Search the Community
Showing results for tags 'help'.
Found 2 results
I lack experience with 6E and I'm having trouble making a dust cloud power for a supers game. Probably there is a standard solution that I am not seeing, so if someone could help me discover it, that would be great. What I want is a power to represent a billowing haze of electrostatic dust that obscures - without completely blotting out - vision, radio waves etc. for a turn or two before dispersing naturally. A bit like a less than 100% obscuring smoke bomb. The part I am having trouble is that the cloud is not completely opaque to the affected senses; although it affects people trying to see into or through the area, it doesn't completely block senses for anyone involved. Ideally the degree of obscuring would depend on how many metres of cloud you are trying to see through. So it's not Darkness, but something else? Then I was thinking it should be Change Environment area effect with a -X PER roll and -Y OCV/DCV for certain sense groups. But the dust should affect the ability of those OUTSIDE the area to see and/or shoot into or through it just as much as a person inside (without affecting their generally ability to defend themselves). The dust isn't getting in the vicims' eyes or making them sneeze or anything, it's clouding up the air and absorbing/ diffusing EMR. Am I right in thinking that Change Environment will only affect people inside the area? What should I be using to get the symmetrical obscuration effect? Ideally this power is not limited by charges, but the user pays a 1-off END cost to launch the power, which then hangs around for a turn or two before switching itself off. So I'm thinking this will involve a Time Limit condition, but I'm not sure. Finally, in the ideal scenario, the cloud can be dispersed before its time is up by a strong breeze. Is there a way I can do this without having to model an industrial fan as an ad hoc Dispel or Drain power? Or is that the easiest way to handle it?
Hi, I'm new here and just looking at HERO 6E (specifically Fantasy Hero Complete/ Champions Complete) for the first time, after decades away from HERO systems games. The learning curve is steep, and I need some help to understand how damage inflicted by Change Environment works. I am looking at page 63 of FHC, where one of the Combat Effects you can buy for change environment is "damage" at 1 point of damage for 5 CPs. How do I apply this damage? Do I interpret it as 1 point of STUN applied against PD/ED (my choice)? 1 point of NND STUN attack? 1 point of BODY? Or 1 active point worth of damage (i.e. 1/5 of a 1d6 normal attack, or 1/10 dice of NND)? I presume it applies every phase, since the power is constant. So if I hit somebody with change environment, they take the damage every phase until I switch off the power? If I buy area effect (as one surely would), then it affects everyone in the area, every phase? It seems that this effect might be appropriate for many natural and magical phenomena, but I'd like to know how the mechanics are meant to work, and I can't seem to find it described anywhere in either of the books I have. Any help you can offer very welcome.