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Hero Designer 6th Edition - Hero Games Company

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22 ■ Using <strong>Hero</strong> <strong>Designer</strong> <strong>Hero</strong> <strong>Designer</strong> <strong>6th</strong> <strong>Edition</strong><br />

TARgETINg AND<br />

NONTARgETINg<br />

SENSES<br />

Sense-Affecting Powers<br />

like Flash and Invisibility<br />

have different costs for<br />

affecting Targeting and<br />

Nontargeting Senses.<br />

The HERO System Fifth<br />

<strong>Edition</strong> and HERO System<br />

Sixth <strong>Edition</strong> templates<br />

designate the following<br />

Senses as Targeting Senses:<br />

■ Active Sonar<br />

■ Infrared Perception<br />

■ Mind Scan<br />

■ Nightvision<br />

■ Normal Sight<br />

■ Radar<br />

■ Spatial Awareness<br />

■ Ultraviolet Perception<br />

Also, HERO System<br />

Fifth <strong>Edition</strong> templates<br />

designate the following as<br />

a Targeting Sense:<br />

■ N-Ray Perception<br />

The Sight Group is the<br />

only Targeting Sense<br />

Group. All other Senses<br />

and Sense Groups are<br />

Nontargeting.<br />

In campaigns with other<br />

Targeting Senses or<br />

Sense Groups, you must<br />

purchase Powers that affect<br />

those Senses or Sense<br />

Groups as affecting one of<br />

the above Targeting Senses<br />

or the Sight Group. You<br />

would then edit the sense<br />

name to reflect the desired<br />

Targeting Sense or Sense<br />

Group.<br />

In campaign where any of<br />

the Targeting Senses above<br />

or the Sight Group are<br />

Nontargeting, you must<br />

purchase Powers that affect<br />

those Senses as affecting<br />

one of the normally<br />

Nontargeting Senses or<br />

Sense Groups. You would<br />

then edit the name of the<br />

Sense or Sense Group<br />

appropriately.<br />

A more complete solution<br />

for changing Targeting<br />

Senses and Sense Groups<br />

is to create a custom<br />

character template. Details<br />

on creating and editing<br />

character templates can be<br />

found in the “Character<br />

Templates” chapter on<br />

page 43.<br />

Add Modifiers to Base Characteristics checked,<br />

any Modifiers that are added to the 13 INT bought<br />

as a Power will have their cost calculated as if<br />

bought on 13 INT (an effective Active Cost of<br />

13 points). The whole cost of such Modifiers is<br />

included in the cost of the Characteristic on the<br />

Powers tab.<br />

This technique can be used to apply Modifiers<br />

to just the base Characteristic value. For example,<br />

suppose a character has a 25 STR in the Value<br />

column of the Characteristics tab and you want to<br />

purchase a +1/2 Reduced Endurance Advantage<br />

to reduce it to an END cost of 0. You can do this<br />

by purchasing 0 STR as a Power, checking Add<br />

Modifiers to Base Characteristics, and attaching<br />

the Reduced Endurance Advantage.<br />

COMPOUND POWERS<br />

Compound Powers are two or more Powers<br />

attached together to form a single Power construct.<br />

Compound Powers can represent partially limited<br />

Powers, linked Powers in a Power Framework,<br />

and a variety of similar<br />

constructs. When you add<br />

a Compound Power, the<br />

Compound Power dialog<br />

appears.<br />

This dialog differs from<br />

most ability dialogs in<br />

that it displays a miniature<br />

version of the character<br />

sheet pane and features a<br />

different set of buttons.<br />

To add a Power to the<br />

Compound Power, click<br />

the Add button. A list of<br />

available Powers appears.<br />

Select the Power that you<br />

want to add from this list.<br />

The dialog for the selected<br />

Power appears. Fill out<br />

this dialog and attach<br />

Adders and Modifiers in<br />

the same way you would<br />

for any other Power. Click<br />

OK when you are done and the Power description<br />

appears on the Compound Power dialog.<br />

You can edit a Power in a Compound Power by<br />

highlighting it and either clicking the Edit button<br />

or pressing Enter.<br />

The Compound Power dialog also features<br />

Up-Arrow, Down-Arrow, and Insert buttons that<br />

work similarly to the corresponding buttons on the<br />

character sheet pane.<br />

Once you have entered all the Powers that are<br />

going to make up the Compound Power, click the<br />

OK button on the Compound Power dialog. The<br />

Compound Power will be added to the character<br />

sheet pane. The description of the Compound<br />

Power is made up of the descriptions of its<br />

component Powers separated by the word “plus”<br />

in bold. This is similar to the format used for such<br />

Power constructs in the HERO System Fifth <strong>Edition</strong><br />

and HERO System Sixth <strong>Edition</strong> rulebooks.<br />

The Active, Real, and END costs for a<br />

Compound Power are the sums of the Active,<br />

Real, and END costs of its<br />

component Powers. Note,<br />

however, that the Real<br />

Cost may be adjusted if the<br />

Compound Power is in a<br />

List or Framework.<br />

NAKED ADvANTAgES<br />

The Naked Advantages<br />

Power lets you enter Naked<br />

Advantages. To create a<br />

Naked Adder as described<br />

in the rulebook, use a<br />

Custom Power.<br />

When you add a Naked<br />

Advantage to a character<br />

from the available item<br />

list, the Naked Advantage<br />

dialog appears.

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