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Hyper-Man

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Posts posted by Hyper-Man

  1. He's always fast enough to interpose himself between Lois and any harm heading her way (this would be handled via DFC in combat situations and is another reason I built my version with +4/5 Overall Levels).  In one of the 1st or 2nd season Animated Justice League episodes where they first tried "practicing" together Clark complained about always having to keep an eye out for everyone else in case they needed saving.  Of course, nearly everyone was trying to outdo each other.

     

    HM

  2.  

    I incorrectly assumed that since Increased Maximum Effect was no longer an advantage that Boost had no limit. Cumulative is not legal for Aid/Boost either. 

     

    Thinking about it some more I think Christopher's idea for a custom cumulative/delayed effect directly applied to the Blast might be the easiest approach.

     

    HM

     

    Ok, it looks like Increased Maximum Effect is only mentioned once in 6e and the cost is never referenced. This is likely the reason it was never included in Hero Designer for 6th edition characters, I added it using the Custom Advantage option.  I added Constant as a separate Advantage to eliminate the need for separate Attack Actions after the Boost is first Activated.  I thought Uncontrolled was needed as well but apparently not.  I applied the Lockout Limitation as a way of forcing a 'reset' of the Boost each time the Blast is used.

     

    From 6e1 page 168:

    Boost does not keep adding and adding more Character Points every Phase automatically. The END the character pays simply maintains the points added by the first roll. To add more points, the character has to use an Attack Action, roll the dice again, and pay more END. The maximum effect for the Aid still applies.

     

    Here is the updated RAW build:

     

    15    Capacitor Blast: Blast 3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); Lockout (-1/2) - END=0

    20    Charge: Boost  Capacitor Blast 5d6 (standard effect: 15 points), Increased Maximum Effect (custom) (x2 [60 Total]; +1/4), Reduced Endurance (1/2 END; +1/4*), Constant (+1/2) (60 Active Points); Only to Aid Self (-1), Lockout (-1/2), Costs Endurance (to maintain; -1/2) - END=2

     

    Charge costs 2 END the first Phase, 4 the second, 6 the third and 8 END on the fourth once the maximum +60 effect has been reached.  Whenever the Blast is actually fired the Boost cycle ends due to the Lockout.

     

    HM

  3. The traditional way of accomplishing this result, and the one suggested by the source book IIRC, is the one suggested by the OP.

    You purchase the ability as a Compound Power, with each step requiring more Extra Time than the last. For example:

     

    Kamehameha!

    Blast 3d6 (Energy) (15 APs) plus​ Blast +3d6 (Energy) (15 APs); Extra Time (Full Phase; -1/2) plus Blast +3d6 (Energy) (15 APs); Extra Time (Extra Phase; -3/4) plus Blast +3d6 (Energy) (15 APs); Extra Time (1 Turn; -1 1/4). Total Cost:  40 points (15+​10+8+7).

     

    Normally you have to decide on the level of the Blast you're attempting when you begin activating the power; since you would technically be activating each level simultaneously and then waiting for the slowest component to finish charging. Thereafter you would be locked into the amount of Extra Time that level of Blast takes to fire, be unable to fire off any other attacks (including sub levels of the power which have already finished charging), and if you take BODY or STUN while activating the power, the entire would be interrupted. However, as the GM you are within your rights (per the Core Concept of "You Can Change Anything) to make an exception to the rule and allow them to fire their partially charged blast (dealing the amount of damage appropriate to the amount of time they spent charging.

     

    Hyper-Man's Blast + Boost combo also works, however it is worth noting that a 5d6 Boost has a Maximum Effect of 30 APs, which is only enough to add +6d6 Blast (or +4d6 Zero END Blast)* to the power, regardless of how long you spend charging it. However the advantage of this construct  is that once you've charged up the Blast, you can continue to fire off full-power blasts every phase until you stop maintaining the Boost.

    *Unlike Added DCs from CSLs and Martial Arts, the effects of Adjustment Powers are prorated against all modifiers (including Reduced Endurance), instead of just a limited list of modifiers.

    A minor correction though; Boost is already Constant (as a result of taking Costs END To Maintain), so it doesn't qualify to take Constant again, nor does it normally build up to its maximum effect over time like a Constant Aid would. So Hyper-Man's construct should be taking Cumulative instead; which luckily has the same value and can be combined with Increased Maximum Effect to achieve more APs the longer it is charged.

     

    I incorrectly assumed that since Increased Maximum Effect was no longer an advantage that Boost had no limit. Cumulative is not legal for Aid/Boost either. 

     

    Thinking about it some more I think Christopher's idea for a custom cumulative/delayed effect directly applied to the Blast might be the easiest approach.

     

    HM

  4. Here it is using Lockout instead of Extra Time:

     

    15    Capacitor Blast: Blast 3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); Lockout (-1/2) - END=0
    20    Charge: Boost  Capacitor Blast 5d6 (standard effect: 15 points), Constant (+1/2), Uncontrolled (+1/2) (60 Active Points); Only to Aid Self (-1), Costs Endurance (to maintain Boost) (-1/2), Lockout (-1/2) - END=6

     

    And the two ways of reducing the END cost.
    15    Efficient Capacitor: Costs Endurance Only To Activate (+1/4) for up to 60 Active Points of Charge (15 Active Points) - END=1
    15    Efficient Capacitor (alternate): Reduced Endurance (1/2 END; +1/4) for up to 60 Active Points of Charge (15 Active Points) - END=0

     

    Technically the first Reduced END option has no limit - as long as the character pays the 6+1 END cost each Phase the Blast gets another +3d6 until it is actually used. 

     

    HM
     

  5. I think the 'Boost' form of Aid is what you are looking for.

     

    example:

     

    22    Capacitor Blast: Blast 3d6, Reduced Endurance (0 END; +1/2) (22 Active Points) - END=0
    22    Charge: Boost  Capacitor Blast 5d6 (standard effect: 15 points), Constant (+1/2), Uncontrolled (+1/2) (60 Active Points); Only to Aid Self (-1), Costs Endurance (to maintain Boost) (-1/2), Extra Time (Delayed Phase, -1/4) - END=6

     

    The drawback to this method is that the character has to pay the escalating END cost of the Boost each Phase (6, 12, 18, etc..).

     

    Hero Designer does not allow Reduced END to be applied to a Power that already has Costs End to Maintain (what turns Aid into Boost).  With GM permission you could apply a Naked Advantage.  Regular Reduced END would only lower the escalation cost (3, 6, 9 etc..).  Costs END Only To Activate would mean each Phase's additional Boost would only be 6 END (actually 7 including the cost of the Naked Advantage).

     

    15    Efficient Capacitor: Costs Endurance Only To Activate (+1/4) for up to 60 Active Points of Charge (15 Active Points) - END=1

     

    The only thing else to consider is a custom Limitation on Charge to force a 'reset' of the Boost cycle whenever the Capacitor Blast is actually used. 

     

    Edit - I think the Lockout Limitation (-1/2) applied to the Blast and Boost would work and eliminate the need for Extra Time.

     

    :)

    HM

  6. Wolf Girl has 45 STR, and Claws built as 1d6K Penetrating. That’s 12DCs at +1/2, which works out to 3d6K Pen with STR. (And yes, she bought Pen for the full STR+HKA, not just the HKA part.)

     

     

    IF the Penetrating Advantage was purchased for the STR as well as the HKA THEN she should do a total 4d6K Penetrating as no prorating is needed.

     

    re: Move By

    Technically 23 STR will become 1d6+1K w/Pen.

     

    The 20m Running is the only part that gets prorated for the Penetrating advantage meaning it really only 1 DC w/Pen. 

    I might allow the extra here to combine with the extra "3" STR to make for a total 3d6K Pen Move By (or 13 DC total normal for 1/3 damage purposes).

     

    :)

    HM

  7. I would like to agree with you there Spence (because I prefer the 6th edition ruleset to 5th edition's), but the 6th edition supplements had this really bad habit of splitting up useful information across multiple books. For example, in Fantasy Hero​ 5th edition, there is a table for Climbing Modifiers in the section on Skills. In Fantasy Hero​ 6th edition, they omitted that table in favor of making reference to The Hero System Skills​ (which contains the exact same Climbing Modifiers table as the 5th edition version of ​Fantasy Hero).

     

    This is one of those can't please them all kind of issues.  Some folks would complain if the Climbing Modifiers table had been left out of Hero System Skills.  And putting it both places is not a design philosophy that HERO could afford to do.  Climbing is arguably a multi-genre applicable Skill. Why put it in Fantasy Hero and not other genre books like the upcoming update to Danger International?  That is the path to madness...

     

    Anyway.  6e is my favorite rule set but I am torn when it comes to which edition has the best library. I like them all.

     

    HM

  8. I guess my favorite versions of the character are the original John Byrne run on the comic and the DCAU version. In Byrne's post crisis reboot Clark's main power is really flight. When Darkseid first captures Clark and attempts to brainwash him he initially ends up with an underpowered lacky who can't fly. Byrne's original "Man of Steel" comic also established that at least part of Clark's strength was Psychokinetic in nature due to his ability to lift large ships without cracking the hulls. This also borrows from Byrne's earlier run on Fantastic Four where he had them encounter Gladiator (just one of the many* Marvel pastiche supermen) who was able to lift The Baxter Building without destroying it (something only feasible with some form of TK).

     

    I never liked the direct TK angle but I did like the idea of the energy behind the power of flight being concentrated way beyond the typical 'bracing maneuver from HERO'. And taking that to the logical conclusion (E=mc...) then enough energy concentrated would begin to have mass. As a side note, I did give the character the ability to fly/hover outside of the VPP partly to address the issue of property damage from DI.

     

    I could have sidestepped the issue by just adding 'Strength' as a Power to the VPP instead but that seemed too easy and distasteful when DI did everything else I wanted.

     

    *I personally count Vision as a Superman pastiche of a lower order so borrowing a Power based on him for the character he's partially based on seems fair. Heck, Iron Man is one as well considering his name is just another way of saying Man of Steel.

     

    :D

    HM

  9. I never used density increase for anything except to represent, you know, extra dense characters.  As a GM I have always been pretty strict about the real world limitations of both density increase and growth.  No, you cant ride in a taxi.  No the elevator can't hold you.  No, you can't fit through the doorway.

     

    Just as the old 'Force Field' and 'Armor' Powers do not by default have a force field and armor sfx there is no reason that the Density Increase Power has to have a density special effect. 

     

    I cant think of a good Growth example right now but I have used Shrinking combined with a huge Size to represent the dichotomy of the TARDIS being small on the outside but HUGE on the inside (because 'HERO mechanically' all passengers are shrunk when they enter the 'police box'.

     

    HM

  10. That's true  - though I can't recall the last time any of my players took a constant power meant for continuous combat phase usage without taking the 'end only to activate' advantage or continuing charges: it's why I hadn't even really considered the end cost when I posted (but games aren't balanced around anecdotes or group building quirks).

     

    Even factoring in the cost of that advantage you still come out way ahead of someone who tried to buy each component separately (let's use 70 AP):

     

    Density Increase (102,400 kg mass, +50 STR, +10 PD/ED, -20m KB), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points)

     

    or to save a few quite a few points (at the risk of losing the bonuses by being Stunned):

     

    Density Increase (102,400 kg mass, +50 STR, +10 PD/ED, -20m KB), Costs Endurance Only To Activate (+1/4) (50 Active Points)

     

    vs

     

    Floor Friendly Density Increase (Total: 90 Active Cost, 90 Real Cost) +50 STR (Real Cost: 50) <b>plus</b> +10 ED (Real Cost: 10) <b>plus</b> +10 PD (Real Cost: 10) <b>plus</b> Knockback Resistance -20m (Real Cost: 20) .  (You wouldn't build this power and go over the 70 cap.  You'd buy the components individually or at least push the KB resistance out of the compound power to keep to cap.  It's just for math purposes.).

     

    Either of the 'Densities' could throw in 12 m of flight and come out ahead without threatening the landscape.  That's why I consider it a 'no brainer'.

     

    I don't recall ever seeing this type of use of DI used on any published or forum posted characters before or since I first used it in my original 'namesake' character build back in 2004. I don't see how it could be considered a no brainer if practically no one else is doing it.

     

    Also, as a slot in a framework where only 2 slots can be active at 1 time typically, there is a strong desire to use 2 aspects of superspeed as well (4 overall levels & some form of movement).  Using DI is an easy choice but is not always going to be the best choice.

     

    HM

  11. weighing a bajillion tons doesn't inconvenience you if you can fly, and that makes DI a no brainer for 'flying super bricks' (and always has). 

     

    Actually It does as long as END is being tracked. END has to be paid on DI as well as any extra STR provided by it.  That extra END cost can add up very quickly.

     

    HM

  12. Then it would stop the attack, just like it would stop any ranged attack. That is not one of my problems. Even were I to use teleport it would have the limit of must move through intervening space.

     

    It shouldn't just stop the attack. It should arguably force an uncontrolled movethrough by the speedster vs. the forcewall that could potentially damage the speedster depending on their 'speed' (the sfx of the attack) which is difficult at best to determine based on this type of build.  Obviously you want a more abstract approach so I will refrain from further posting on this thread.  Follow this link if you want to see my approach to building a rookie version of the Flash.

     

    HM

  13.  

    edit.

     

    You just hit upon why I don't typically use EB/Blast for HTH based speedsters. 

     

    What if there was a Force Wall/Barrier with IPE between the speedster and the target? 

     

    The point being that the Limitation you are looking for is not actually on the 'attack' but rather the actual movement used to deliver it.

     

    HM

  14. Is this intended as a 'combat time' skill?

     

    If not I'm not sure that it needs a unique power based build.

     

    Having worked in tech support for many years I would recommend adapting a version of the Instructor Skill to allow the character to constantly confirm that the character being given remote directions is actually following them properly.  This could be a complementary skill roll or wholly separate skill roll as being an expert on 'doing' something does not automatically make one an expert on telling someone else 'how to do something'.

     

    HM

  15. I would recommend a custom limitation 'can be affected by damage shields' if your speedster has aoe/ranged powers with the sfx of running to and from the target(s) quickly.  I went the route of using teleport with the must cross intervening space limitation when building my rookie Flash for much the same reason as it invokes the same drawback.

     

    HM

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