he reaches negative BODY equal to his starting BODY score. But does the character still take BODY after they reach this point. The reason I am asking is because of the resurrection add on for regeneration. Let say a character has 15 BODY and has 1 BODY regeneration per day with resurrection. The way the regeneration works is that the character gains 1 BODY per day. If the charter was hit with an attack that did 35 BODY or takes enough damage in attack to reduce him to -20 BODY. The Character dies at -15 BODY, but for regeneration purpose is he at -15 o…
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Constant / Persistent Advantages
I have 2 questions: If I take an Instant power, such as Aid or Attack, then make it Constant using the Advantage, am I then able to make it Persistent using the Persistent Advantage? If this is a yes, how exactly would that work? Would I make the Attack or use the Aid every Segment, on my Phases, or something else?
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What is a block's OCV?
From 6e2 pg 57: What is used for the OCV of the character making the block? Specifically, for a "martial block" with a weapon, is it still the blocker's base OCV or can it include some skill levels in that weapon?
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What is DCV and HitLoc Penalties When Recovering?
After being stunned, a character must recover. On 6e2 pg 37, the DCV Modifiers Table says: Stunned (DCV=)½ (HL=)½ Recovering from being Stunned (DCV=)½ (HL=)½ Taking a Recovery (DCV=)½ (HL=)½ However, on 6e2 pg 105, under Recovering From Being Stunned, it says: In the character’s next full Phase after becoming Stunned, he recovers from being Stunned when his DEX occurs in the Segment. He regains his full DCV (and Placed Shot modifiers return to normal), but he still cannot act until his next Phase — recovering from being Stunned is all he can do that Phase. The …
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Does Combat Luck work against Area Effect Attacks?
Considering Combat Luck's description, it states that the character can get away from some of the attack and take less damage, but would this also apply to an area effect attack?
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Applying Movement Skill Levels
6E2 32: "...at the GM’s option, the character can use each Skill Level to increase his acceleration or deceleration with his modes of movement...by 1m per meter per Skill Level applied." How does this work? If I have a 3 SPD, 15m of Running with x4 NCV for a total NCV of 60, and 2 CP Skill Level in Running, how does my Skill Level affect my acceleration? Say I want to move full NCV in 3 Phases: 4, 8, and 12: 1. Without Skill Level: 15m in Phase 4, 30m in Phase 8, 45m in Phase 12, then 60m on the next Phase 4, correct? 2. With Skill Level: 30m in Phase 4, 60m in Phase 8? Is that right?
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Stacked modifiers
I can't seem to find in the books where it talks about what you do if you have multiple modifiers and how they are calculated. For example if you do somthing that puts you at 1/2 DCV and another condition you have a -2. Do you calculate the 1/2 1st and then add the -2? or the other way around?
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Drain vs Target w/multiple instances of a power
If I have a Drain of a power, e.g. a 4d6 Drain Blast, and I use it against a target that has multiple Blast powers (or a Multipower with more than one Blast slot), what happens? Do all of the blasts get drained? Do I need to specify which specific Blast I'm targeting? What if I'm using it speculatively on a target that I haven't even seen fire one of their Blasts yet? EDIT: I found an old Heroglyphs article (Heroglyphs 20: "Down the Drain") that basically implies that it's up to the GM to make a call and gives a few guidelines.
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Does Damage Negation affect Power Attacks?
Does Damage Negation affect Power (Drain) attacks or does it only have the option to affect physical attacks, energy attacks, and mental attacks (STR, HA, Blast, HKA, RKA, Mental Attacks). The reason I am asking is many people believe that Damage Negation would affect a drain that has a physical special effect. Would this be the case? I would think that it would not, but I want to verify this as it is not completely described in the 6th edition books for this.
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When you perform a Brace AND Set, after the attack is performed, must the character re-establish a Set again--with the full phase--to achieve the benefit?
Referencing HSG 6E2-79, a discussion with a fellow gamer brought us to a standstill on the proper implementation of a Brace + Set action. As per the rules: Set This Combat Maneuver represents the effects of taking extra time to aim at a target with a Ranged attack, thereby improving one’s accuracy. Set does not work with HTH Combat attacks. An attacker who wants to Set must spend a Full Phase aiming at the target (this is known in some genres as “drawing a bead”). During this time he cannot move, change clips of ammunition, attack the target, or perform any Actions other than Zero Phase Actions. A character who has Set on a target receives a +1 OCV to all a…
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Multiple instances of Unified Power
Is there any reason a character cannot have two or more separate sets of powers with taking the unified power limitation? Each set would only be affected by drains targeting powers in their own set. For example, a character with both fire and ice powers is hit with a drain that affects one of his fire powers so drains all the fire powers, but none of the ice powers.
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Can I buy separate instances of the same power?
So, let´s say I want to have a power that represents magically imbuing a weapon in magic. The weapon already consists of HKA, but, so would the power Could I buy another HKA with the costs END to activate flaw, and have it stack with the sword´s HKA?
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APW and Desol further clarification
Hi, I've managed to find at least one post on here about the necessity of mind-affecting powers for a Desol character requiring the "Affects Physical World" advantage. While there can be some dispute regarding this and, therefore, the decision is left up to the GM, I have a further question about it. It's been a bit of an annoyance for me. If a Desol character has a "Mind Control" power and, because it can affect a Solid, is required to add the AWP advantage, doesn't this also imply that a Solid with a "Mind Control" power would need the "Affects Desolidified" advantage if they want to use the power on a Desol character? I think this is where requi…
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Buying SPD For Abort
Can a character buy some number of points of SPD, usable only to perform maneuvers with the Abort key word? In a sense this is wonky because if your SPD is x, and suddenly becomes x+1 when you want to use a defensive power, it is not guaranteed that the extra phase you gain will still be available later in the round. So strictly speaking, it may not even be useful. However, if we can just assume the character can use an Abort maneuver this many times before losing an action (still limited to only on phases they have not acted, obviously) Can this work? If so, what kind of limitation is it? I was thinking something like -1 1/2 or something. EDIT: I …
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Transform - Mental and Physical
If you Transform somebody physically (BODY) into say, an inanimate object, they still have their mental faculty to realise their predicament. But If they had Mentalist powers would they still be able to use them?
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SURPRISE ATTACK - If an attack is not perceived at all before, but perceived only during the attack, is it then not classed as a Surprise Attack?
I understand that attacks from behind, above, invisible etc will often be a Surprise as they basically likely not perceivable before and even during the attack. HOW ABOUT PERCEPTION ROLL DURING ATTACK TO CAUSE IT NOT TO BE A "SURPRISE"? If I were to lie in wait near a road behind a large tree (completely hidden) to attempt an AMBUSH (one of the potential surprise conditions), the intended victim is walking along and doesnt perceive me before the attack at all (no warning sights or sounds picked up - perhaps no roll allowed by GM, or even failed perception roll by player at this time). I then declare to the Game Master that I wish to do a half move and attac…
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Telekinesis and END use
One of the players in my campaign has a Hero Designer character that has Telekinesis (14 STR) in a multipower framework with the limitation "Costs END To Maintain (Half END Cost; -1/4)" I am trying to figure out how this works and exactly what his END costs would be. As I understand it Telekinesis being a Constant power costs 1 END per 5 points of STR used (this is a heroic fantasy hero game). What happens if he keeps his multipower points allocated to his telekinesis but uses 0 STR for a phase. Is the cost to maintain the power then half of zero?
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Order of application...
Character has a ranged attack power with Half Range Modifier. Character also has, let's say, 3 PSLs to offset Range Mods, and they're usable for the application of the power in question. Range to target is 200 meters, so the range mod is -10. What is the proper order here? a) Half Range Mod first, then PSLs. Half of -10 is -5; the PSLs take it to -2. b) PSLs first, then halve the result. PSLs reduce -10 to -7; half of that would be -3 by the usual rounding rules. I'm largely inclined to the former, since Half Range Modifier is rather expensive, as an advantage on the overall attack power, and it has to be purchased …
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