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Hyper-Man

HERO Member
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Everything posted by Hyper-Man

  1. 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
  2. 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
  3. Nice. You may want to take a look at my Rita Farr write up in the download section for tips on how to get the primary growth effects to show in the characteristics block. HM
  4. 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
  5. I'm pretty sure I hit all the major stuff with my rookie version. http://www.herogames.com/forums/files/file/11-clark-kent-6e-400/ https://forum.rpg.net/showthread.php?795840-HERO6E-My-rookie-JLA-builds&p=20706531#post20706531 HM
  6. There is no reason that the random hit location roll can't be combined with the called shot rules in a seamless fashion. Forum member Etherio did something regarding this several years ago that can be found on this old thread: http://www.herogames...on/?hl=location The referenced hit location chart can be found at the bottom of this page: http://www.realschlu...ules/index.html HM
  7. 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
  8. 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
  9. 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
  10. 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
  11. I'm not familiar with that book so I don't know if it deals with the areas I am referring to. I am thinking more in terms of how to predict the results of particular groups of choices on the old 'campaign ground rules' worksheets that used to be included with previous HERO editions. More specifically, how to determine the maximum allowable levels of certain powers and advantages. One example would be no more than 1 level of Penetrating for non-special things - exceptions being things like adamantium. Get enough example of variations of limits like that defined for all powers and advantages and a HeroDesigner-like application would be useful. HM
  12. What HERO needs is a detailed set of rules for GM's on how to 'dial in' the campaign rules so they can achieve the type of game they want to run. In other words, give GM's the same type of structure that Player's have always had. Presenting a particular campaign setting like Champions with specific campaign rules spelled would be a good thing as a baseline that could then be referred to when GM's want to 'change the dials'. However, Champions is not the only genre or setting used by HERO. The GM rules I am talking about need to be truly generic to really be useful. HM
  13. edited - i was mistaken! HM
  14. There are some 'hidden' sweet spots of simplicity no matter what version of HERO being used. Besides the obvious 3, 5 and 8 characteristic breakpoints there are also good spots for active/real points when using frameworks, advantages and limitations (50, 60 and 75 as well as 1/4 1/2) The math is not hard but it can be frustrating for folks who do not like math. I treat HERO math as a puzzle because I like puzzles. HeroDesigner can make creating 5e and 6e characters easier but there still needs to be a desire to solve the puzzle. HM
  15. I am no expert but I did find information on several shooting stances when researching my HERO version of John Wick (Keanu Reeves movie). C.A.R. (Center Axis Relock), Weaver Stance and Isosceles Stance are the only ones I am aware of. Google and Wiki are your friend here. HM
  16. It sounds like you are still looking for a unifying special effect to explain permanent invisibility and controllable desolidification. Why can he control one and not the other? The only one I know of that fits that bill off the top of my head would be supernatural based. HM
  17. It sounds like problem easily solved by a framework with the Charges limitation. HM
  18. Still wrong. The Questionite Shield can be used to Block Ranged attacks targeted at the user of the shield. Deflection would absolutely be necessary to block an attack targeting someone else more than 1m away (the definition of Deflection). from 6e1 page 187 HM
  19. I think you are confusing my particular example of the power build in action with the actual base Power. Stunning has no default "minus" to the CON roll built in. HM
  20. That's the Stunning Rule I first mentioned in post #6 HM
  21. The Differing Modifier rules are great and well defined for creating 'spell' effects where the limitations on the 'caster' are different than those of 'target' of the beneficial effect. There is is just not a great way to list the total construction within Hero Designer as currently built. Do a search for my name and Differing Modifiers for more details. HM
  22. Here's one of the links: http://www.herogames.com/forums/topic/90492-extra-damage-only-for-stunning/?p=2406596 HM
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