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Hyper-Man

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Everything posted by Hyper-Man

  1. 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: 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. HM
  7. 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: Steve basically changed the name of this Limitation to Unified and removed EC's altogether in 6e. HM
  8. Making a sfx argument for inclusion of sensory powers in frameworks is a slippery slope. It basically devalues points spent by other characters on senses outside of frameworks. Focus and Unified are both appropriate limitations. edit - For more on this see this recent similar thread - http://www.herogames.com/forums/topic/95969-detects-and-power-frameworks/?p=2609735 HM
  9. ? I think Time Limit denotes how long it takes to cast, not how long it lasts. Even if that is wrong it still shouldn't turn it into an instant 'fire and forget' ability. HM
  10. Have you checked the downloads section? If one isn't there you may find it on the Hero System Facebook group download section. HM
  11. BTW, 6e2 is available in softcover black and white via POD (Print On Demand). I'm not sure if the Hero store has it but I think RPGNow does. HM
  12. 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
  13. The long answer is it's complicated. If this is part of a framework then a Self Only aid approach might be easier as it doesn't lock up the Framework Reserve/Pool. HM
  14. 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
  15. I went with grab as well with my rookie Reed Richards in the downloads section. HM
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