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Unofficial FAQ Summary


Talon

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Inspired by a thread on the Champions board, I went through the FAQ and pulled out stuff that I thought was above the level of interpretation -- new Adders, restrictions on powers that might not have been clear in FREd, etc.

  1. This is *my* interpretation of what's most valuable or useful. This is not an official company interpretation and has not been reviewed or approved by Mr. Long.
  2. Obviously, everything in here is subject to change, as the FAQ evolves. My intent is to update this as the FAQ changes, but for the most up to date info, check the FAQ.
  3. Some of the names for the Modifiers, Adders, etc. are made up – the FAQ doesn't give a name, just a rule.

FAQ Summary, July 8 2003

 

Combat Skill Levels:

 

There are several specific rulings on what can and cannot be purchased with CSLs (2 and 3 point CSLs in particular). [FAQ, Skills, CSLs]

 

Built-In Powers:

 

Limitations on “built-in” powers (such as Running) do not

use the total value, even if it applies to that Running as well as

any additional Running purchased. [FAQ, Powers, General Issues]

 

Area of Effect Powers:

 

Options listed under the “Area of Effect” Advantage (such as Cone or Selective) can be applied to inherently AOE powers at the GM's option. [FAQ, Powers, General Issues; FAQ, Advantages and Add-Ons, Area of Effect]

 

Alterable Size: +5 Adder for any AOE power. Allows the character to alter the size as a Zero Phase action (unless the Power has Extra Time and/or Concentration) once per Phase. Optional (requires GM permission). [FAQ, Powers, General Issues]

 

Moveable: (Stop Sign) +1 Advantage for any AOE power. Allows the character to move an AOE power, potentially affecting everything that the power contacts as it moves. Power has No Range (even if it previously had Range); Ranged can be purchased if desired. Exact rate of movement left up to GM. Optional (requires GM permission and clarification). [FAQ, Powers, General Issues]

 

Mental Powers:

 

Mental powers with Reduced Endurance: 0 END still require END to prevent deterioration. [FAQ, Powers, Mental Powers]

 

Sense-Affecting Powers:

 

Sense-Affecting Powers (such as Darkness and Images) with Autofire require the additional +1 Advantage. (Included because some official writeups apparently do not have the additional +1.) [FAQ, Powers, Sense-Affecting Powers]

 

Change Environment:

 

Only one type of effect is allowed per purchase of Change Environment unless the GM rules otherwise. [FAQ, Powers, Change Environment] An adder to bypass this is listed in The UNTIL Superpowers Database, page 251.

 

Varying Combat Effects: +10 Adder for Change Environment. Allows the character to change the combat effect of the Change Environment to any other effect of equal or lesser value. [FAQ, Powers, Change Environment] Listed in The UNTIL Superpowers Database, page 251.

 

Characteristics:

 

Characteristics bought through a Power Framework automatically get to apply the No Figured Characteristics Limitation. [FAQ, Powers, Characteristics]

 

Clairsentience:

 

Note that since the perception point is immobile, by default Clairsentience bought as “through the eyes of others” won't work well if the target is moving. [FAQ, Powers, Clairsentience]

 

Mobile Perception Point: +5 Adder for Clairsentience. Allows the character to move the perception point at 6” per Phase (x2 per +5 points) in any direction (including in the air and through solid objects). [FAQ, Powers, Clairsentience] Official version listed in Star Hero, page 53.

 

Multiple Perception Points: +5 Adder for Clairsentience. Allows x2 perception points for each +5 (4 for +10, 8 for +15, etc.); otherwise, Clairsentience can only have a single perception point active at a time. [FAQ, Powers, Clairsentience] Official version listed in Star Hero, page 53.

 

Duplication:

 

Simultaneous Follower: +5 Adder for Duplication. Allows the Follower of a Duplicate to appear at the same time as the duplicate is formed. [FAQ, Powers, Duplication]

 

Rapid Duplication: Advantage for Duplication. For each +1/4, the character can create x2 the number of Duplicates in a Half Phase (+1/4 for 2, +1/2 for 4, etc.). [FAQ, Powers, Duplication]

 

Energy Blast:

 

Optional BODY: +1/2 Advantage for Energy Blasts. Allows the character to choose whether or not to do BODY damage. [FAQ, Powers, Energy Blast]

 

Enhanced Senses:

 

Only the following Sense Modifiers can be “inherited” from the Sense Group: Discriminatory, Range, Sense, Targeting. Analyze and Increased Arc of Perception cannot be inherited. [FAQ, Powers, Enhanced Senses]

 

 

Specific Sense Modifiers included in each sense group:

Hearing: Discriminatory (crude), Range, Sense.

Mental: Range. (Sense is not granted, even though Mental Awareness has it.)

Radio: Range, Sense.

Sight: Discriminatory (crude), Range, Sense, Targeting.

Smell/Taste: Discriminatory (crude), Range, Sense.

Touch: Discriminatory (crude), Sense.

Unusual: (no Sense Modifiers granted)

 

(In all cases of Discriminatory being granted, the effect is lesser than that described in the book; use the degree of information provided by real-world senses as a guide.)

 

Dimensional: Sense Modifier. Allows Sense or Sense group to see into a single other dimension. +5 points for one Sense, +10 points for a Sense Group. Expanding the Sense or Sense Group to a related group of dimensions cost +5 points, or to all dimensions for +10 points.

 

[FAQ, Powers, Enhanced Senses]

 

Healing:

 

Decreased Healing Time: Advantage for Healing (not Regeneration). For each +1/4, the character can re-apply Healing one step on the Time Chart faster (starting from the default of 24 hours). [FAQ, Powers, Healing]

 

Shape Shift:

 

Makeover: +5 Adder for Shape Shift. Allows the character to alter his COM while Shape Shifting to any value to whatever range of standards the GM has defined for the campaign. [FAQ, Powers, Shape Shift]

 

Telekinesis:

 

Affects Porous: +10 Adder for Telekinesis. Allows character to affect liquids; normally, Telekinesis cannot affect liquids or gases. [FAQ, Powers, Telekinesis] Official version listed in The Hero System Bestiary and The UNTIL Superpowers Database.

 

To affect gases, apply AOE to Telekinesis; the FAQ notes this may be unbalancing and may be altered to a +10 Adder at some point. [FAQ, Powers, Telekinesis]

 

Megascale:

 

Scalable: Additional option for Megascale. For +1/4, the character can “scale down” the Megascale measurement, to a minimum of 1 km (or less, with the GM's permission). [FAQ, Advantages and Add-Ons, Megascale] Official version listed in Star Hero and several other supplements.

 

Charges:

 

For powers that cost no END with Fuel Charges, the Charges value can never be higher than -0 (even if counting down the Charges table would indicate an Advantage). [FAQ, Limitations, Charges]

 

Requires # Charges Per Use:

Limitation for powers in a Multipower with Charges that require more than one Charge per use. The value is:

 

-1/4 for 2 Charges per use;

-1/2 for 3-7 Charges per use;

-3/4 for 8-12 Charges per use;

-1 for 13-17 Charges per use, etc.

 

This assumes the Multipower has 65 or more Charges in total. For each step up the Charges table, add -1/4 to the above Limitation values.

 

[FAQ, Limitations, Charges]

 

Increased Reload Time: Limitation for powers with Charges with clips. If changing clips takes 2 Full Phases, apply a -1/4 Limitation; for each step down the Time Chart, increase the Limitation by -1/4. [FAQ, Limitations, Charges]

 

Variable Power Pools:

 

Use Characteristic or Background Skill: +1/4 Advantage on VPP Control Cost. Allows the character to use a Characteristic or Background Skill Roll to change the VPP allocation. [FAQ, Power Frameworks, Variable Power Pools]

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