Jump to content

queson

HERO Member
  • Posts

    8
  • Joined

  • Last visited

Profile Information

  • Gender
    Male

queson's Achievements

  1. It's never occurred to me to use foci like that, but now it makes a lot of sense. It really opens up the imagination for other special effects using various OIFs.
  2. Ah ok, didn't realize you could define focuses that way. I guess that the wall (or whatever) acts like an object of opportunity? Could I take Immobile limitation? Doesn't seem like a GM should allow it as its not much of a limitation because I'm still able to go through the gate myself and once I'm through I wouldn't care about having to bring the gate with me. Just realized on page 223 of 6e1 there's a "gate to hell" example that works very similarly. This is what I'm thinking EDM (1 location), AOE 2m (+1/4), usable by others (+1/4, 2x (1/4 more) but 1 at a time (1/4 less)), constant (+1/2), end only to activate (+1/4), safe blind travel (+1/4), Active Points: 50, Gate (-1/2), extra time - full turn (-1 1/4), gestures (-1/4), OIF (-1/2), Real points: 14.
  3. I think in the movie it closes behind them after they walk through it. They just walk through a door in the underworld without having to draw it to get back, but for simplicity's sake I think I'll make it so the character does the same action on both sides. I would say shutoff is controlled by the creator of the door. So we could probably drop uncontrolled. Yeah not sure on the focus part ... Because the caster of the spell would be creating a focus in this case, not something he'd start with. We could say OIF for the "writing" utensil, anything would do (grab a dry erase marker or anything), so its not OAF. But yes you need something to draw on, but that could be any relatively flat surface which would be available almost all the time. I think the wall is "Limited power (vertical flat-ish surface) -1/4 It's a pretty funny movie, but not sure if it's held up to today's standards. You have to accept a bit of "camp".
  4. How would you model a "Beetlejuice Door" in Hero? A Beetlejuice door is the door that Alec Baldwin (can you believe how young he was?) draws on the bricks of the house and allows access to the underworld. It's kind of like a teleportation gate but for Extra-dimensional Movement. I am thinking usable on others (other people could also go through after it was made). Extra Time (to draw the door, probably a full turn). Trigger (walking through the door) probably with automatic reset so other can use it. And maybe safe blind travel. Would it also need AOE like a teleportation gate?
  5. In 4th edition champions the sample character Solitaire has a multipower where every ability has 1/2 end (+1/4) only when she has her OAF (-1) which results in an effective advantage rate of (+1/8). In this case all the abilities have a base cost of 50 and a real cost of 56 and the multipower has a reserve of 56 points. 1) Is this still allowed in 6th edition? Is it up to GM fiat? 2) What is the active cost of these abilities? 56 or 62? 3) Is this allowed for other advantages, e.g. penetrating that only works when you gesture? I know you can make this ability easily with 50 base pts for the ability + 20 for the limited penetrating (25 for penetrating which is then divided by 1.25 for gestures). But I'm wondering if it would fit into a 70pt multipower reserve or would it need a 75 pt multipower reserve. 4) Does every ability need to have the same limited advantage in order to fit into the small multipower reserve?
  6. Thanks for the info, that certainly makes the character sheet simpler. That link was super helpful. Basically all the non-ability DCs (martial arts, hth bought elsewhere, from str, etc) will add up and then you run it through that table. It's been over 20 years since I've built any hero characters so I am a bit rusty. As for fixed vs variable, I'm building it with variable slots because of the special effect. Its a magically growing staff so it has stretching and superleap as well. The more it stretches (or the further you jump) the less effective the attacks are. That's also why HtH isn't on the reserve.
  7. If I place an advantage (autofire/penetrating/etc.) on a hand-to-hand attack, do I also need to buy a linked independent advantage on the character's strength? This is what I'm trying to build 30 Multipower (60 point reserve, all slots OAF) 6v HA 8d6 (0 end) (60 AP) 6v HA 8d6 (penetrating) (60 AP) 6v HA 6.5d6 (autofire 3 1/2 end) (58 AP) Other abilities If I need the linked advantage on strength I'm guessing I would have to change this to 30 Multipower (60 point reserve, all slots OAF) 6v HA 8d6 (0 end) (60 APs) 6v HA 6d6 (penetrating) (45 APs) plus Penetrating for 20str (10APs) linked 6v HA 6d6 (autofire 3 1/2 end) (53 APs) plus Autofire 3 for 20 str (5APs) linked Other abilities If I have combat skill levels that add DCs to my attacks, would those DCs also be penetrating/autofire? Or do I also need to buy independent advantages for those? Does the 20 penetrating str cost 4 and 6 endurance to use?
×
×
  • Create New...