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Gauntlet

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Posts posted by Gauntlet

  1. Nevermind. I found the following on page 107 of Champions Complete.

     

    INCREASED MAXIMUM EFFECT
    Applies To: Positive Adjustment Powers and Cumulative powers
    Value: +¼ per doubling
    Doubles the Power’s maximum effect.

     

    Is there a way in Hero 6th Edition to increase the maximum amount you can Aid with the Aid power without increasing the number of dice.

     

    For Example:

    You purchase Aid STR which can aid the character a maximum amount of STR of 18.

    Is there any advantage you can use to perhaps increase the maximum amount of the Aid to say 36 without increasing the number of dice. 

     

    The reason is I am looking for a way that a character can aid someone a large amount but can only do it a little at a time, having to use the power multiple times to get a maximum effect.

  2. If a character has both Damage Negation and Absorption, does the Damage Negation apply before or after the Absorption?

     

    For Example:

     

    If a character has 3 levels of Damage Negation and Absorption which of the following is true for an attack that does 10 BODY:

     

    1st) The Damage Negation Comes first so the max amount that can be absorbed is 7 (10 - 3 = 7).

     

    2nd) The Damage Negation Comes after the Absorption so the max amount that can be absorbed is 10.

  3. When working with Hero Designer for 6th Edition character, whenever I purchase the detect power and give it the focus limitation, it automatically drops the roll to 9 or less no matter what the character's INT is. I have tried multiple different characters, multiple different Campaign Rule files but they all do the same thing and I have even tried reinstalling Hero Designer, nothing has had any effect. I am using version: Hero Designer 6, Build 20171119.

  4. I am creating a power that can be used to drain a mutant of all their mutant powers but I have found that it would be impossible to so  as a drain. I had thought of doing it as a transform:

     

    • Anti-Mutation Field:  Severe Transform 3d6 (Mutant into Non-Mutant, Transform back by Getting Out of the Field), Constant (+1/2), Partial Transform (+1/2), Uncontrolled (+1/2), Area Of Effect (16m Radius; +3/4) (146 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-1/2)

     

    How does this look to you? I am using it for my villian group book for the IHA.

  5. 27 minutes ago, steriaca said:

    Depends on your world. In the Champions Universe, they have the Three Telepath System for information and evidence gathered by Telepathy and other means. All three telepaths have to agree upon the evidence before it can be summited as evidence.

     

    Super-police can use lethal force, but like when a police officer uses a gun to kill someone, they have to make sure that the kill is 'good' (i.e. there is no other way to apprehend the subject).

     

    Telepath is definitely one that could be a problem for law enforcement heroes. My thinking is that it probably would be like using a lie detector, they would have to have the villain's written consent to use something like telepathy to be able to use it in court.

  6. I am running a campaign where the characters are members of the CPLED (California Paranormal Law Enforcement Division) and just wanted to create a discussion as to how would a superpowered police officer have to act towards villains. What can be used as evidence and such.

  7. 15 hours ago, drunkonduty said:

     

    Congratulations! The board thanks you. Seriously. People round here love a good argument about finicky bits of the system.

     

    As to the actual point of the thread: you're correct, skill levels are definitely not priced well, as the other posters here have said. I'm sure it's been said on these forums in the past too.

     

    In my Fantasy Hero Basic I was trying to price skill levels in such a way that they are worth the buying. Truth is, I'm not sure I succeeded. Actually, I'm pretty sure I didn't succeed. 

     

    I guess I'll sit down and do a price comparison and see if I can come up with a rejigging that appeals to me.

     

    My current project is working out campaign guidelines for a Legend of the 5 Rings game. I'm using a tier based system to put limits on characteristics, skills, OCV, DCV, Damage Classes, etc. But I want to allow characters to exceed these limits in given areas (basically a class system but I prefer the term "niches.") So I'm letting characters purchase pre-designed packages that are basically skill levels, with characters being allowed to exceed tier limits by whatever is included in the package. So a use for skill levels that may make them worth the cost. My idea waits to be tested.

     

    (Hope this makes sense, written in a hurry.)

     

     

     

    Hell, every game has glitches and even with any little glitches it might have, Hero is still the best game out there.

  8. I am pretty sure that the definite answer is that it is based on the campaign you are playing in. If it does have characteristic maximum then 10 point all attacks skill levels have a definite use but if you are in a campaign that does not have characteristic maximums then you are better off purchasing OCV, DCV, and extra damage.

     

  9. 1 minute ago, steriaca said:

    As above, but note: if you want the effect to be long lasting, you should define a way to heal it beyond time. Forcently there are ways to define the healing (going to a psychologist and enduring long sessions of psychotherapy, have another mental transformation used upon the victim designed to restore sanity, etc).

     

    I would buy it as:

    AVLD (Mental Defense),

    Based on EGO,

    Invisible Power Effect,

    Damage Over Time.

     

    Already have that. I set to to require a remove curse spell which is part of my campaign.

  10. I am looking to create a power where the villain is able to make his targets permanently insane. I can't use Mind Control as it does not last very long so I am using Transform instead. The problem is that normally with Transform you have to roll double the targets BODY. This does not make sense for a power that is to make the target insane, it should require doubling the targets EGO. Is there an advantage for this. I can see one that will change it to use EGO Defense rather than POWER Defense but that doesn't quite work. I want it to be harder to transform targets with High EGO, not High BODY.

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