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Hyper-Man

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Everything posted by Hyper-Man

  1. I am pretty sure that Barrier can be centered on the owner of the power the same way that Darkness can via Self Only and other Modifiers. It's basically a version of what Violet did in The Incredibles except that the Barrier is Opaque. It's expensive but doable. Figuring out how for the character to see out of the Barrier is another complication. Again, doable but likely expensive. HM
  2. Are they also built with a shortened lifespan Complication due to living the majority of their life at superspeed? HM
  3. Don't forget the 'new power on the block' Damage Negation. It would work great to simulate Flash turning 'desol' just a fraction of a second too late to prevent 100% of an attack so some damage might still have a chance to get through his other defenses. HM
  4. So it looks like there is some ability to turn off persistent powers. I guess if you didn't want shenanigans to happen with your defenses, you'd make them inherent? Also from 6e1 page 128: It sure sounds like you are attempting to assign a 'special effect' to the word persistent. Keep in mind that in the context of the HERO rules it is just a mechanic. HM
  5. Unless the Always On Limitation is taken (even if just as a notation at the (-0) level) a character can turn off Persistent Powers. There was a great example of this in the 2007 tv series Painkiller Jane. The title character has Wolverine-like Regeneration with a twist. She can consciously turn the ability off which was a key plot point of an episode. https://en.wikipedia.org/wiki/Painkiller_Jane_(TV_series) http://blogcritics.org/tv-review-painkiller-jane-portraits-of/ HM
  6. Oops! I made a dyslexic arithmetic error while thinking mostly about fractions and I'm used to Hero Designer automatically combining Martial Damage Classes with Martial Maneuvers so I was looking at your Strike line instead of the one after it. 4d6K AP is correct for the Martial Strike. HM
  7. I am not that familiar with exactly what abilities Venom provides to Peter on top of his own besides removing his need to wear the webslingers. If you can figure that part out you could probably covert this Rookie version of Peter by removing the webslingers and adding a 100 more points to build the 'symbiote' HM
  8. Your numbers are correct! The easiest method I've come up with for dealing with Advantaged Attack damage adding is to break it down as follows: Determine the total Advantages that count towards damage and use it to create the fractional ratio that added DC's convert to Advantaged DC's. (Not the best terminology I know. I would otherwise use 'dice' but that only applies to normal HA's with Advantages and not Killing Attacks). So in the case of AP (+1/4) the Active Cost gets multiplied by 1 and 1/4 or 5/4. The reciprocal of that is 4/5th which is the rate at which any additional DC's convert to Advantaged DC's. I try to include this "Rate" in the Notes of the HA or HKA on the character sheet so it can easily be applied to multiple combat maneuvers. If the Total Advantage is (+1/2) then the rate become 2/3rd If the Total Advantage is (+3/4) then the rate becomes 4/7th (+1) becomes 1/2 (+1 1/4) becomes 4/9th (+1 1/2) becomes 2/5th etc.... You'll notice that 4/7th and 4/9th are ugly rates to deal with so I try to always keep the damage advantages at the 'neat' break point (+1/4, +1/2, +1 or even +1 1/2) values when possible. 4 DCs from STR 4 DCs from Martial Stike (includes the +2 Martial DC's) 6 DCs from Offensive Strike (includes the +2 Martial DC's) 8 * 4/5 = 32/5 which rounds down to +6 DC's with the AP Advantage using Martial Strike. 12 DC then becomes 4d6K AP (*edited) 10 * 4/5 = +8 DC's with the AP Advantage using Offensive Strike. 14 DC then becomes 4 1/2d6 K AP HM
  9. I never completed my PhD from the Goodman's School of Point Efficiency but I could probably build the Crisis version of Barry Allen for 750 points easy. HM
  10. I'll check it later when I have access to my pdfs HM
  11. Just because he is capable of reacting that fast doesn't mean that he always is. There was a Wally West post Crisis story where he was in a movie theatre and noticed a sharp pain in the back of his neck. This turned out to be one of many bullets fired by the bad guys. Wally had basically entered the SpeedZone automatically. He didn't know he was capable of going that fast and couldn't maintain it very long. There was a Justice League Animated episode that revealed his fear of being stuck in that rate of speed where everyone appeared to be statues by comparison. HM
  12. While Speed is relatively cheap, having more of it can have a cascade effect on the costs of all the other END using abilities of the character by requiring more Reduced END and/or Recovery. HM
  13. That's only true if trying to match the SPD standards of the Champions Universe. Considering that it's biggest influence is the early Marvel Universe I posit that a DC Universe speedster like The Flash is easier to model when the campaign average SPD is lowered across the board. The higher that average is, the higher the buy-in cost for a speedster becomes. My rookie JLA builds assume a campaign average 4 SPD with The Flash starting with a 6 that can be boosted to a 12 via his VPP. This is easily done on 400 points in 6e. HM
  14. My rookie version of The Flash linked to above can achieve a 39 DEX for Initiative, a 12 SPD and most of the other abilities you have mentioned. I chose not to include any TK based abilities because he still technically needs to touch a target if not using a wind sfx so 'Damage Field' based attacks should still affect him. There are very detailed EDM based 'Enter the Speedzone' (aka Speedforce) rules in the 5e Ultimate Speedster and 6e Advanced Players Guide 1. I would not recommend using them unless ALL of the PC's are speedsters of some sort. HM
  15. That's a tough question. It's similar to asking "How many points do the Guardians of Oa pay to create and power the Green Lantern Rings?" Unless a GM plans on running a story exploring the death of nearly all the Oans then it really doesn't matter. DC comics did a limited series called the The Trials of Shazam where Billy had to re-earn each of the powers from the 'gods' you mentioned. It was interesting but not really something ideal for a team based rpg story. HM
  16. Check these out: https://en.wikipedia.org/wiki/List_of_Hero_System_Products https://web.archive.org/web/20101130192140/http://rhinobunny.com/derek/hero/herogameslist.html https://rpggeek.com/collection/user/HyperMan?rankobjecttype=subtype&rankobjectid=17&columns=title%7Cthumbnail%7Cstatus%7Cversion%7Crating%7Cbggrating%7Cplays%7Ccomment%7Ccommands&geekranks=%0A%09%09%09%09%09%09%09%09%09RPG+Rank%0A%09%09%09%09%09%09%09%09&ff=1&subtype=rpgitem The 3rd link is my mostly HERO rpg collection (both owned and wishlist) and contains every HERO product to date including 3rd party stuff. I try to keep it updated as often as I can. You can search the site more specifically as well. HM
  17. There is not a lot of difference between those books. I think the 6e version includes some gun rules stuff that otherwise was only available in Dark Champions but i'm not positive. HM
  18. These rookie versions of Superman and The Flash both incorporate 'superspeed' into their builds. HM
  19. I seem to remember reading somewhere a rule for using INT as a tie-breaker for Initiative for characters with equal DEX. HM
  20. This is how I've modeled his powers. Because KB Resistance is considered a Special Power it is not legal per RAW (rules as written) to be included in a Framework. Other options include using Density Increase (that isn't necessarily based on a 'density special effect'), Damage Negation (since it reduces the number of damage dice it also effectively reduces Knockback) and a Self-Only Barrier (the 6e version of Force Wall that also effectively functions as KB Resistance). HM
  21. I am not sure that I understand your question. If it is "Is it legal to put Defenses in a Framework?" then the answer is yes. Whether the PD and ED are noted separately really only makes a difference in a Multipower IF the slots are Fixed or Variable. See the following examples for an illustration of this. 60 Example 1: Multipower, 60-point reserve 6f 1) Resistant Protection (20 PD/20 ED) (60 Active Points) - END=0 60 Example 2: Multipower, 60-point reserve 3f 1) Resistant Protection (20 ED) (30 Active Points) - END=0 3f 2) Resistant Protection (20 PD) (30 Active Points) - END=0 60 Example 3: Multipower, 60-point reserve 12v 1) Resistant Protection (40 PD) (60 Active Points) - END=0 12v 2) Resistant Protection (40 ED) (60 Active Points) - END=0 60 Example 4: Multipower, 60-point reserve 6f 1) Resistant Protection (16 PD/16 ED), Allocatable (Allocatable Resistant Protection can have its points of defense re-allocated in any way, without changing its maximum or adding new categories of defense.; +1/4) (60 Active Points) - END=0 HM
  22. I just did a smaller shift than normal for "NND" (Very Common -> Uncommon) and added the "Magic Resistance" name. HM
  23. Here's a version I did a while back 6 Magic Missile for 6e: RKA 1d6-1, Area Of Effect Accurate (4m Radius; +1/2), Attack Versus Alternate Defense ("Magic Resistance"; All Or Nothing; +1/2), Does BODY (+1) (30 Active Points); 1 Charge (-2), Limited Power Only Affects Living Targets (-1), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4), Limited Range (-1/4) - END=[1] HM
  24. Easy. Create a campaign specific 'always hits' advantage and sprinkle in a few others to top it off. HM
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