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Hyper-Man

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Posts posted by Hyper-Man

  1. Altered Duplicates, then?

    ...

     

    I'm just trying to understand how it differs from someone who just has a bunch of minions, aside from the invisibility and intangibility.

     

    It wouldn't differ mechanically.  The special effect is completely different.  Those 2 thing do not always match up in Hero which is a feature rather than a flaw when used correctly.

     

    HM

  2. I only asked because the answer determines whether Real or Active points are more important.  In the case of an NPC that means Active points.  And while I also dislike 'not worrying about statting it up' I do acknowledge that not all GM's are going to be willing or able go into the same level of detail in making their NPC,s in the same way that many players can.  As a result it's far more important define effects and defenses to said effects when building NPC's than it is to get the costs right

     

    :)

    HM

  3. I mostly agree with the group consensus.

     

    I don't think there is an official ruling on this but I think Clairsentience would follow the same rules as Spatial Awareness which is under the Unusual Sense group by default (which is Penetrative by default).   Now, if either is assigned to another group like Sight then the Darkness would stop it.  Note that the Penetrative Advantage IS assigned a Sense Group at purchase

     

    A similar example to the one above is my Rookie Superman.  He has "X-Ray Vision" built in 2 parts, short range and long range.

     

    Darkness vs. Sight would stop the following:

     

    17 7) X-Ray Vision: (Total: 35 Active Cost, 17 Real Cost) Penetrative with Sight Group (15 Active Points); Concentration (0 DCV; Only to Activate; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7) plus Discriminatory with Sight Group - Can identify, distinguish, and analyze an object if the character makes a PER Roll. (10 Active Points); Linked (Penetrative; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 5) plus Analyze with Sight Group - Can determine an even greater range of information, with greater precision, than can a Sense with Discriminatory (10 Active Points); Linked (Penetrative; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 5)
    [Notes: From 6e1 page 209: The Discriminatory effect provided by the Sight Group is not the full Discriminatory obtained by buying that Sense Modifier, but rather an effect of somewhat cruder degree. For example, a character can tell two people apart based on their visual appearance, but cannot always determine a person’s ethnicity or religion through Sight. Characters can make Normal Sight (or the entire Sight Sense Group) fully Discriminatory by paying the usual cost.] - END=3

     

    0 39) Super Senses: Clairsentience (Sight Group), +1 to PER Roll, Mobile Perception Point (can move up to 12m per Phase), Telescopic: +1, Costs Endurance Only To Activate (+1/4), MegaScale (1m = 1 km; VPP as 'Variable Advantage/Adder' - Megascale or Mobile Perception Point can be swapped out for other Senses like the Hearing Group as well as Advantages or Adders like varying levels of Increased Maximum Range, Analyze, Tracking, etc...; +1) (60 Active Points); Limited Power - Perception Point Always Faces Away From Character (Functions like the Penetrative Advantage. Can't see through Lead or hear through vacuum; -1/2) Real Cost: 30 - END=5

    0 40) Super Senses v2: Clairsentience (Sight Group), +1 to PER Roll, Microscopic: x1,000,000,000, Costs Endurance Only To Activate (+1/4) (60 Active Points); Limited Power - Perception Point Always Faces Away From Character (Functions like the Penetrative Advantage. Can't see through Lead.; -1/2) Real Cost: 30
    [Notes: +9 Levels of Microscopic as built. +13 Levels if Costs Endurance Only to Activate is removed.] - END=5
    0 41) Super Senses v3: Clairsentience (Sight Group), Mobile Perception Point (can move up to 48m per Phase), Rapid: x10, Telescopic: +44 (60 Active Points); Limited Power - Perception Point Always Faces Away From Character (Functions like the Penetrative Advantage. Can't see through Lead.; -1/2) Real Cost: 30

     

    HM

  4. Re: 'List'

     

    This is not part of the rules per se. It's just a container feature of Hero Designer that is borrowed from true Frameworks (Multipower, Variable Power Pool and Elemental Control [pre 6e]) that allows common Modifiers (Advantages & Limitations) to be applied to a group of Abilities automatically. IE create the List first, assign the common Modifiers to the List and then create Abilities inside the List without needing to repeatedly assign the same Modifiers.

     

    Abilities is my term meaning any appropriate category - Characteristic, Skill, Talent etc.

     

    HM

  5. I included the relevant calculations on my rookie Flash build in the downloads section.

     

    From: https://forum.rpg.net/showthread.php?795840-HERO6E-My-rookie-JLA-builds&p=20707008#post20707008

     

    0 8) Orbital Speed Running: Flight 16m, No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1m = 1 km; +1), Noncombat Acceleration/Deceleration (+1) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spinning arms or something similar. Reduce active points down to 50 without this Limitation; -1/4) Real Cost: 40

    [Notes: Top Speed (with current Advantages) = 18,000mph ( ~ Mach 24) or 8km/s (kilometers per second). Velocity Based DCV = 17. Orbital speed at Sea Level = 7.90973km/s (This means that IF he were to lose contact with the surface while AT or ABOVE this speed he will NOT fall due to Gravity since he's traveling at ESCAPE VELOCITY!)] - END=0

     

    0 9) Speed Force Running: Flight 10m, No Turn Mode (+1/4), Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2), Noncombat Acceleration/Deceleration (+1), Usable Simultaneously (up to 2 people at once; +1), Grantor can take back power at any time, Recipient must be within Limited Range of the Grantor for power to be granted, MegaScale (1m = 10,000 km; +2) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying. Flash believes that he can't properly fly without spinning arms or something similar. Reduce active points down to 50 without this Limitation; -1/4) Real Cost: 40

    [Notes: Top Speed (with current Advantages) = 111,846,814 mph or 50,000km/s (kilometers per second) or ~ 1/6th the speed of light (approximately 300,000 km/s, or 186,000 miles per second). From (http://dcanimated.wikia.com/wiki/Divided_We_Fall) his globe circling attack versus Braniac/Luthor 1st Run: 10 seconds @4,000 km/second, 2nd Run: 9 seconds @4,444 km/s, 3rd Run: 11 seconds @3,636 km/s, 4th Run: 5 seconds @8,000 km/s and final 5th Run: 1 second @40,000 km/s] - END=0

     

     

    HM

  6. Regarding the general question of 'linking' 2 different foci there are a number of ways this can be done.  The simple solution is to just say they are part of the same focus - if this focus provides any defenses then all 'components' get the benefits of those defenses like Iron-Man (Defender).  Taking Linked or Unified means there is additional risk involved above and beyond the basic rules for damaging foci.

     

    A more concrete Heroic example would be a sniper rifle used in a Dark Champions game.  The Telescopic Sight could certainly be used without firing the weapon.  The full rifle is just built with the 'combined power' feature in HeroDesigner so it shows as 1 item.

     

    example from my version of John Wick / Keanu Reeves for 6e from the first movie.

    [5] DTA Stealth Recon Scout (338 LM): (Total: 141 Active Cost, 39 Real Cost) RKA 3d6-1, +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (1,600m; +1/2) (70 Active Points); OAF (SRS-338 LM sniper rifle; -1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (Bolt Action; -1/2), Beam (-1/4), 4 clips of 5 Charges (.338 Lapua Magnum round; -1/4), Real Weapon (-1/4) (Real Cost: 16) plus +1 OCV with SRS-338 LM (2 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 1) plus +3 to offset Range modifiers with SRS-338 LM (3 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 1) plus +1 PER with Sight Group (2 Active Points); Limited Power Only vs. Darkness Penalties (-1), OAF ( x10 Telescopic Sight; -1), Limited Power Only When Shooter Braces And/Or Sets (-1), Real Weapon (-1/4*) (Real Cost: 1) plus +14 versus Range Modifier for Sight Group (21 Active Points); OAF (x10 Telescopic Sight; -1), Limited Power Only When Shooter Braces And/Or Sets (-1), Real Weapon (-1/4*) (Real Cost: 6) plus +14 to offset Range modifier with SRS-338 LM (14 Active Points); Limited Power Only When Shooter Braces And/Or Sets (-1), OAF (x10 Telescopic Sight; -1), Real Weapon (-1/4) (Real Cost: 4) plus Invisible Power Effects (Invisible to Normal Sight; +1/4) for up to 70 Active Points of SRS-338 LM, Reduced Endurance (0 END; +1/2) (25 Active Points); OAF (Flash Suppressor; -1), Limited Power Only vs. Muzzle Flash (-1), Real Weapon (-1/4*) (Real Cost: 8) plus +1 OCV with SRS-338 LM (2 Active Points); OAF (Folding Bipod; -1), Limited Power Only When Shooter Sets With Bipod (-1), Real Weapon (-1/4) (Real Cost: 1) plus +2 to offset Range modifier with SRS-338 LM (2 Active Points); Limited Power Only When Shooter Braces With Bipod (-1), OAF (Folding Bipod; -1), Real Weapon (-1/4) (Real Cost: 1)
    (x2 number of items)
    When used with the Set & Brace maneuvers the combined total bonuses = +3 OCV and +21 vs. Range when using the Telescopic Site and Bipod. The default Range Modifier @ 2000m = -16. The weapon's maximum range = 1600m. The rules for this range do not take into account other extreme ballistic factors like air friction, weather, gravity and spin of the Earth.
    Actual Damage = RKA 3d6-1, +1 Increased STUN Multiplier
    OCV +1
    OCV +1 Only When Shooter Braces With Bipod
    Range +3
    Range +14 Only When Shooter Braces And/Or Sets with x10 Telescopic Site
    Range +2 Only When Shooter Braces With Bipod
    http://www.imfdb.org...px-DTA_SRSB.jpg
    http://www.imfdb.org...hnWickDTA-3.jpg
    http://www.herogames...-1472793167.jpg
    http://www.herogames...-1472793184.jpg

     

    HM
     

  7. I don't see Unified, so I take it that's in 6e?

     

    So if it doesn't go inside the Multipower, how would it be clear on the character sheet that it's actually for the Multipower? The multipower is a weapon, and Detect is its Targeting Scan. Two separate Foci look like two completely unrelated things since there's nothing that indicates they're part of the same whole.

     

    Unified is the 6e replacement for the Elemental Control Framework.  Since it is a Limitation it can be combined with Multipowers and Variable Power Pools with GM permission.

     

    From the now defunct 5er FAQ answered by Steve Long:

     

    Q: If a character wants powers outside his EC (whether in another Power Framework or otherwise) to be affected by negative Adjustment Powers (Drains and the like) as if they were in the EC (to represent a linkage of the overall special effects of his powers), how can he buy that?

     

    A:  To simulate this sort of linkage, take this Limitation on all relevant powers outside the EC: Affected By Negative Adjustment Powers Used On [Name] EC (-1/4).

     

    If a character wants his EC to suffer negative effects when any of the outside, related, powers suffer them, he should take the following Limitation on all such EC powers subject to the handicap: Affected By Negative Adjustment Powers Used On Any Outside Power Of [X] Special Effect (-1/4). (Feel free to define X more specifically if you want and the GM doesn’t object.)

     

    If a character wants the slots in his Multipower to work like an EC in regard to the effects of Drain (or the like), he really should buy an EC instead of a Multipower. But if the GM doesn’t object, he could apply a variant of these -1/4 Limitations to make the Multipower work like an EC in regard to Drains and the like.

     

    Of course, the value of these Limitations may change depending on the frequency with which Drains (and the like) are used in the campaign.

     

    Steve basically changed the name of this Limitation to Unified and removed EC's altogether in 6e.

     

    :)

    HM

  8. Welcome to the forum!

    Based on your use of inches instead of meters for ranges I assume that you have a copy of the 5e or 5er rules. 6e and CC (Champions Complete) use meters and AOE now separates range from area. The invisibility sfx described can be built a number of different ways. I would focus on what the defenses are to determine the best mechanism to use. Limited Images and Mental Illusions are also viable approaches. I recommend looking at whatever equipment list you can find regarding the 4d6 Killing damage as that's typically RPG level damage. A 50 Cal gun only does 3d6 K for comparison.

    Hope that helps.

     

    edit - If you want to see some really complicated Hero conversions of a few familiar characters see the hero designer content link in my signature below.

    HM

  9. Here is how I built the effect:

     

     

      Fantastic Malleability!: Variable Power Pool, 50 base + 70 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (155 Active Points); Limited Power Only for Stretching Special Effect Abilities (Cannot change Mass. Can any combination of slots with a combined Real Cost of 50 simultaneously.; -1); all slots Unified Power (-1/4), Conditional Power Powers Fade in Freezing Temperatures (-1/4)

     

    5 END

    6) Stretchy Wrap: +55 STR, Costs Endurance Only To Activate (+1/4) (69 Active Points); Limited Power Only For Grabbing & Squeezing (-1), Perceivable (-1/2) Real Cost: 23 0

    2 END

    7) Targeting of Stretchy Wrap: Area Of Effect Accurate (4m Radius; +1/2) for up to 90 Active Points of Strength, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Limited Power Only For Grabs (-1) Real Cost: 23 0
     

     

    HM

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