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Found 4 results

  1. 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?
  2. 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.
  3. Hello. I recently bought the 4th Edition of Champions at my local game store and am running into some issues of min-maxing an attempt at creating the best Superman I can with only 250 character points. If anyone knows and can help me through the process and with concepts I don't quite understand yet in this system, your help would be greatly appreciated.
  4. I’ve been admiring Hero System from a distance for some time now. Over the course of a few years, I’ve started and stopped reading the rulebooks, occasionally intending on “Buckling down to RTFM cover-to-cover this time, then I’ll know it!.” Each time I stopped because I couldn’t maintain interest, gleaning only the most elementary understanding of the rules of the game. I recently tried kickstarting a game with my friends by reading both a 2 and 3 page version of the rules and then just finding premade characters on the internet to do a mock-combat with. The idea was this: after being forced to look up things we were seeing on the character sheets enough times, we’d have a high enough resolution gestalt of the game to start digging around and making our own characters (and playing quickly and smoothly). We were using these premade character sheets: http://surbrook.devermore.net/adaptationsvideogame/hl2/combine_overwatch.html http://surbrook.devermore.net/adaptationsvideogame/hl2/antlion_soldier.html http://surbrook.devermore.net/adaptationsvideogame/hl2/weapons.html We acknowledge the possibility that these character sheets are the overwrought brainchildren of a theory-wanking grognard, and might feature extravagantly avant garde applications of the rules that are satisfying only to the “clever” guy who thought of them. It’s a scenario we hadn’t much opportunity to avoid, so we opted to treat them as fine examples of character sheets. Nonetheless, there are certain concepts that are used on these character sheets that we can’t find anything about by CTRL-Fing through each of the core rulebooks. The shotgun’s damage is “reduced by range”, which is a string that we just literally couldn’t find in the rulebooks, and the pulse rifle utilizes “autofire” which we couldn’t find a core definition for (everything we found was an explanation of how “autofire” works for specific Powers and how it affects the strength requirements of melee weapons, it wasn’t listed at all underneath “Firearms”). Most of the terms we searched could be found in either books' glossary, but those definitions were often too abbreviated and none of them directed us to a page that would give us the full scoop. In addition to this, when we tried to use our best judgement about how these rules should be applied, we couldn't find a way to produce a result that seemed sensible. What I mean is, we couldn't figure out how these Antlions were supposed to penetrate the seemingly very strong body armor of the Combine Overwatch. This is just an example of the problems we have been facing. So what we want to know is: What are we doing wrong? Is this whole “trial by fire” technique just a bad technique? Is there a video or series of videos that we could watch that would connect the dots for us? Should we actually just read the books cover to cover before attempting to play? We can’t seem to find many straight answers to the questions we have just by digging through the rulebook, and so we’re kind of stuck.
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