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Eureka – or how I put super powers in my HEX
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CharlieBananas



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PostPosted: Fri Aug 07, 2009 10:15 am    Post subject: Reply with quote

Thought you might like to see a power written up, as so far you've only seen them in a raw form.

STRETCHING

BASE ENHANCEMENT COST: +2
THE FIRST TIME YOU PURCHASE THIS POWER YOU CAN STRETCH YOUR BODY INTO A 5FT X 5FT AREA AND YOUR LIMBS TO A LENGTH OF 10FT. BECAUSE OF YOUR ENHANCED REACH YOU CAN USE MELEE ATTACKS AT RANGE, YOUR WEAPON RANGE IS CONSIDERED TO BE 10FT FOR THE PURPOSE OF FIGURING RANGE MODIFIERS.

EACH TIME YOU INCREASE THE ENHANCEMENT COST OF THIS POWER BY +2 YOU GAIN THE ABILITY TO STRETCH YOUR LIMBS AN EXTRA 10 FEET AND ALTER YOUR BODY INTO AN EXTRA 5FT X 5FT AREA.


BASE SKILL ROLL: BODY + BODY

SUGGESTED ENHANCEMENTS:
HYPER STAT – DEFENCE
YOUR RUBBERY HIDE PROVIDES YOU WITH ARMOUR LIKE PROTECTION.
HYPER STAT – MOVE
YOUR ABILITY TO LITERALLY STRETCH YOUR LEGS ALLOWS YOU TO MOVE QUICKER.

SUGGESTED STUNTS:
HAMMER FIST: YOU CAN TURN YOUR FISTS INTO HEAVY MAULS ALLOWING YOU TO DISH OUT INCREASED DAMAGE AND EVEN TURN NON LETHAL DAMAGE INTO LETHAL.

THE BALL: TURNING YOURSELF INTO THE HUMAN BALL YOU CAN ABSORB DAMAGE FROM A FALL OR EVEN GIVE YOURSELF A SPEED BOOST IF YOU NEED TO GET SOMEWHERE FAST.

As always input is greatly appreciated. Next up I'll discuss STUNTS.
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CharlieBananas



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PostPosted: Sat Aug 08, 2009 4:58 am    Post subject: Reply with quote

How do stunts work? Simple you eyeball a cost as if you were creating a new power, divide the enhancement in two (rounding up), this then becomes the stunts difficulty number, roll your powers skill points, if the roll equals or beats the difficulty number then you can use that stunt for the rest of the scene.

Example- THE BALL: TURNING YOURSELF INTO THE HUMAN BALL YOU CAN ABSORB DAMAGE FROM A FALL OR EVEN GIVE YOURSELF A SPEED BOOST IF YOU NEED TO GET SOMEWHERE FAST.

so we know it absorbs fall damage +1 enhancement points per point of damage absorbed (note that falling damage is non lethal otherwise it would have been +2 per point)...

ABSORBS 5 POINTS OF NON-LETHAL FALLING DAMAGE

Next it gives us a movement power, say a speed of 50, say a +2 enhancement

50 SPEED

This gives us a total 7 enhancement points or a Stunt difficulty of 4.
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CharlieBananas



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PostPosted: Sat Aug 08, 2009 4:59 am    Post subject: Reply with quote

REGENERATION

BASE ENHANCEMENT COST: +4
THE CHARACTER CAN HEAL AT PHENOMENAL RATES. EACH +4 ENHANCEMENT COST BUYS THE CHARACTER A HEALING RATE OF 1L/1N PER ROUND.

BASE SKILL ROLL: BODY + BODY

SUGGESTED STUNTS:
LIMB RE-GROWTH: THE CHARACTER CAN RE-GROW SEVERED OR MANGLED LIMBS AS AN EXTENDED DIFFICULTY 10 STUNT, WITH ONE ROLL ALLOWED PER DAY, ONCE THE ACCUMULATED TOTAL EQUALS 10 THE LIMB IS FULLY RESTORED.
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CharlieBananas



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PostPosted: Sat Aug 08, 2009 11:13 am    Post subject: Reply with quote

AMPHIBIOUS
BASE ENHANCEMENT COST: +2/+4/+6
THE CHARACTER CAN SURVIVE IN THE DEPTHS OF THE OCEAN, BREATHING WATER AND IS TOLERANT TO THE CRUSHING PRESSURE BELOW THE WAVES.

AT +2 THE CHARACTER MUST RETURN TO THE DEPTHS ONCE A DAY.
AT +4 THE CHARACTER MUST RETURN TO THE DEPTHS ONCE A WEEK.
AT +6 THE CHARACTER NEVER HAS TO RETURN TO THE DEPTHS.
BASE SKILL ROLL: STRENGTH + STRENGTH

SUGGESTED ENHANCEMENTS:
HYPER SKILL – ATHLETICS
YOU CAN NOW USE YOUR ATHLETICS SKILL INSTEAD OF STRENGTH + STRENGTH.
COMMUNICATE WITH FISH +2
YOU CAN NOW TALK TO ALL FORMS OF OCEANIC LIFE, WITH A SUCCESSFUL ANIMAL HANDLING OR EMPATHY ROLL YOU CAN CONTROL THE CREATURE IN QUESTION, THE LEVEL OF CONTROL WILL BE DEPENDANT ON THE CREATURES DISPOSITION.
HYPER STAT – DEFENCE
YOUR BODY HAS ACCLIMATISED TO THE HOSTILE DEPTHS YOU ARE EXTREMELY HARDY.

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CharlieBananas



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PostPosted: Sun Aug 09, 2009 2:40 am    Post subject: Reply with quote

POWER LIFTER
BASE ENHANCEMENT COST: +2 PER 50% INCREASE
THE CHARACTER CAN LIFT FAR MORE THAN THEIR STRENGTH STAT WOULD INDICATE. FOR EVERY +2 ENHANCEMENT BONUS YOU INCREASE THE AMOUNT YOU CAN LIFT BY 50%, SO THE TABLE ON PAGE 44 OF HOLLOW EARTH EXPEDITION WOULD LOOK LIKE THIS WITH JUST ONE +2 ENHANCEMENT.

75LBS...DIFFICULTY 1
150LBS......DIFFICULTY 2
375LBS......DIFFICULTY 3
750LBS......DIFFICULTY 4
1125LBS....DIFFICULTY 5


BASE SKILL ROLL: STRENGTH + STRENGTH

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Doc Nova
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PostPosted: Sun Aug 09, 2009 7:47 am    Post subject: Reply with quote

Nice work so far, Charlie. If I may make a suggestion regarding stunts...

The basic concept I dig, but the notion of rolling your power skill each time is one I'd like to address. My suggestion, to avoid excessive additional rolls in combat, would be work the power stunt's roll into the combat roll somehow. Perhaps the difficulty number for the stunt must be beaten while also still beating the target's Defense. Perhaps the difficulty number could simply increase the difficulty of the attack while providing a bonus to final figured damage (or some other effect to balance out the lessened damage due to increased difficulty). The idea, of course, is to keep combat as close to one-roll as possible.
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CharlieBananas



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PostPosted: Sun Aug 09, 2009 8:16 am    Post subject: Reply with quote

Cheers for the input thats very cool. One roll may be an option, although rolling is there it may not be an issue, as I'm thinking of allowing style points to be spent on stunts as auto successes. Anyway I will take that on board, and if you have the time to play around with a system for stunts or anything really don't be shy about posting.
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CharlieBananas



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PostPosted: Tue Aug 11, 2009 3:28 am    Post subject: Reply with quote

Been going over scale again, and I really just want to keep things simple...My thoughts keep going back to a power level modifier something like, 0 for Hi-Pulp, -2 for super Heroes (xmen, batman), -4 godlike. At the moment no power can go below 1 power level point (artefact levels), but with these kind of modifiers built into power "arays"(?) of zero level powers will be very prominant, so I think when a 0 level power is listed it will become a "+" power, for every two "+'s" you have, you deduct one pwer level.
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Doc Nova
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PostPosted: Tue Aug 11, 2009 5:03 am    Post subject: Reply with quote

I am not exactly sure what you are meaning. Are you meaning a price deductor based on the kind of super you are building? Why not just allot more XP to accomplish the same thing (or allow the player to decide on more Talents or Skills, for example)?
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CharlieBananas



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PostPosted: Tue Aug 11, 2009 5:43 am    Post subject: Reply with quote

Yeah that’s my big problem with supers games is that that they scale by giving more and more points to spend...Players would I think start with more characteristic points more talents and more power levels at each tier, but I don't want to overwhelm people by huge amounts to spend, so the price reduction would offset that. In truth I'm thinking out loud, and hoping for feedback like yours, I think I will have to make another character at the next power tier and see how that works. I know Jeff doesn't like conversions of copyrighted characters so it will have to be my own creation. Thanks for bouncing ideas Doc, I appreciate it.
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Doc Nova
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PostPosted: Tue Aug 11, 2009 1:17 pm    Post subject: Reply with quote

Okay...

well...

thinking out loud here, as well...

Why not grant more XP (depending on the power level) but provide solid limits for things, per power level (Pulp Heroes are topped at rating 5 for abilities and skills, for example, while Four Color Heroes might have a top rating of 6, 7, or 8...depending on how the math winds up working out).

You could break your limits via Talents (much like Charismatic, etc. do for pulp characters) so you could have a Pulp Hero who is almost as fast/smart/strong as a low-level Four Color one.

That provides the points folks might want while keeping someone from throwing all their points into Athletics, for example, while also avoiding a power level "rebate".

I'll continue to toss out ideas as they occur...
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CharlieBananas



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PostPosted: Wed Mar 21, 2012 1:04 pm    Post subject: Reply with quote

Just bumping this up as there is some interest in Ubiquity supers on the board.
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zombie1970



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PostPosted: Wed Mar 21, 2012 1:53 pm    Post subject: Reply with quote

Thanks. I will take a closer look.
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Sketchpad



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PostPosted: Wed Mar 21, 2012 4:53 pm    Post subject: Reply with quote

The concept I was looking at for using superpowers in HEX was basically taking the powers chassis from M&M 2e and applying it to the HEX rule base. So, basically, if you had a Fire Blast 6, you would roll six dice for damage. To fire said blast, I was working on a few different attack skills.

The only issue I bumped into was point costs ...
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zombie1970



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PostPosted: Tue Jan 15, 2013 1:43 pm    Post subject: Reply with quote

CharlieBananas wrote:
Just bumping this up as there is some interest in Ubiquity supers on the board.


Did you get any further with your concept?

I am working on a moderate power level, modern era game for Gen Con 2013. I have a concept that I think it will work within the Ubiquity framework without too much modification. Initial outlines are going well.

I figure if I build the characters and explain what everything does, the whole system does not need to be completed before I run it.

I will share more (likely in a new thread) as things take on a more firm shape. I hope to perform some playtesting before the end of February. We will see how it goes.
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