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foolishvictor's Achievements

  1. When I hear, "Would you allow this?" my unconscious bias replies points in the direction of "Nope."
  2. Alternatively sleepwalking could be a side effect of using certain abilities. Power limitation: Side Effect, xD6 Mind Control + Cumulative (give it a high maximum result ensuring the character succumbs to the effect) + Trigger (after falling asleep and before waking up normally) I agree generally with LoneWolf's thinking and I am not knowledgeable about sleepwalking. That said, if it is set up as a physical complication then there should be some sort of condition (maybe just a roll of the dice) to set it off. In a sense I see this as combination of Accidental Change and a Physical Complication that is not handled very well by the existing rules. (It's a game. It is not a simulation of everything in the universe.) As a complication, something like sleepwalking will probably require the player and GM coming to an agreement.
  3. I don't see a value to this ability in combat unless you are facing someone who attacks your character remotely through some sort of remote camera or other system that would be affected by the invisibility. In contrast, regular invisibility in combat can be very beneficial. If your character is a burglar who consistently breaks into secure places where most of the security relies on remote surveillance then it has some value. Otherwise it does not appear to provide much benefit. I am with Grailknight and Chris on this. It looks like a character limitation.
  4. This is a great point however... the limitation is on the character with the power becoming invisible. From my reading of the OP there was no suggestion that the character with the power could not turn it on and off at will. If the character could not shut it off then I think an "Always On" limitation would be appropriate. You are clearly correct. The value of the limitation depends on context, not some number written in a book. Regarding Context: I am playing a campaign and one of the other characters in the group has LS: "No need to breath" and LS: "No need to sleep" with both having the -0.25 limitation "does not work in water." That limitation is in the book under "limited power" but I do not believe it was intended to be used this way... In my mind, "No need to breath" with "does not work in water" is worth -0.75 and "No need to sleep" with "does not work in water" is worth nothing unless there is a reason to sleep in water... That said, if the GM does not dunk the characters in water, suffocate them or make them need to sleep then perhaps these powers should be free... In my mind the value of a limitation is completely dependent on context.
  5. In most situations I don't see that limitation coming into play. In other words, "Power loses less than a fourth of its overall effectiveness" which is worth -0 The limitation itself is not that obvious and even if an attacker is aware of the limitation it is still a complicated matter to fight someone when you have to look into a mirror to do it. In contrast, if the character is visible using something fairly common like polarized sun glasses that might justify -0.25 Also, if the character is hunted and the hunters are aware of the limitation and happy to share their knowledge with the character's enemies that might be worth -0.25 Bottom line, it is a neat concept but I don't see it being that much of a limitation.
  6. I wasn't really intending to start a discussion and I assure you I am not knowledgeable in the realm of theology. That said, I'm game if you are. It is a fun discussion. The point that I was trying to make (and perhaps I did not do a good job) is that omnipotence would not necessarily lead to love or an emotional satisfying relationship with someone else. Consider a poor person who believes that having money will fix all of their problems. That person wins the lottery, inherits a massive business empire or... whatever. It is possible that having money will fix their problems but I am sure there are examples where it doesn't. In some cases it may make their situation worse. Even if the lottery winner had an infinite amount of money the problem is not that they would run out of money. The problem is that everyone close to them might feel entitled to some of it. This could leave the infinitely wealthy person feeling like everyone around them is more interested in their money than they are in the person as a person. That could progress to isolation or a distrusting the motivations of other people. An omnipotent person might face an endless mass of people asking them to cure their cancer or make them happy... Perhaps one needs to ask if an omnipotent person could retain their humility. If you have the time check out the movie Phenomenon. It is a good movie.
  7. If love is simple then what do they really need...? Seriously though, in my mind "love" is shared. It might be very difficult for someone who is almost omnipotent to find genuine mutual attraction with someone who is emotionally compatible but unable to understand the feelings and problems that the omnipotent character feels. My only point is that some people might find love easily but others really struggle.
  8. Option Power: Adaptive Defense VPP 10 Points, Cosmic Base control cost 15 Only for defensive powers -0.5 No Conscious Control -0 => Normally this limitation is worth something however in this context I don't give it any value. Real Cost: 20 When the character takes damage or is affected by an attack their power pool is automatically allocated to provide it's full value to a defense against that type of attack. Thus, a character with this type of defense would get a tremendous benefit if they are repeatedly attacked by (for example) mental attacks however the defense would be ineffective if they are hit by enemies with different types of attacks. If an attack features, for example, 6D6 energy blast with 6D6 flash then after the attack the pool would allocate 5 points to ED and 5 points to flash defense. If the character is attacked this way again they have extra protection. If the character is then hit by a pure energy blast they will have 5 extra points of ED. After the attack has been resolved the pool would change to 10 ED with no flash defense. If two characters successfully coordinate attacks which have the same special effect then the defense is only reallocated after the coordinated attack is resolved. This type of defense allows relatively low powered characters with unusual attacks to have more impact on a fight with a master villain.
  9. Each power is separate but has the lockout disadvantage. Do these powers lockout every other power this character has or just the others in this set? The combination of "costs endurance only to activate" and the increased endurance limitation is allowable in 6E but I would not allow it. Clearly that is something you and/or your GM may feel differently about. Other than that the concept is neat...
  10. Hero system is a set of guidelines. It is not intended to mimic reality perfectly. I once got upset with a GM regarding his interpretation of how IR vision worked. Part of the problem was that I had worked with IR systems and most people (including GMs) have not. At a certain point I stopped myself and wondered, "What am I doing?" The answer is that I was not being fair to my GM. (In my own defense, the GM told us that if we were playing Call of Cthulhu the entire party would have been killed and my character's IR vision would, in my opinion, easily have detected the threat based on what the GM told us about the encounter after the fact. That said, the GM and I did discuss our expectations for enhanced senses to hopefully avoid future confusion.) Just because the GM is responsible for presenting the world to your character does not mean the GM suddenly understands how IR vision works beyond the brief description given in the book. Similarly, a GM who is not a pilot probably would not know what an Immelmann maneuver is. The Hero system rules are already long enough as it is. If you want to simulate an Immelmann turn and other aerobatic maneuvers then the player and the GM should discuss those things in advance. Alternatively, the player should buy the advantage that allows any turn at any time and then apply a disadvantage to the that advantage: (Limited: Only to simulate real world aerobatic maneuvers -1/?, optionally combined with, Requires a combat pilot skill roll -1/2) This relies on the player to enforce the limitation but it means the GM does not need training as a pilot to be a good GM.
  11. The damage shield appears in Champions III (the supplement.) I remember this because I created a character with a damage shield before the concept was officially added to Champions and my GM at the time gave it a +0.5 modifier. Soon after he purchased Champions III and no changes were needed.
  12. What is the maximum amount of damage a PC can do in your campaign? What damage could the villain take from the environment? Once you have answered those questions give the villain sufficient defenses (and perhaps life support) to avoid or mitigate all of the damage. I think Tech's approach is the best and simplest. At some point you might need to give the villain a weakness or two. Also, if the villain can be restrained, what is to prevent the characters from encasing the villain in cement or something equally unheroic, or is that the point?
  13. Derek's suggestion makes a lot of sense because simplicity makes for a good game. That said, his solution misses the concept of the non-combat systems depleting the END Reserve when the powered armor is active but out of combat. If you are not afraid of keeping track of some numbers then I suggest adding a miscellaneous power draw on the END Reserve by a small amount when out of combat. For example it could draw 1% every 15 minutes. Thus, the END Reserve would be fully depleted after 25 hours. Using this approach, if the fully charged powered armor has an END Reserve with 1000 END and sits idle but ready for two hours (8*15minutes) then it will have consumed 80 END (8% of its total) while waiting. At that point a fight breaks out and the powered armor has 920 END remaining in the END Reserve. During the fight it consumes 350 END leaving it with 570 END. That's 57% of a full charge which is enough for it to sit idle but ready for another 14 hours before being depleted. Whether or not the limitation is worth -1/4 depends on the campaign. If the powered armor is needed for long missions and is difficult to recharge then the limitation could be higher. If powered armor is always used near a base where it can be recharged easily then it is probably worth nothing. It would also depend on how often combat occurs and how long combat lasts. Also, can the powered armor use it's non-combat systems (enhanced senses) while recharging? For most campaigns I think -1/4 as a limitation is reasonable. If there are missions with long durations or multiple, long combats between chances to recharge then -1/2 could be justified.
  14. Lonewolf, my suggestion to you is to forget the rules for a moment and imagine how you want the powers in the powered armor to function. I find it helps to put it in writing. It forces me to stick with a single idea. Once that is done consider when the powers work and when they won't work. How limited are the powers? To quote a book: A limitation which doesn't limit the character isn't worth any bonus. Simply requiring the a character have some END does not sound limiting to me but in your campaign it might be. How often do characters have zero END? Does every enemy have an effective END Drain? Both Stonewild and Simon have provided solid advice in their earlier posts.
  15. As a suggestion you should: #1. Build the power as you imagine it. Let your imagination go wild but write down what it is you want from the power. #2. Determine what the power looks like in Hero #3. Consider adjusting it if you feel it is too strong (or perhaps too expensive) or too weak. Here are a few questions to help: How large a radius should the nighttime effect field be? (Increased Radius? Megascale?) Is the effect gradual or does the field end abruptly? (Change Environment - Explosion limitation -0.25 for a "gradual" effect) Does the field affect other visual enhanced senses like UV and IR vision? (Normal Sight or the whole Sight Group?) Does the villain pay END for this field? (Reduced Endurance Options) Does the field continue after the villain stops paying End to maintain it? If so, for how long? Can the villain used it at range? (If not then take the "No Range limitation") Does the field move with the villain or is it static. (Check Area of Effect advantages - Mobile)
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