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Hyper-Man

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Posts posted by Hyper-Man

  1. What's murky about it?

    Only the base form can use the Duplication Power.

     

    If you need further proof then here's an excerpt from the 5er version.

     

    From 5er Page 152:

    DUPLICATION
    Type: Special Power/Body-Affecting Power
    Duration: Persistent
    Target: Self Only
    Range: Self
    Costs END: No
    Cost: 1 Character Point per 5 Character Points in the base character, up to 2x the number of Duplicates for every +5 Character Points

    A character with this Special Power can create duplicates of himself, which may have the same or different abilities than he does. Examples include a mutant superhero who can produce “carbon copies” of himself, a wizard with a spell that lets him separate his “astral form” from his body, or the ability to create a “double” of one’s self out of psychokinetic energy. Duplication does not cost END to use.

    For purposes of Duplication, the original character — the character who “produces” the Duplicates — is the “base character.” The base character creates all Duplicates; Duplicates do not come from other Duplicates.

     

    HM

  2. I didn't find an answer to this in my search and was hoping you folks could clue me in. I'm using 4e rules and it states that a duplicate has all the powers and abilities of the original character...does that mean each dupe can create more dupes? The rules dont mention anything about it but it would seem only fair because other powers are duplicated.

     

    Help a guy out.

     

    See the 3rd paragraph from the Power description.

     

    From HERO System 4e page 64:

    DUPLICATION

    A character with this Special Power can create duplicates of himself. Each duplicate is as free-willed as the original character, and the player can run each Duplicate simultaneously.

     

    The player must make up a different full character for each different form the character can take. The character must choose one of the forms to be the base form; this will be the one built on the most total points. To gain another form, the base character must pay 2 Character Point for every 5 Points in his second form. The minimum cost for a second form is 20 Character Points. For his third and succeeding forms, the base character should pay 1 Character Point for every 5 total points in the new form(s). The minimum cost for the third and succeeding forms is 10 points per form.

     

    The maximum total points the second and succeeding forms can each have is equal to the total points in the base form, minus the Duplication cost.

     

    :)

    HM

  3. From 6e1 page 169:
     

    At the GM’s option, a Barrier’s defense can be defined as Flash Defense, Mental Defense, or Power Defense for the same cost (3 Character Points per 2 points of Resistant form of those defenses). However, in many cases this simply serves to protect the Barrier itself, since the very nature of the Barrier prevents many “exotic” attacks from getting through it even without these defenses (see below). Standard Barrier rules still apply; a Barrier that provides, say, Power Defense but no PD is going to shatter quickly if hit with a Physical attack. (If a character wants to create a “barrier” that just provides Flash Defense, Mental Defense, or Power Defense, he typically shouldn’t use Barrier; he should buy the defenses with some form of the Usable On Others Advantage, such as Usable By Nearby (6E1 358), or with the GM’s permission apply Area Of Effect to a Defense Power (see 6E1 147).)

    Even if a Barrier’s defenses aren’t defined as Flash Defense, Mental Defense, or Power Defense, a Barrier still has protective properties that may thwart attacks that apply against those defenses. For example, a Barrier with the Opaque Adder to the Sense Group affected by a Flash prevents characters on the other side of the Barrier from perceiving the Flash. Similarly, an Opaque Barrier blocks Line Of Sight with the defined Sense (Group), thus preventing a character with Mental Powers from attacking through it unless he can get around it somehow (for example, by flying into the air and looking over the Barrier at his target). Similarly, since a Barrier is a physical object, attacks that work against Power Defense can’t “go through it” any more than they could go through an ordinary wall (though it would be possible to attack the Barrier directly with them in some cases, such as using a Drain BODY to reduce the Barrier’s BODY).

    With the GM’s permission, a character can buy Flash Defense, Mental Defense, or Power Defense only for his Barriers for a -1 Limitation on the defense. That protects a Barrier from attacks made against it specifically (like a Drain BODY intended to weaken it, or a Mental Blast that Does BODY). If that sort of Barrier is used to englobe a target (see below), the victim has to “penetrate” the defense before he can affect targets outside the globe. For example, Mental Defense on an englobing barrier would subtract from the effects of Mental attacks made by an englobed victim against targets outside the globe.

     

    :)

    HM

  4. Huh? Ricocheting bullets is just the sfx of Resistance on his massive PD...

    In Superman:TAS he was able to Deflect and Reflect Darkseid's Omega Beam back at his own face. His hands were still injured in the process but it is one of countess examples of him being able to stop energy attacks with his hands.

     

    edit - Here is the full fight I am referring to:

     

    It's arguable that Superman doesn't actually have Deflection or Reflection at this point and just makes a Power Skill roll to do the Reflection that I referenced earlier.

     

    I like the Range by default part of the new method as it makes modeling the abilities of Captain America and Green Lanter much easier.

     

    HM

  5. 15 Almost as good as New!: Aid BODY 2d6 (standard effect: 6 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Technology (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Years; +3 1/2) (75 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), OAF (Roll of Duct Tape; -1), Only Restores To Starting Values (-1/2), Gestures (Requires both hands; -1/2), Requires A Roll (14- roll; -1/4), 64 Boostable Charges (+3/4) - END=[64 bc]

     

    :)

    HM

  6. I may be off base but isn't an exorcism very similar to a D&D Cleric's ability to 'Turn Undead'?  If so, the easiest way to make this work in HERO is to give the Undead a Disadvantage that makes them particularly vulnerable to PRE attacks from 'Holy' men.  Being a 'Holy' man would be a Perk.  That's the basics at least. 

     

    HM

  7. But people have iron in their bodies...

     

    I was modelling the version of Magneto in the movies where he couldn't affect people directly until his assistant injected metal directly into one of the plastic gun wielding guards that brought him food.

     

    :)

  8. This seems like a variation on the Magneto powerset - except vs. earth instead of metal - like Terra from the original New Teen Titans.  You could create an entire Framework (Multipower or VPP) worth of different effects that could be created with such a power.  The basic limitation being that substance X (X being 'earth' in this case) is needed to to use the power. The issue I ran into when trying to build a Magneto-lite character years ago was defining how easily the character could destroy 'metal' to then be used as the means for other effects (example: to use TK to grab a target the character had to have metal available to grab them with unless they were made of metal like Iron-Man, Wolverine or Colossus).

     

    :)

    HM

  9. I hear what you are saying, but that s more of a player issue than a game system issue ;)

     

    Many games suffer their own versions of this, including D&D, any edition.  The real issue is non-attention by the people who are supposedly playing.   That is why I am really down on devices at the table.  I mean if you want to text with your boyfriend, feel free to leave the table and sit over there. You obviously are not playing the game and so on  :shock:

     

    For most games if a player repeatedly goofs off and then wants to spend 25 minutes deciding their move I simply say, "Ironfist holds his phase, phase 8 you're up".   I do this is any of the games I run.  If we are in action, dramatic action such as battle, you should be ready to go when your turn pops up.  And the phrase "What happened" just chaps my hide.  You were sitting right there, weren't you paying attention? 

     

    Another thing that irks me is the player that thinks we are playing chess and as long as he keeps his finger in the marker he can measure and remeasure all day.   It is Superheroes in a super-fight.  No you cannot measure everything before making a decision.  Falling short is classic supers.

     

    I once had a player start counting to see which bystander he had enough movement to get to.  Really?  Heroes act and then we see if they succeed.  We are talking role playing not munchkinville.

     

    Decide on an action and then we all get to see if you succeed.

     

    grrrrr..... rant over.

     

    Sorry Hyper-Man.  Just one of my buttons. 

     

    I am in total agreement with you.  Individual Phase decisions should always be quick!.  I was just speaking about the initial cause is all.

     

    :)

    HM

  10. The Speed Chart can be cumbersome at the game table if everyone treats a character's individual Phases as the default 'round'.  I think the better idea is to think of the HERO Turn as the default 'round'. That way players can step back their focus on individual Segment by Segment action.  No one should be spending 10 minutes deciding the best course of action for 1 Phase worth of action for their character (unless maybe it's the BIG BOSS fight at the very end of a long storyline).

     

    :)

    HM

  11. The 5e FAQ has the following entry:

     

    Q: If a character performs a Move By/Through, can he add his Hand-To-Hand Attack damage to it?

    A: Yes, provided the GM believes that makes sense based on the special effects of the HA and the Combat Maneuver. For example, if the HA is defined as a club, a character might be able to run past someone and smash them with it (Move By), but couldn’t use those HA dice when tackling someone (Move Through). In some cases, such as the Battering Ram speedster power in The UNTIL Superpowers Database, a character might buy HA with a Limitation indicating that it only works with Move By/Through. In any event, the damage from the HA dice should not be halved, though the GM is free to do so if he feels that’s necessary to maintain game balance.

     

    HM

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