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Steve Long

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Everything posted by Steve Long

  1. The following rules apply when moving a Barrier with the Mobile (+¼) Advantage: 1. There are no restrictions on how far a Barrier can move, though of course its velocity is defined by the rules for the Advantage on 6E1 324. However, the rules for maintaining Line Of Sight to a Constant Power apply (even though Barrier is technically an Instant Power): if the character loses LOS to his moving Barrier, it ceases to function at the end of that Segment. (It doesn’t just stop moving, it vanishes entirely, unless the GM rules otherwise.) 2. Generally speaking characters should not be allowed to apply Advantages or Adders to a Barrier that affect its ability to move. However, the GM may permit this if it seems appropriate (for example, see below regarding the No Turn Mode (+¼) Advantage). 3. The last few words of this question were cut off, so I’m not sure what you were asking. I’m going to attempt to answer what I think you’re asking, but I could be wrong. If I am, please edit your question to include the missing words, and I’ll come back and edit this response. A moving Barrier may collide with a character or object. Since moving a Barrier already qualifies as an Attack Action (see 6E1 324), this is just part of that “attack.” Calculate the damage as if it were a Move Through, with the Barrier having STR 10; the Barrier takes damage from performing the Move Through, as per the standard rules for that Maneuver. 4. See 6E1 170-71 for rules regarding horizontal Barriers and how much they can hold up. The same basic rules would apply to trying to support any sort of weight or force, regardless of the Barrier’s orientation. The following issues weren’t directly raised by these questions, but should be addressed: 5. A moving Barrier has a Turn Mode just like Flight. The GM may permit a character to buy No Turn Mode (+¼) for a Mobile Barrier. 6. As noted on 6E1 324, typically a Mobile power can move in three dimensions (i.e., it can “fly”). However, unless the GM rules otherwise, a Mobile Barrier can only “fly” if it has the Non-Anchored Adder. Otherwise it’s restricted to moving along the ground (or in whatever two dimensions are defined by its anchor points). 7. A Mobile Barrier can only move when made to do so by the character who created/controls the Barrier. The character cannot “let it go” to keep drifting, uncontrolled, without him taking Attack Actions to keep it moving. Hopefully that covers everything, but if I missed something, or my answers raise further questions, feel free to post a follow-up.
  2. I could swear I’ve written about this somewhere before, but I’ve looked in all the possible places and I can’t find it. So I’ll answer now, but subject to revision if and when I find my previous answer. Roll the full dice for the Explosion as normal. When you count down, remove dice as usual for an Explosion. When you get to the character with Damage Negation, for him the GM should shut his eyes and randomly remove the appropriate number of dice based on the amount of Negation bought and the type of attack.
  3. I'll leave the ultimate resolution of that question up to the GM. Some GMs prefer to be relatively "realistic" with their science and might not allow it. Others, including myself, would be willing to define the outside of a starship as a "surface" and let you run along it, at least briefly, without raising questions about the effects of gravity.
  4. That depends on the circumstances and the power used, but probably not. An Area Of Effect Flash might hit both of them, for example. But generally an attacker Flashes the Vehicle’s sensory equipment, and then the operator using that equipment is unable to use it temporarily. See TUV 23-24 and 169 for more discussion.
  5. No worries. I've moved this to the Discussion board, where anyone can reply.
  6. I think this was meant to go in Discussion, and in any event it's a more appropriate topic for the group as a whole than just li'l ol' me. So I've moved it to that board, where anyone can reply.
  7. Ultimately that's up to the GM, since only he can say how often a power would benefit from having the ability to work through an intervening obstacle that the character can maintain LOS through would be. Personally, I'd probably charge you +1/4, but other GMs may differ.
  8. Howdy Herophiles! I just posted a new product in the Online Store: Insect Powers, which details numerous powers that simulate insects' abilities or revolve around the theme of "insects." They're perfect for creating an insect-based hero or villain in your Champions game, or whipping up some Insect Spells for a Fantasy campaign. Check it out! Insect Powers
  9. Since this is a "how to" and not a rules question, I've moved it to the Discussion board where anyone can chime in and offer a suggestion or idea.
  10. No, not under the rules as written. But it's well within a GM's purview to allow that anyway, if he wants.
  11. There are a couple of things going on here. First, note that for all levels of Amicable, an Amicable summoned being already performs more tasks than a non-Amicable one — up to EGO/1 for Slavishly Devoted. Second, the Amicable Advantage allows you to buy additional tasks, at the rate of +¼ for 2x the number of tasks. Beyond all that, the GM is free to establish whatever ways he likes for a character to get more tasks out of an Amicable being (such as the “beating it in an EGO Roll Contest” method used for neutral or hostile sumonees). However, I doubt that any such being would remain “amicable” to the character after that, and might even become a dedicated adversary.
  12. Yes, apply PSLs at the same step on the Checklists as CSLs.
  13. Roll damage for each one, then apply KB rules to each roll to determine the respective KB.
  14. 1. By the strict reading of the rules, Damage Negation should be modified to take into account the value of an Autofire Advantage. However, given what Autofire does, a GM would be well within his rights to ignore that rule and apply the Damage Negation without modification. 2. Damage Negation only has to take into account the Advantages that affect damage (see 6E2 98). It does not have to account for other Advantages, such as Reduced Endurance or Invisible Power Effects. 3. Yes, Damage Negation has to be modified to take the value of Double Knockback into account. Once the attacker rolls his attack, you calculate KB from that and apply the doubling for the Advantage. As noted on 6E1 183, “Calculate the Knockback (if applicable) from the damage the attacker actually rolls, not from the DCs of the attack before [Negation]” — so you don’t have to worry about the dice that weren’t rolled due to applying Damage Negation.
  15. 1. Special effects can’t trump, overcome, or let you ignore mechanics. When building a power you should use all the game elements necessary to simulate the special effect (though of course the GM can handwave anything he considers so trivial that it’s not worth having to pay for). 2. The only limits to the number of people that can take advantage of a Usable By Nearby power are ( a ) the number of people that can “realistically” fit into the defined space, and ( b ) the GM’s common sense, dramatic sense, and game balance sense. UBN is primarily intended to let characters create powers that they can extend among a group of PCs, and using it for a “static” effect such as this one may pose game balance problems, so the GM should tread carefully.
  16. That's why I post these updates -- to prove that, despite the book's quasi-mythical status, progress is being made....
  17. Per the rules on page 210 of The Ultimate Speedster, adjusted for 6th Edition movement measuring, crawling means moving at no more than 2m per Phase, and the GM has the option to adjust this upward for characters who move faster than human normal. In this case, a character with Running 60m moves 5 times as fast as a normal human with Running 12m, so his crawling speed would be (2m x 5 =) 10m per Phase. So no, he can’t just crawl for 50m, not unless he wants to spend five Full Moves doing so. Your first question raises some broader issues, though, so I want to rephrase it to make things more clear: Q: Suppose that a character is moving. Before he finishes his move he gets hit with an attack, and suffers Knockdown or Knockback, but isn’t Stunned or Knocked Out. Can the character finish his movement (and if so, from where) and/or perform other Actions in his Phase? A: Unless the GM rules otherwise, a moving character who suffers Knockdown or Knockback stops moving under his own power; he either falls prone where he was hit (KD) or ends up some meters away due to the force of the attack (KB). If his movement was a Full Move, he cannot resume moving and simply loses the rest of that Phase. If his movement was a Half Move, he cannot resume moving using the rest of the meters of movement from that Half Move, but he still retains a Half Phase Action. Using that he could attack, declare another Half Move, or so on.
  18. Howdy folx! I've got a new PDF product up in the Online Store for you: Gun Fu! As you can probably guess, this is a collection of gun-related abilities for characters, similar to the sorts of things you see in Equilibrium, Wanted, John Wick, and other action movies. Rather than just listing and describing all the abilities, I've also organized them into a series of "ranks" that take a character from beginning shootist to master of gun fu. You don't have to use the ranks if you don't want to, but I think it makes for an interesting experiment at the very least. If you like this approach, let me know; I have other "power sets" organized in the same way that I could publish if there's interest in them. You can find Gun Fu here: Gun Fu Hope you enjoy it!
  19. Progress! It's taken me months longer than it should have due to my ongoing health problems, but I've finally finished the Incan and South American Mythology chapter of MYTHIC HERO. Woot! Now to move on to the last major world mythology left to me (though by no means the last one I have to research and write about): Celtic! First task: update my bibliography. That should take me the rest of the day, at least.
  20. Since these are "how to" questions rather than rules questions, I've moved this to the Discussion board where anyone can provide answers and helpful advice.
  21. First, welcome to Hero! Bathrooms are just down the hall, please kick in a quarter for the coffee and doughnuts fund. Yes, that's legal under the rules. However, it may cause game balance problems in the campaign, so I'd recommend monitoring the situation closely. If you haven't already, I'd suggest posting about this on the Discussion board. Other GMs may have encountered the same problem and have useful advice to offer.
  22. Thank you, Simon, for answering the question.
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