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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6,882 questions in this forum
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Still Megascale
Now I'm falling prey to Must Continue Rules Analyses to the Ultimate Extreme Comparable to a naked advantage on Sight, can a character buy a naked Megascale on Running (just his base 6") and use Megascale at his discretion? Another question, this one on megascaled senses. Assume a character has a Detect bought Megascale. The item he wishes to detect is located 10 feet away, but he has 1" = 1km. Does he: (a) Fail to perceive it - it needs to be at least 1 km away ( Perceive that there is something within 1" (ie 1km) of his present location, but not know where within the 1 km? ( makes the most sense to me. [Actually, putting your MegaPow…
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TUV Powersuit limbs
I was just wondering if the powersuit in the TUV (p.83) should have had to buy "limbs", concidering that most vehicle can't manipulate anything without some "extra limbs". Just to check, I looked up in the Mecha section and Mecha have to buy limbs. Would you concider a powersuit a very small "Mecha"?
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Growth - DCV Penalty?
If Growth gives a -2 DCV for 15 Points worth then, logically, -1 DCV should be at ~7.5 points worth; so while 5 Points of Growth might or might not get a DCV penalty, shouldn't 10 Points of Growth get a -1 DCV penalty? How do you recommend that intermediate intervals be handled for penalties?
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Megascale
OK, I read the FAQ (sorry; I should have started there), but I'm still confused. [Phys Lim - Doesn't Get It 11-], so I'll rephrase the question [Psych Lim: Stubbornly Tenacious] The FAQ on megamovement indicates: A: A character can stop “in between,†but the minimum distance he has to move is equal to 1â€, whatever his MegaScale defines 1†as equalling. In the 1†= 10 km example above, he’d have to move a minimum of 10 kilometers. He could move 11, or 20, or 34, but not 5 or 8. That's inconsistent with the discussion of the Teleport Booth which stimulated my prior question. I'm guessing the FAQ is correct (and there's a lot of technician overtime…
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Megascale - Again
In the Teleport Megascale question below, you note that, if the power has Megascale 1" = 1,000 km, it can teleport someone 7,000 km or 8,000 km, but nothing in betwen (ie you must teleport in 1" increments, however large that inch has been scaled to). To get around this requires the additional +1/4 advantage to make it scaleable. Am I correct that, applying scalable, the power can now: (a) teleport anywhere up to maximum range (let's say that's 30" so 30,000 km) ( but no less than 1" (ie at least 1,000km)? Extrapolating on this, isn't a Megascaled attack pretty much worthless without scalable? As I read the above, it could select a target exactly 1…
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Rapid Fire
Since there's an additional +1 advantage for autofire NND's and other nonstandard autofires, is there a corresponding penalty for rapid firing or sweeping NND or other nonstandard attacks? If there isn't such a penalty, it could potentially be very abusive, and a whole heck of a lot cheaper than buying the autofire.
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Megascale EB
If a PC has EB (10d6) Megascale (+1/4) applied to range can he use this power to blast someone standing a mere 8 hexs away?
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Martial Throw
Suppose a character buys Area Effect on Martial Throw using the rules in UMA. Is his pushed strength the maximum total he can throw, or is it per target in the area?
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Follow up on advantages and martial arts
Referring to a previous post, I read the UMA section, but have a followup to it. IF a character buys a naked modifer for an HKA (say, to represent a skill that allows AP on any sword strike), can he then use it to apply with the damage done by a martial weapon strike? Or does the restriction mean that the naked modifier can't be used with the martial art maneuver, and/or does it mean that the modifier needs to be bought multiple times, once for the basic HKA and one for each maneuver?
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Persistant
Steve: Why are wepons built with 0 end and not 0 end persistant. It seems to me that they should be persistant, afterall they do not turn off when one is stunned or knocked out. I had been building my equipment that way and only recently (TODAY) noticed that this was inconsistent with Fantasy Hero. No wonder my points never balanced with your! LOL Your answer greatly appreciated oh sage of herodome!
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Penetrating HAs?
The character conception I have is a martial artist who can focus his Chi powers in such a mannaer that he can always do some body damage with his (blunt) escrima sticks. Is Penetrating an acceptable way to build this, and if so, how does one determine how much body gets through? If not, what is an appropriate construction? An honor to write to you.
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Transform to remove Powers
Me again! A friend has a character with a Major Transform (man-made materials into natural substances) to simulate his shamanistic ability to cause the innate natural earth spirit to revert anything "unnatural" back to its primitive form. Let's say he wants to use this power to transform a villain's powered armor suit back into its natural components (iron, copper, and tin powder, I guess), effectively destroying it. How is the target's BODY determined? This gets really complex when the armor suit is bought as separate powers (i.e., Armor, Damage Resistance, Knockback Resistance, +STR, and +CON). Secondly, am I correct in thinking that this sort of power sounds …
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Megascale
Happy New Year's Eve! I have a few quick questions about Megascale that I didn't see answered in the FAQ, probably because they're too obvious. 1) The example of the "Galactic Federation's Transport Booth Network" on FREd p169 states in part "This gives it a range of 10,000 km, enough to Teleport anywhere on a planet." Can this device teleport someone 6,432.34 km? On the one hand, I'd think not; it can't be scaled down to less than 1,000 kilometers. On the other hand, it's pretty useless if it can't. 2) Related: Can Takofanes (CKC 32) use his "Invocation of the Dark Sun" example VPP power (Change Environment 1" radius, MegaArea (each hex is 13,000 km tall,…
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Have I Got This Right?
Excuse me,but I thought that Flight, like most END-using Powers,cost 1 END per 10 Active Points.This means that the Character's 10" of Flight cost 2 END/Phase,or with a 5 SPD it costs 10 END/TURN.So far so good.However,the character only has a REC of 4,so the character loses 6END each Turn.The example ony works if the character has purchased his Flight with the Reduced Endurance Advantage,or the character has a REC of 9.
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Advantages on STR and Martial Arts
If a character buys AP or Autofire or some such offensive Advantage on his Strength, do those work with martial arts maneuvers or only with the basic Strike he derives from Strength? Would a character with AP on his STR thus have an AP Offensive Strike or Leg Sweep? I thought I saw something regarding Advantages on STR in the FAQ, but for the life of me I couldn't find the entry again. And Happy New Year.
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Possible FREd errata
Hey Steve. Is this the right forum for reporting errata? Hope so. Here goes. FREd, p. 224, "Skilled Normal." When I put the skilled normal into HD v2.09, I noticed some discrepancies in his characteristics. According to HD's math (rounded to either one or two decimal places): If the values are correct, Cost for ED 3 should be 0. Cost for REC 5 should be -2. Total Characteristic Cost should be 20. If the costs are correct, ED should be 4. REC should be 6. Cheers! Ben
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Love the System... But...
I'm very new to the Hero system. I've owned the core rulebook for about two weeks now and I've read through it once at a bit more than a light skim. I'm to the point now where I'm starting to examine the pieces-parts more closely and I have a few questions. I really only have time to ask one right now. But, here goes... (Before I say anything more, I want to say that so-far I Love this system. There are just a few things that I find odd and/or confusing.) For one, END costs for powers. In a few places, I just don't understand them. For example: By the book,... an average, starting-level character with 10 pts. in Flight, would be able to fly a mind-bogg…
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Regeneration
From the FAQ: Is Regeneration then only 1 Body (2 AP) per turn only? It cannot be increased to 2 Body (4 AP) per turn, etc.? Also, can you apply the Simplified Healing option to Regeneration? Thanks!!!
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Martial Arts w/Limitations
Steve, I loaded a character I previously created into HDv2 and got several Red Flags. Normally this is good since it keeps me honest. However I ran across something. It removed some Limitations I had put on the character's martial arts that he got when he turned into a superhero. Said that only advantages could be applied to manuevers. I found this odd so decided to trundle through the FAQ to see if I could find anything on my own. Only things I managed to find was this: That seems to say that Martial Art's CAN have limitiations. Am I correct in this?
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Transdimensional for non-ranged powers?
The Modifier Intelligence in HDv2 claims that Transdimensional can only be applied to powers that function at range. Is this correct? If so, how would I build a non-ranged transdimensional effect - for example, a Drain that affected targets in another dimension that are standing in the hex next to the character executing the Drain?
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Speed Changes
If a character gains speed through an adjustment power within a turn, normally he can only go on a phase that's common to both his old and new spd. Can the character choose to use less than the maximum spd adjusted, in order to go sooner within the turn? Example: A spd 3 person gets aided to spd 7 on segment 5. Normally he can't go until segment 12, since that is the segment that is common to both. Can he voluntarily choose to act as if spd 6 for the duration of the turn so that he can start acting on segment 8?
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Inherent on Instant Powers (for natural weapons)?
Can "Instant" Powers be made "Inherent" so that they can't be drained, dispelled, etc. without having to add the "Persistent" advantage? FWIW, Adding the "Persistant" Advantage not only increases the cost but makes it take more STR to add up to the desired end damage which further increases the cost. Here I'm specifically thinking about natural weapons (e.g., claws, fangs, tail) which seems to be made for the "Inherent" Advantage. Fangs [Not Inherent]: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points) (15 Real Points) Fangs [inherent]: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Inherent (+1/4)…
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Quick Shapeshift Question
If you buy full shapeshift (sight, hearing, touch, taste/smell) with the "imitation" adder, would you need the skills disquise or mimicry for any particular reason? It kind of reads that you don't but I just wanted to hear it from someone besides myself for sanity check perposes.
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Clarification on Braille question
My main concern is would it be a Knowledge Skill, or should it be bought as a language?
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Braille
How would you set up the skill for knowldge of Braille? I'm working on a blind character that would know this...
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