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Steve Long

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Everything posted by Steve Long

  1. Thought this just-getting-started series might interest some of you. I'm not working on it with Ron, but no doubt I'll have my share of comments. https://adeptpress.wordpress.com/2017/07/16/exhumed-still-lovely-my-dear/
  2. I don’t currently have access to all of my books and materials, which have been packed up as part of my home renovation project, so I reserve the right to edit or change this answer at a future time. 1. A Constant Power affects the target once for each of the attacker’s Phases, beginning in the Segment it’s used. Thus, over the course of 1 Turn, it affects the target a number of times equal to the attacker’s SPD. For example, suppose Sargaroth the Sorcerer (SPD 4) casts his Deadly Corrosion spell (RKA 1d6, Constant, 4 Continuing Charges lasting 1 Turn each) on an orc in his Phase in Segment 6. The spell affects the orc in Segment 6 (when cast), Segment 9, Segment 12, and then Segment 3 in the next Turn. After that the spell effectively ceases to have effect, having been at work for one Turn. (Technically that Turn ends in Segment 5 of the second Turn, of course, but given Sargaroth’s SPD that’s almost never going to matter.) The spell does not have any effect in Segment 6 of the second Turn — that would be the thirteenth Segment after the spell was cast, exceeding the duration of the Continuing Charge. 2. It seems to me that the way to create a build of this sort is to work with the GM to come up with a form of the Limited Power Limitation (or if necessary, a custom Advantage) that allows the “Constant” HKA to function as desired. It’s not a sufficiently common sort of power construct that I see the need for any special rules or the like.
  3. I don’t currently have access to all of my books and materials, which have been packed up as part of my home renovation project, so I reserve the right to edit or change this answer at a future time. As noted in the rulebook, Time Limit is primarily intended for “utility” or defensive abilities; attacks generally should rely on the standard HERO System duration rules. So the more appropriate way to build this ability would be: HKA 2d6, Constant (+½); 3 Continuing Charges lasting 1 Turn each (-¾). Total cost: 26 points. Assuming that the GM were to allow the power construct you came up with, then the fact that it has Charges means it doesn’t cost any END.
  4. I don’t currently have access to all of my books and materials, which have been packed up as part of my home renovation project, so I reserve the right to edit or change this answer at a future time. The civilian only gets the 5 PD for which the Adder was purchased.
  5. There is no special value, or alteration to the standard value, for that. That's just a regular use of the regular form of Linked. However, note that in your example that since Barrier is an Instant Power, Linking a Constant Power (CE) to it means the CE will only last for the Phase in which Barrier is used. See the "Linked" entry in 6E1 for more information about Linking powers with different durations.
  6. I don’t currently have access to all of my books and materials, which have been packed up as part of my home renovation project, so I reserve the right to edit or change this answer at a future time. 1. The mook only rolls 2½d6 to break out. To get the full 3d6, he needs 15 EGO, and he only has 14. 2. Mental Paralysis isn't built with Takes No Damage From Attacks (+1), but with Takes No Damage From Attacks (+¾). The text in the rulebook notes that the difference is because Mental Paralyses do take damage from, among other things, Mental Blast. So you’re correct that the Takes No Damage doesn’t stop the Mental Blast from affecting the Entangle — you’ve simply paid too much for the Advantage. Point savings! 3. If a character uses his EGO to break out of a Mental Paralysis Entangle with Backlash, he takes Normal Damage from the Backlash, just like he would when using STR to try to escape an ordinary Entangle. So in your example, he’d take 18 STUN, 6 BODY. (Though again, he rolled too many dice, so that changes things.) I think that covers all the issues in your hypothetical, but if I missed something, please post a follow-up or PM me.
  7. I figured it was something like that, but absent all my notes I don't want to commit to answering a question of that sort.
  8. 1. This is covered by the rules defining Transmit on 6E1 215. I don't see any need to define things any further; any other issues that arise can be left to the GM. 2. This is best left to common sense, and where necessary analogizing to other senses. Could you, if you had a radio, broadcast a fake news report? Could you just as easily broadcast it on TV with fake images? I don't see any need to define things any further; any other issues that arise can be left to the GM.
  9. In both situations the first Flash to affect the character affects him in full; the remaining Flashes have no effect. Any Flash effect of a given Sense (or Sense Group) that occurs while the character is “blinded” has no effect whatsoever — the character is “blind,” so he can’t “see” whatever it is that would normally affect him. Once the first Flash wears off, Flashes that affect him from that point onward have their normal effect. For example: Segment 5: Nightwind (SPD 5) suffers a Sight Group Flash that rolls 5 BODY, thus Flashing his Sight-based Senses for 5 Segment (i.e., until Segment 10) Segment 6: Another enemy uses a Sight Group Flash against Nightwind. It has no effect whatsoever, because Nightwind is already blinded. Segment 8: Another enemy uses a Sight Group Flash against Nightwind. It has no effect whatsoever, because Nightwind is already blinded. Segment 10: On his DEX 25 in this Segment, Nightwind regains his Sight. A Sight Group Flash that occurs prior to DEX 25 has no effect on him, because he’s already blinded. Unfortunately for him, StrobeMan doesn’t attack until DEX, using his Sight Group Flash 3d6, Autofire (5 shots). StrobeMan hits three times, and rolls (in order) 3 BODY, 5 BODY, and 2 BODY. Nightwind is therefore Flashed for 3 Segments — the first attack that hit him — and the other attacks have no effect because he was already blinded at that point.
  10. You seem to be thinking about it correctly. Either the entire attack succeeds, at the amount targeted, or it fails entirely. But of course, that's just the rules as written. Mental abilities being weird things, some GMs may want to interpret it the other way to represent their personal views of how such things function in their campaigns.
  11. I'm sorry, but due to current renovations on my house most of my stuff is in storage and I don't have access to all my books and notes. Without them I'd rather not try to re-create the costs of things or risk making some error that might confuse people even more. I will make a note to come back and answer this question once I'm fully moved back in.
  12. There's a Power Modifier called Time Limit that lets you define how long a power lasts in terms of specific amounts of time. For a "cooldown," just use the Limited Power Limitation, defined as "Must Wait X Time Between Uses Of The Power," with the value dependent on how restrictive this is based on the length of time and other factors. In some cases the Window Of Opportunity Limitation discussed in Fantasy Hero might also prove useful.
  13. I don’t currently have access to all of my books and materials, which have been packed up as part of my home renovation project, so I reserve the right to edit or change this answer at a future time. 1-3. A character of any mass can be affected. For inanimate objects, see 6E1 355. 4. No. It remains in effect as long as the character using it continues to pay END for it (or the Continuing Charge expires, or what have you).
  14. No -- Continuing Charges only apply to Constant or Persistent Powers. But as always, what the GM's willing to allow is up to him.
  15. Characters who “stand in the fire” rather than moving through it take damage from the fire every Segment they remain within it. The damage from passing through a fire depends on the number of meters traveled through, as discussed in the rules. How slowly or quickly the character moves through the fire doesn’t matter — unless, of course, the GM chooses to take that into account.
  16. Characters cannot buy the Autofire Advantage for Deflection. Deflection uses the Block rules, which include rules for Blocking multiple attacks.
  17. I don’t currently have access to all of my books and materials, which have been packed up as part of my home renovation project, so I reserve the right to edit or change this answer at a future time. As noted on 6E2 14, Mental Sense Group Darkness effectively “blacks out” Mind Scan. To put that another way, the character using Mind Scan will be aware that something is “blocking” or “interfering with” his Mind Scan. He won’t know exactly what or why, but he will be aware that something is stopping his power from sensing as it normally would.
  18. Resistant Protection provides its defense against both Normal and Killing Damage. In this it differs from Normal Defenses, which do not protect against the BODY of Killing Attacks. So yes, in your example, Rock's Resistant Protection provides defense against both the STUN and BODY of Starling's Blast. Because Starling's Blast is AP, ordinary Resistant Protection would be halved, but since he paid for Hardened for it, his Resistant Protection protects him in full. His Normal PD/ED, which are not Hardened, are halved. Hope that helps!
  19. A character can use a Constant Power as many times as he wants, provided he follows all the pertinent rules (e.g., paying all the END, using Attack Actions if required, and so on).
  20. If you asked this question before, I have no record of it that I can find. So I'm answering fresh; if I contradict something I said previously I have no doubt someone will point it out. And as usual these days, I don’t currently have access to all of my books and materials, which have been packed up as part of my home renovation project, so I reserve the right to edit or change this answer at a future time. A character who has a Barrier with Feedback still takes damage as described on 6E1 173 even if the BODY of the attack doesn’t penetrate the Barrier. In your example, the character applies the Barrier’s defenses as if they were Resistant Protection (also as described on 6E1 173), so he’d take 3 BODY, 33 STUN damage.
  21. If the character has x4 NCM, that’s two doublings, so the Leap’s duration is two Phases. So he Leaps on his Phase in Segment 3 and spends the rest of that Segment in the air. The Leap continues into a second Phase, in Segment 5, and since that’s the second Phase the character lands. (In terms of the action order, he lands on his DEX in Segment 5, unless the GM rules otherwise for some reason.) As noted on 6E1 243, “the character can take no Actions during this time,” so he cannot attack when he lands. (Though if the Leap was part of a Move By/Through, you would resolve that attack as normal.) If he wants to Leap again, he has to wait for his Phase in Segment 8 (absent using Leap as part of Aborting to a defensive action in Segments 6 or 7).
  22. 1. Check the DCV Modifiers Table under “Attacked from behind.” 2. No. 3. There’s no modifier for switching a weapon between hands. Doing so requires a Half Phase Action, but if a character succeeds with a Fast Draw roll, he can do so as a Zero Phase Action. 4. That rule was eliminated in the 4th Edition. So you’re not misremembering, you’re just remembering something that no longer exists.
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