Jump to content

Steve Long

Administrators
  • Posts

    17,622
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Steve Long

  1. Change Environment is by definition a flexible power with a a wide array of potential uses. Whether any given usage is permitted is up to the GM, of course, with examples published in various Hero Games books providing guidance as to the sort of abilities that are intended. There are certainly common examples of characters using CE to build abilities that require the target to succeed with some sort of roll or suffer a physical consequence: for example, succeed with a DEX Roll or fall down. But in published instances the consequences of failure aren’t usually that severe. Getting to one’s feet or picking up a dropped object are simple matters. The complete loss of a category of powers you describe is another matter altogether. On the surface, the idea of “succeed with an X Roll or lose access to these defined powers” is an interesting and potentially useful one. It provides an intriguing alternative to simply Draining (or otherwise removing) one or more powers. But the ease with which this is accomplished may raise game balance issues. For example, let’s suppose that this power — succeed with a roll or lose access to a defined group of powers while the CE remains in effect — costs 20 Character Points as a combat effect (the same as, for instance, Suffocation). In that case, make an EGO Roll at -10 (highly unlikely at best) or lose all access to Mental Powers would cost 50 Character Points. But if you tried to do this through more traditional methods — let’s say Drain Mental Powers 12d6, all Mental Powers simultaneously (+4) would cost 600 Character Points. Even if we reduce it to, say, Drain 4d6 and invoke the Absolute Effects Rule, that’d still be 160 Character Points. Therefore, absent strong GM control, I’d be reluctant to sanction this sort of CE. At the very least I’d want the power to affect a relatively small Area, not be something that could “attach” to a single target. I’d also want to see ( a ) specific built-in controls that limit how long the power can function (e.g., a pre-defined short time limit, or a really high ongoing END cost) and ( b ) a reasonably common way the victim can end the effect (in addition to simply leaving the affected Area).
  2. If you as GM think that's a sufficiently serious restriction to justify a Limitation, sure -- what you describe sounds very much to me like a classic example of a "house rule" or a magic system definition rule. But in the rules as written, no -- what types of slots a character chooses to have in his Multipower is a matter of personal choice and does not qualify for a Limitation.
  3. 1. The attacker gets to pick his two limbs (with arms, or the equivalent, being the default if the grabber doesn't specify something else). If he wants to specify two heads, that's his choice, unless the GM rules against this for some reason. 2. Yes, just like someone performing a normal Grab could turn a Grabbed target to face some other direction. It's up to the GM whether the grabber can do this along with some other action (e.g., squeezing the target), or it requires a separate action.
  4. See APG2 25 for rules re: Darkness and Penetrative Senses.
  5. I'm going to leave that to common sense and the wisdom of the GM. We've all seen enough TV and heard enough radio to reason by analogy as to how these things would work.
  6. Ordinarily Area Of Effect (Surface) requires a specific, physical surface (such as a person’s skin, or a wall). But with the GM’s permission, a character could use Surface to cover some sort of specific, well-defined surface-like space, such as an open doorway or a corridor from wall to wall and floor to ceiling. In effect this creates a millimeter-thin “plane of force” that affects anyone who passes through it (to cover a thicker area, use the Line form of Area Of Effect). In your example, I'm not sure if I personally would allow "2m radius hemisphere around the target" as a valid use of this rule. For that I'd require AoE: Cage.
  7. OK, this is different -- the first question didn't include the Damage Shield angle. The answer to all of your questions is "Yes."
  8. That's entirely up to the wise and benevolent GM. Nothing in the rules forbids buying Healing Resurrection twice, but I can see how some GMs might view it as a violation of the spirit of the rules and forbid it.
  9. I'm not sure I understand the question. It works just like Clinging always works. If I'm missing something, or there's some particular aspect of the issue that you have in mind, please PM me about it and I'll come back and edit this answer.
  10. Well, there's Cage, on APG 134. That sounds like it would fit the bill for you, or at least provide a rule you can adapt to suit your fiendish purposes.
  11. Darkness versus Hearing prevents sound, and thus speech -- the victim can move his mouth all he wants, but no sound emerges. See also "Voice As A Sense" on 6E2 10.
  12. I'm not going to stat the whole thing out, but I'd do it something like this: Change Environment (create overwhelming apathy, I have no idea what Combat Modifier to attach to that), Area Of Effect, Mobile (mobility depends on the wind, so let's say +1/2 instead of the usual +1), Continuing Charges or Time Limit to get the cloud to last as long as you want, Time Limit to get the effect to last for 1 Hour. There might be more to it, that's just off the top of my head.
  13. You could do that, just to make things easier on yourself and the GM. You might also want to increase the value of the Expanded Class Advantage you bought, though the need for a fully intact corpse does restrict things a little.
  14. I'll be participating in AetherCon's "Summer Roundtable Series" tonight -- July 14 -- at 7:00 PM Eastern. Come on out to chat and ask questions! https://plus.google.com/events/c6l6vcoobihdfqr5o2soo904n5k
  15. Mea culpa -- I cited the wrong book. It's on APG 62.
  16. 1-2. That's entirely up to you -- do you consider it "reasonable"? It's your magic system/campaign, so you have the best sense of what's balanced for your game. 3. No, it refers to the character's Phases. There are optional rules in APG2 about making a Defense Power cost END when it provides protection, if you want to create a spell that works like that.
  17. If a character has two or more Endurance Reserves that can provide END for a Constant power, while the power is active he can switch between them as a Half Phase Action; no new Attack Roll is required. However, the GM may forbid this based on the special effects of the Reserves, common/dramatic/game balance sense, or other reasons.
  18. 1. Yes, a character can take Limitations on a power with the Delayed Effect Advantage and define them as applying when he uses the power, not when he prepares/stores it. 2. With the GM’s permission a character can take a Limitation twice on a power with the Delayed Effect Advantage: once to apply when he prepares/stores the power; and once when he actually uses the power.
  19. No, I just forgot about that rule. No worries, I will go change my prior answer.
  20. A Presence Attack is an Action that takes no time, but it can't be done simultaneously with an attack. Technically what happens is the character waits to make the Presence Attack until right after he attacks, so that he gets the benefit of taking a violent action or doing something impressive.
  21. 1. Per 6E1 190, “When a character Desolidifies, any small personal objects he’s wearing or carrying (including any weapons or Foci) Desolidify with him. Larger objects he’s carrying do not; he immediately “drops” them.” If a character wants to be able to carry larger objects, or to take other characters along with him while Desolidified, he has to buy an appropriate form of the Usable On Others Advantage for his Desolidification. 2. No. To be able to touch or lift physical objects, punch or Grab targets, and so on while Desolidified, a character has to buy the Affects Physical World Advantage for his STR. Note, however, that doing so doesn’t make any objects he picks up intangible themselves; it simply allows him to pick them up while he himself is intangible.
  22. There are couple of issues involved in this situation: 1. A character who is at negative BODY, but has not yet reached -10 BODY, is still alive — he’s dying (at the rate of -1 BODY per Turn), but still alive. The use of Healing that adds BODY, or standard Regeneration, qualifies as “stabilizing” the dying person, just like a successful use of Paramedics does (see 6E2 107). However, the GM can change this if the war between healing and dying adds drama or excitement to the game. 2. As stated in the rules for the Resurrection Adder, a deceased character can typically “stand back up” and function like a living being when he has at least 1 positive BODY. But that’s just a broad, general explanation that doesn’t provide a guideline for how much STUN a just-resurrected character might have. Per 6E1 235/274, a character has 0 STUN when resurrected to positive BODY; he can start taking recoveries at that point.
×
×
  • Create New...