Current Character Creation Rules
By Thomas C. “TheEmerged” Huskey
The following are the current character creation rules I use under the HERO System. I emphasize “current” because I am currently running a couple of experiments.
CU = Champions Universe
UMA = Ultimate Martial Artist
FREd = Fifth Edition Rulebook (AKA the “Fifth Rules Edition”)
“pip” = point in power. 1 pip increases the value of whatever is being referred to by one increment. For example, 1 pip of Dexterity costs 3 points, 1 pip of Constitution costs 2 points, and 2 pips of Armor cost 3 points.
Darn Good Reason™ = Sometimes there are reasons for ignoring maximums, minimums, or other restrictions. They’d better be good ones, though, if you expect me to allow it J
NCM-default campaigns = Refers to a campaign in which characters are subject to the Normal Characteristic Maxima by default.
Active Point Cap = For the first time in a LONG time, I’m not going to enforce an active point maximum. However, I will still enforce a kind of “active point soft cap” to borrow a term from sport salary negotiations. While I will allow individual powers to exceed that cap if there’s a Good Reason (not to be confused with the harsher Darn Good Reason™ standard), they will be looked at carefully and players should expect me to change my mind quickly if they prove imbalancing. Please note that by “individual powers”, I’m specifically disallowing multipowers with more than one slot that exceed the cap but will continue to allow the pool to exceed it when it is appropriate. However under NO circumstance will I allow the pool for a Variable Power Pool to exceed the cap, and the maximum value for an Elemental Control pool is half the cap.
Unless otherwise stated, the attribute rules and formulas are being used as printed. In terms of scale, the Champions Universe Characteristic Standards (CU page 26) should be used as a starting point, amended as follows.
The scale listed in Champions Universe differs on the range for physical attributes (in which superhuman starts at 31) and mental attributes (in which superhuman starts at 51). Use the Physical scale for both physical and mental attributes.
Mental Defense is considered a Figured Attribute, not a power. It defaults to (EGO/5) and costs 1 point per pip as usual. It is still considered to be an “Unusual” defense whenever that matters (Force Wall for example). It is not resistant by default, and can be made resistant by purchasing Damage Resistance or via a +1/2 advantage. Players should therefore assume that anything they encounter with a mind has at least some Mental Defense.
· Normal Maxima is 8 (same as PD and ED)
· Age 40+ Maxima is 10
· Age 60+ Maxima is 12
· Age 10- Maxima is 6
· Normal Defenses (PD, ED): As a general rule, the maximum allowed defensive score will be figured as follows.
o Minimum. Build an Energy Blast with a +1 advantage that equals the active point cap. Take the number of dice that result, multiply that by 2, and you’ve got the minimum defensive score a PC should have without a Darn Good Reason™. For example, if the active point cap is 60 active points, the results is a 6d6 EB. That results in an expected minimum of 12 pips in normal defenses.
o Maximum. Build an Energy Blast without advantages that equals the active point cap. Take the number of dice that result, multiply it by 3, and you’ve got the maximum defensive score a PC should have without a Darn Good Reason™. For example, with a 60 active point cap you will have a 12d6 EB; this results in a maximum of 36 pips of normal defenses.
o Average/Norm. Build an Energy Blast with a +1/2 advantage that equals the active point cap. Take the number of dice that result, multiply it by 2.5, and you’ve got the expected “normal” defensive value PC’s should design their characters around. For example, with a 60 active point cap you will have an 8d6 EB. PC’s could then consider 20 pips of normal defense the average defensive score when planning his/her character.
· Unusual Defenses (Flash, Power)
o Rule Of Thumb: Take the minimum, maximum, and average scores for normal defenses, cut them in half, and you’ve got the baseline for Unusual Defenses.
§ For example, take the 60 active point cap scores above. This results in a minimum of 6, a normal of 10, and a maximum of 18 for Power and Flash defenses. The minimum can probably be lowered to 5, the normal is fine, and the maximum can probably be raised to 20 for Mental and Power Defense.
o Flash Defense: Because in general only the BODY result matters for Flash Defense, you might think it needs to be figured independently. Surprisingly, however, I have found that the numbers are generally in the same ballpark you arrive at with this system.
o A note about minimums for Power & Flash Defense: this isn’t to say every character should be expected to pick up five points of each (not that it’d be a bad idea). Rather, when designing powers players should assume that anybody bothering to purchase them has at least those scores.
· Mental Defense
o MD is a bit of an odd bird, since damage-dealing powers against it tend to be expensive but there are some normal-priced and dangerous powers that operate against it too.
o Reminder about Mental Defense: as an attribute, characters should assume anything that can be affected by mental powers has at least some MD.
o Generally the “Unusual” expected minimum is workable for MD, but the “Normal” expected maximum is more appropriate. The “Nomal” is harder to figure, use an average of the minimum & maximum (21 with a 60-active cap).
o By default, in cases where the attacking power has both Penetrating and Armor Piercing, the first level of Hardened cancels out Armor Piercing first. Exceptions will be considered.
o There is no such thing as a separate “Blocks Teleportation” advantage for defenses: use the Hardened advantage. Teleportation can be bought with Penetrating in stacks to bypass levels of Hardened.
o In general, two levels of Hardened should be viewed as sufficient. Any power built with more than two levels of Hardened will be scrutinized closely.
· Damage Reduction
o As per its description (FREd page 95), Mental Damage Reduction must be bought at the Resistant cost. A better way to put that is this: you cannot buy Non-resistant Damage Reduction for Mental Defense
o However, you may purchase Non-resistant Damage Reduction for Flash and Power Defenses if for some reason you want to do that.
o PENETRATING: the description (FREd page 95) specifically states that Damage Reduction does not affect the minimum damage caused by an attack with the Penetrating advantage. However, I am allowing Damage Reduction to be bought Hardened to counteract that.
o With regards to Susceptibility – damage taken due to susceptibility can never be mitigated by Damage Reduction.
I’m probably the only GM in the world that actually has to worry about this one. Anyway… 20 should be considered the normal maximum for comeliness – you’ve probably seen someone in person with a COM of 20 once or twice in your life. The hottest of supermodels are considered to have a 24. Any score above 30 will require a Darn Good Reason™
Comeliness below 0 (zero) costs 1/2 point per pip, and the character does not get 5 points for buying COM down to 0 (zero) first despite the text on FREd page 24. You’ve probably seen as many –10 COM people in person as you’ve seen 20 COM, and you probably remember it just as distinctly.
· DEX: Superheroes should have a DEX above 15, excepting a Darn Good Reason™. The expected range is 18 to 27. Scores above 33 will be closely scrutinized.
· STR: STR scores are subject to the same soft caps as any other power; if characters are expected to keep powers below 60 active points than a STR score above 70 will require a Darn Good Reason™.
· STUN: 35 should be considered the effective minimum for anyone that expects to stay awake after a single hit, with an expected range of 45-70. Any scores above 75 will require, you guessed it, a Darn Good Reason™
Be sure to note that under 5th Edition there are no “General” Skills – all are based on an attribute.
Two important notes: these may be called Everyman skills, but it would be more accurate to call them Everycharacter skills – because not every NPC has all them. Second and most importantly – these are not free points. You want to buy the Stealth skill, you’ve got to put down 3 points.
· Any/All Eras: 4pts with Native Language (Literacy if appropriate), AK 8- for Home Area, 1pt Transport Familiarity as appropriate to area and era, PS 11- with one profession, Climbing, Concealment, Conversation, Deduction, Paramedic, Shadowing, and Stealth
· Modern: Add Acting and Persuasion
· Sci-Fi: Add Computer Science and System Operation (Computers)
· Pre-Industrial: Add Animal Handling and Riding
Analyze is considered to be “broken down” in the same manner as Weaponsmith: 2 points to get the skill roll and a single category, 2 points to increase the roll for all known categories by +1, and 1 point per category.
· Valid categories include but are not limited to: Nova Powers, Magic, Psionics, Supertechnology, Martial Arts Styles, Systems, Physical Capabilities, Mental Capabilities, and Tactics.
As per the other “broken down” skills, the initial skill roll costs 3 points as opposed to the 2 the rules indicate.
Note that this is the skill of programming a computer; Systems Operation is necessary for using one. It is entirely possible to build a programmer that can’t use computers – I oughta know, I work with a few (no joke, I had to tell a $100-an-hour consultant how to bring up the task manager once).
The Language Chart is in use.
As a general rule, the broader the skill the bigger of a penalty you have for remembering any specific fact. A zoologist is more likely to know that red pandas are nocturnal than a biologist, after all. Similarly, someone with AK: Ohio may know there are Frisch’s franchises in SW Ohio, but would be at a noticeable penalty to find a specific one. Someone with AK: Butler County could get you to a few in high traffic areas, while someone with AK: Hamilton/Fairfield could probably give you directions by road names and may be able to tell you which one is better.
Note that these may only be applied to OCV/OECV penalties, not DCV/DECV penalties. I am tentatively allowing these to be purchased to offset skill penalties as well (but NOT for powers that operate off a skill roll like Universal Translator and Find Weakness).
Characters that expect to do anything out of the ordinary with their powers are STRONGLY advised to take this skill.
This skill is broken down as described on page 352. Note that after further consideration, I’m dropping the cost from 3 to the book cost of 2.
After further consideration, I’m going with the “book” cost of 2.
These are being used “as is”, until I see something that bothers me J
Again, these are mostly usable “as is”. One noteworthy exception is that I will not be allowing Lightning Reflexes to be bought for a single action or maneuver because it encourages one-trick ponies.
· Except by specific GM permission, no player can purchase a power with the potential to negate a mystery. Powers that merely minimize the mystery are more likely to be granted.
· Powers bought “Self Only” may be used without requiring an attack action. For example, if an Aid is defined as self only the character using it still has to burn a 1/2-phase action but using it does not end his/her phase.
· Further, in cases where a Self Only power has a basically trivial effect it will be considered a Zero Phase action. The Instant Change option for Transform is a good example of something sufficiently trivial.
· Mental Powers do NOT give Mental Awareness for free!
· Sense Affecting powers cannot be bought to affect the Touch sense without a Darn Good Reason™. The lone exception to this is Shape Shifting.
· I will continue to allow Mental Powers, especially Mind Control, to be bought “One Command Telepathic” as a +0 modifier instead of a +1/4 advantage and –1/2 limitation. Note that you can still buy it with the advantage & limitation.
· Three Sense Rule: Any power EXCEPT a sense-affecting power that has an END cost by default is assumed to be visible to three sense groups. Yes, this includes movement powers and Density Increase!
o By default Sight is the first sense group, unless the power is a Mental Power (in which case it defaults to Mental). Any exceptions to this had better have an extremely good explanation.
o By default Sound is the second sense group, although exceptions will require “merely” a Darn Good Reason™.
o The third sense group will be heavily dependent on the special effect.
§ Rule of Thumb: when in doubt, the third group is Mental.
§ General Prohibition: the third group can never be Touch, except in the case of a Mental power with the Visible limitation and an appropriate special effect.
§ Olfactory (smell & taste) is the default for “chemical” powers, including chemically-propelled/launched projectiles like guns or missiles.
§ Radio is the default for “energy” powers, such as most energy blasts and force fields.
o Why the Three Sense Rule matter for movement powers – because there are times when using a Visible power has an effect. For example, someone Flying in a darkness field is more likely to be heard than someone standing still.
o The Fourth Sense: All powers are considered to be Visible to a Detect against active power use unless bought with IPE to the point that it is not detectable as an attack, or specifically bought Invisible to this sense.
· Power Category Changes
o Shape Shifting is considered Sense Affecting
o Dispel is considered an Adjustment Power
o Density Increase is considered a “Size” Power
Autofire cannot be applied to this power despite the text on FREd page 88.
Please note that Aid can no longer permanently restore powers/attributes reduced by adjustment powers; it can only counterbalance them for its duration. Ignore the prohibition against affecting multiple reduced powers/attributes at once under the “Only Restores to Starting Values” description, FREd page 89.
The Succor option is allowed but cannot be bought to 0 END. Duration Charges will be closely watched.
Regarding the “Area Of Effect” text on FREd page 91 – Area Effect is only a +1/4 advantage when purchased to change the type of area affected by a power that already affects an area (this rule applies to Darkness and Images as well).
Ignore the text under “Normal Characteristic Maxima” on FREd page 92 with regards to campaigns in which player characters are not subject to the Normal Characteristic Maxima by default. You CANNOT under any circumstances get points for the NCM disadvantage if you’ve bought characteristics as powers.
As this power has tremendous potential to negate a mystery, player characters will generally not be allowed to purchase this except in severely limited form. Precognition will always be limited to viewing potential futures.
Ignore the text under “Damage Shield” on FREd page 94. This is in my opinion abusive and will not be allowed.
See the “Characteristics” section above.
I will continue to allow powers to be bought Resistant as a +1/2 advantage for simplicity’s sake – except when the defense is Hardened, in which case it must still be purchased separately so it can pay for its own hardening.
As per Change Environment (see above), Area Effect is only a +1/4 advantage when purchased to change the type of area affected by a power that already affects an area (this rule applies to Images as well).
Despite the text on FREd page 97, Density Increase that is not Always On/Inherent is still visible to three sense groups; however it can become invisible as a mere +1/2 advantage.
Density Increase reduces the character’s leaping movement by the same amount as it increases Knockback Resistance. Note that this does not apply to Growth because of changes in scale, and that while it should probably apply to Shrinking the standard “shrinking doesn’t affect movement” boilerplate stands.
(Added 2/18/3) – The Ironclad Provision: in cases where excess mass is being handled via a Physical Limitation (like Ironclad from Champions), the movement restrictions will still apply. In the case of official writeups from printed sources, I will reduce it as appropriate except in cases where the leaping movement is the character’s primary mode – in which case the character will purchase extra leaping as appropriate (out of experience).
This power will be watched closely, obviously. Please note that it provides no special protections or movement on its own. The “invulnerability” option discussed under “Only to protect against limited type of attack” is not being used.
Note that Dispel is considered an Adjustment power and therefore subject to Power Defense. While I will allow the Cumulative advantage to be applied to Dispel I will watch it carefully. Please note the specific ruling involving END Reserve, below.
(Added 1/21/3): Due to some examples that have come up on HERO Discussion boards, I have decided to add a new rule involving Dispel. For the purposes of determining the additional cost of any advantage involving damage, Dispel is considered to have a “base” cost of 5 instead of 3. Examples include Armor Piercing, Penetrating, Does BODY (will require one HECK of an explanation), Does Knockback (and Double Knockback), and Autofire.
Example: The Disruptor has a +1/2 advantage on his dispel because it affects any single technological power; its cost is figured at the usual 3pt per d6 base cost. This is also true for his AE Dispel against the Flight power. However, if someone wanted to make an Armor Piercing 10d6 Dispel, the active cost would be 55 (30 base + 25 for Armor Piercing) not 45 (30 base times 1.5).
Despite some early fears, I’m allowing Duplication as printed.
If targeted by an adjustment power, the END in the reserve is treated as though it were worth 2 pips for 1 point (as though it were an attribute) instead of 10 pips for 1 point. Similarly, the REC of the reserve is treated worth 2 points per pip instead of 1 per pip.
Please note, however, that the END and REC of the reserve will always be considered separate powers for the purposes of adjustment powers – like Dispel.
Finally, any advantages bought on either “half” of this power have their cost figured at the “true” values instead of the reduced price. For example, if you want to purchase “Difficult to Dispel” on 80 END in a reserve, it’s going to cost you 10 extra points instead of a mere 2.
Characters are reminded that the Unusual Sense “Group” cannot be bought for sense-affecting powers as though it were a group.
Time: whenever it is applicable for a sense roll to take a penalty due to the passage of time (Tracking comes to mind), as a rule each step down the time chart results in a –1 penalty until you hit “day”, at which point each step results in a further –2 penalty. This can be counteracted for the same cost as Telescopic, but must be purchased separately (“Chronoscopic”).
Please note that N-Ray Senses are considered to be skirting the edge of the “negates a mystery” clause. Players wanting this will require non-trivial justification, and quite likely a limitation of some form.
The cost to make an Entangle block a sense follows the rule for Darkness – it matters whether the sense or sense group is targeting or not. While I am enthusiastically allowing the “Additional BODY or DEF” option, I will be watching it if it gets out of hand. Remember that Hardened prevents teleportation, there is no separate advantage for this.
With regards to the rules for applying Autofire to Entangle: my long-standing house rule that the cumulative BODY score of an entangle attack can never exceed the maximum possible BODY roll of the entangle power still applies. For example, if the entangle power rolls 4d6 for BODY, it can never have more than 8 BODY at any one time no matter how many other entangles are added.
I will not be allowing Entangle that operate against EGO, at least for now. Mind Control and (preferably) Mental Illusions should be used for the “stand there like a dork” powers.
Standard time travel rules apply: you can view the past but not travel to it; you can travel to a POTENTIAL future, but once you leave it you can’t get back and you can’t bring anything from such a potential future with you; and when traveling “sideways” time will always remain absolute (none of that “you just left” cliché here). Generally I will not tolerate EDM being used as a “free” teleportation power.
With regards to the 5 points per +1 to the roll: “Only to counteract Lack of Weakness” is worth a –1 limitation; “Only to counteract penalty for multiple attempts” is worth a –1/2 limitation; and “Only to counteract penalties” is a –1/4 limitation. Note that these limitations can only be applied to the cost to increase the roll. It is subject to Range penalties; Telescopic Sense can be bought to counteract this (Find Weakness is a member of the Unusual Sense group).
The cost to make a Force Wall opaque follows the rule for Darkness – it matters whether the sense or sense group is targeting or not. Remember that Hardened prevents teleportation so there is no need for a separate advantage for this.
Perhaps despite my better judgment, I will be allowing Cumulative to be applied to the Healing power. The “simplified” version is the default.
As per Change Environment (see above), Area Effect is only a +1/4 advantage when purchased to change the type of area affected by a power that already affects an area (this rule applies to Darkness as well).
Players are reminded that Lack of Weakness, not unlike Flash Defense, must be bought separately for each defense category (PD, ED, MD, FD, Power Defense). It must also be bought separately to apply to a Force Wall, although it applies to any/all defenses provided by that Force Wall. However, it is unnecessary to purchase it separately for Resistant defenses UNLESS they are bought as part of a Focus.
As a reminder, I always use Mental Defense as an attribute not a power.
Please note that this power is the de facto “How do I paralyze/mesmerize an opponent” power.
Broad Mind Control is disallowed under the “negates a mystery” clause; anything other than a specific Mind Control will be watched closely. This power is simply too useful as a “How Do I…” tool to outlaw directly. Be sure to read the general note above about One Command Telepathic powers…
Penalty Skill Levels can be purchased to negate penalties due to size of searched population for this power. Please note that this power skates the edge of the “negates a mystery” clause and will be watched closely.
Note that, in a change of previous policy, increases to the skill roll and Penalty Skill Levels are purchased outside the power. Also note that Deflection and Reflection are considered separate things for the purpose of determining the cost of the skill level.
I have not yet decided whether or not I’m going to allow the Uncontrolled advantage to be applied to Missile Deflection.
In order to keep it consistent with the Follower and Duplication costs, the cost to have a Multiform that exceeds the value of the character changes from 5 pips per point to 1 pip per point at the point the cost exceeds the character’s value. Please note that this does not apply to Multiforms acquired via Independent Foci in NCM-default campaigns.
Skills can only be purchased as a power under extremely well justified situations.
Summon is a stopsign power for a reason and will be monitored closely. Please note that Summon is the de facto “How do I do guided missiles” power.
Please note that I am ignoring the new ruling that Suppress is cumulative by default – you must purchase the Cumulative advantage if you want to do that.
I will be continuing my long-standing policy for NCM-default campaigns that Swimming has an automatic x5 END limitation at no reduction in cost. I will not be enforcing this at the superheroic level however.
Telekinesis is by default a Standard Power, not a Mental Power. As such it has all the restrictions of a standard power – it is subject to range (and ranged penalties), it is subject to the Three Sense Rule, does NOT trigger Mental Awareness, and by default operates OCV vs DCV. However, I will continue to use the follow “house options.”
· It may be defined as Psychokinesis, and therefore ECV vs DCV, as a +0 option, and now triggers Mental Awareness. It is still subject to range (and ranged penalties!) and the Three Sense Rule, however.
· Psychokinesis can be made Invisible to two sense groups for a mere +1/2 advantage instead of +3/4. This option is not available for “regular” Telekinesis. However, to be Fully Invisible is still a +1 advantage.
· Telekinesis (including Psychokinesis) can be bought “Line of Sight” for the usual +1/2 advantage. However, it is not blocked by intervening material the way a normal power with the LoS advantage would be.
· Telekinesis bought BoECV is visible only to the Mental Group and has LoS; this is an exception to the below statements under Based on ECV.
· Using TK with Fine Manipulation is handled direction by an Ego-based Power skill roll, with a range penalty even if the power itself usually doesn’t have range penalties. The bonus based on the active points of the TK applies only to excessively remote uses of TK, when applicable.
Telepathy will generally be disallowed for PC’s under the “negating a mystery” clause, although specialized or heavily limited versions may be allowed at my discretion.
Remember that Hardened blocks Teleportation, but that this can be bypassed by purchasing Penetrating.
Note that Transfer can be bought “Self Only” to allow you to transfer points from one aspect of yourself to another.
Duly note that transforms affecting the mind of the victim must be bought BoECV
I will be continuing my long-standing house rules regarding AVLD.
· “Base” AVLD is a +1 advantage and does not do BODY.
· AVLD bought as a +2 advantage Does BODY damage.
· A power which is already applied against Power, Flash, or Mental Defense can be applied to a different member of that trio by purchasing AVLD as a +1/2 advantage (jokingly known as AVDD). An AVDD power that Does BODY remains a +2 advantage however (AVDD is a specific exception).
I will be continuing the long-standing policy that you gain +5 shots from Autofire instead of doubling the number of shots. I will also be keeping the 4th Edition cost to increase the number of shots beyond the initial 5 (+1/4).
Note that BoECV powers are still subject to the Three Sense Rule – however, as an explicit exception they can become visible to only the Mental group for only +1/2. Becoming totally invisible requires a full +1 advantage however.
This is allowed as written – please note the maximum effect clause (and the way around it). As a reminder, I am allowing the Healing power to be purchased with this advantage.
After much debate and testing, I’ve decided the following.
· Damage Shield for an appropriate, constant/continuous power is a +1/2 advantage. Suppress and Telekinesis are the two most applicable examples. Note that despite the text in its description, I am under no circumstances allowing Clinging to be bought with Damage Shield. You may not take the No Range limitation in this case.
· Damage Shield for an appropriate power that is not constant/continuous is a +1 advantage – in effect, getting the Continuous advantage value reduced by the value of No Range. Again, you may not take the No Range limitation – nor do you have to pay the full +1 ½ if the base power was already No Range.
· Players can purchase “Damage Shield” as a separate power. It costs 10 points per d6 of Normal Damage with normal END cost and has No Range. It can be bought as Killing damage, in which case 10 points purchases 1 Killing Damage Class (3 KDC = 1d6 Killing Damage).
· Damage Shield can be bought BoECV as before. If such a damage shield is active it can be detected via Mental Awareness.
· Rule of Thumb: To be considered an “appropriate” power for Damage Shield, it generally must be directed at the person attacking the character with the power, and must be an attack power. Clinging is disallowed for example because it is not an attack power. Aid & Healing are not allowed, unless for some insane reason you want to heal the person attacking you.
This advantage will not generally be allowed in Superheroic campaigns, as there is no limit on the number of active powers.
Note that a more appropriate name would be “Difficult to Adjust”, as it applies not only to Dispel but Suppress, Drain, Transfer, even Aid & Healing. In all cases, the advantage isn’t figured into the active point total. In order for the advantage to not apply against Aid & Healing, it must be bought at +1/2. Note that there is no benefit to “stacking” this advantage with itself.
Under no circumstances will I be allowing this to be applied to No Normal Defense (NND) powers. It will ALWAYS require a Darn Good Reason™ and an appropriate special effect.
First and most importantly – I am adding two steps to the table on FREd page 170. +1/4 advantage allows a 10m “inch”, +1/2 advantage allows a 100m “inch”, and each additional factor (of 10) goes up by +1/4. These means that +2 advantage worth of megascale results in a 100,000 km “inch” instead of the 10 million km “inch” listed on the chart. Even with the statement in the Rules FAQ about “you can define the inch less than the maximim”, going from a 2m “inch” to a 1 km “inch” for a mere +1/4 advantage is simply too much for me.
Second, note that you can never apply megascale to a “special case”. This includes Area Effect One Hex (you must begin with the full +1 Area Effect), Force Walls defined as “Only the User’s Hex”, and so on.
Third, note that if you purchase Megascale for a movement power you cannot use the power without the advantage. Also note that except for Tunneling, you must still purchase at least 10” of movement. While I will not be a total rule geek about not allowing turns less than the megascale, don’t abuse this latitude.
Remember the explicit and long-standing prohibition against NND’s that Do BODY.
Due to abuse in the past, I will still be applying the same rule from Autofire to Uncontrolled – the cost of Reduced Endurance doubles if the power also has one of these advantages and triples if it has both.
With one exception, this can only be purchased for senses. The lone exception that will be considered are Mental Powers that can affect “reality” from The Dream or vice versa, and only if the subject in reality is sleeping.
Under no circumstances will a trigger as generic as “whenever I need it” be allowed.
Movement powers cannot be purchased Usable As Attack; use Telekinesis for this.
In order to get points for this, there must be a disadvantage associated with the power being Always On.
I will not be allowing this in Superheroic campaigns. I will only allow it in NCM-default campaigns with a Darn Good Reason™.
Note that while I’m using the Item of Opportunity rule at –1/2, players are advised this will be watched carefully.
The following powers will NEVER be allowed in a power framework, even a VPP
· END Reserve (END or REC)
· Find Weakness
The following powers will only be allowed in a power framework under very specific cases with a Darn Good Reason™
· Enhanced Senses
· Extra Dimensional Movement
· Extra Limbs
· FTL Travel
· Knockback Resistance
· Lack of Weakness
· Mind Link
· Skill Levels (including Penalty and Combat Skill Levels).
The following powers might be acceptable in a Multipower or VPP under the right circumstances but will never be allowed in an Elemental Control
· Flash Defense
· Life Support
· Mental Defense (technically covered under Characteristics, listed here as reminder)
· Missile Deflection/Reflection
· Power Defense
The following powers will be allowed in power frameworks but will be watched closely/require some limiting factor
· Armor (yes, even in an EC)
· Damage Reduction
· Damage Resistance (MUST be bought as a separate slot, not “tacked on”)
In the past I have forbidden separate movement powers from being in different slots of a multipower, and openly stated that the ability to have the movement power you want is one of the reasons a VPP is more expensive. Quick everyone, how often do you need to use two different movement forms in the same phase?
At least for now, I am going to allow one significant exception to this rule. Please note that this will change if I find it abusive. The exception is this: I will allow characters to have two movement powers of the same type in a multipower, but only if one is a “normal” movement and the other is “megascale” movement.
For example, you still cannot have Flight in one slot and Tunnel in another. You could however have a normal Flight and a Megascale Flight.
With the same “at least for now” qualifier, I will be following the rule listed on FREd page 204 and disallowing multiple power attacks from two different Elemental Control Slots. Please note that this applies ONLY to Elemental Controls, as the rules on page 234 allow this for Multipowers or VPP as long as you “…have enough points in (your) Power Framework to allocate to both of them.” Yes, this makes variable slots in multipowers more desirable (check out Leech in CKC for a good example).
A framework slot cannot add to another framework slot – although both slots could be used at the same time (subject to Multiple Power Attack restrictions).
For example, while you COULD have two different 6d6 EB slots in the same multipower (even fixed slots), you would fire them as two different energy blasts that each did 6d6 EB (and are applied separately against defenses) – but not combine them for 12d6 damage. The same would apply if you had a 6d6 EB in a multipower and a 6d6 EB in an elemental control. You could also use a Flash in an elemental control in a multiple power attack with an EB in a multipower.
As mentioned earlier, I will continue to allow the pool size for multipowers to exceed the active point cap. However, no individual slots may be built in excess of the cap (whether fixed or floating).