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Steve Long

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Everything posted by Steve Long

  1. A Variable Power Pool would certainly be one way to do what you're describing, but it's not the only one. For example, you could apply the Power Modifiers Variable Advantages, Variable Special Effects, and/or Variable Limitations to a Blast, RKA, or other Attack Power, and by changing the various Modifiers you'd change the weapon. For even more flexibility, buy a Multipower with four slots -- Blast, HA, HKA, and RKA -- and apply that suite of Power Modifiers to each slot. Voila! A world of weapons at your fingertips. How about it, Herophiles -- how would you build this?
  2. Hey folx! For those of you who know about Storium, or are interested in learning more about this intriguing online gaming platform/method, don't forget that Steve wrote up the Champions Universe as a setting you can choose for it! The art's not all in place yet, but you can still play I believe. Here's what ya do: 1. Head over to https://storium.com/ and log in (or create an account). 2. Click on "Start A Game" 3. Click on "Browse Our Library of Kickstarter worlds." 4. Choose Champions Universe (there are plenty of other cool ones too). Steve's other world, "The Heroes Return," isn't up yet, but keep checkin' back.
  3. The master villains we have left that I think merit "Book of" treatment would be: Kinematik; the Slug (ya know I loves me some Elder Worm ); Sunburst; Takofanes; Teleios; the Warlord. (Doctor Yin Wu would also qualify, but he should be saved for Martial Enemies.) Or there could be a book I've discussed here on a couple of occasions, where we'd take 6-10 master villains not "big" enough to merit their own book, and put them in a one-per-chapter compilation. Teleios (and some others) could possibly be wedged in there as the lead-off and biggest chapter. Mine is not the only voice in these decisions, of course, but I'd rather not do "Books of" focused on a team or organization. For one thing, I don't think most teams (including Eurostar, if not especially Eurostar) merit their own full book. For another, a book like that would have to be structured differently so I'd rather not compare apples and oranges (so to speak).
  4. I'm sorry, but I don't answer game design/philosophy questions.
  5. Use the Time Limit Power Modifier, which in the case of a Persistent Power would be a Limitation rather than Advantage.
  6. What you’re describing is legal, but requires some consideration about how it should be built. Two things must be considered: 1. The number of times the “lingering” Instant Power can be used during the Time Limit. 2. The number of times per day the overall power can be used (in this context, the number of times the character can cast the spell per day). Number 2 is a classic example of Charges and should be bought as such for the overall power. To make Number 1 easier to understand and evaluate as a Limitation, it should be folded into the value of the Time Limit Power Modifier. Thus, the power would be written something like this: HKA 1d6 (plus STR), Time Limit (“lingers” for 1 Hour, but can only be used 4 times during that hour); 1 Charge (-2). The real issue is: what’s the value of the “number of uses during Time Limit” factor as part of the overall Time Limit Power Modifier? We can’t just apply the value of the Charges Limitation, because it could all too easily lead to a sort of “double dipping,” such as: HKA 1d6 (plus STR); Time Limit (“lingers” for 1 Hour, but can only be used 1 time during that hour; -½), 1 Charge (-2). In that example, the power effectively gets the value of 1 Charge (-2) twice, and that’s obviously not cricket. The situation gets even more complicated if the character wants the ability to use the power a large number of times during the Time Limit period, or wants to be able to use it a large number of times per day. For example, being able to use the power 16 times during a relatively short Time Limit, and being able to use the power 10 times per day, means the character gets a Limitation cost break even though he’s effectively not restricted at all. Because of all these interlocking factors, I’m not sure there’s a way to establish a hard-and-fast formula for altering the value of Time Limit that wouldn’t lead to potential game balance problems or other concerns. Therefore, it’s left to the GM’s discretion whether to allow this sort of power construct at all, and if he does allow it, how to alter the value of Time Limit to reflect the restriction on usage during the defined time period. However, I reserve the right to reconsider this ruling until such time as I’ve had more coffee.
  7. The vigilante vigil continues! This time out Ron Edwards and I discuss everyone's favorite lunar-themed hero, Moon Knight! How can you not like a guy with a crescent moon-shaped helicopter? Jet And Silver
  8. A Constant power with normal Charges uses 1 Charge per Phase it remains active (see 6E1 368). This doesn’t change if the power is an attack that affects an Area.
  9. Yes. To take some examples from Champions Villains, Bocal McFarlane and Zorran the Artificer both have an NND Sight Group Flash, and Captain Chronos has an NND Entangle (the implications of which are discussed in his sheet). But that’s three examples out of a sample of approximately 330 characters, so it’s not exactly common.
  10. 6E2 68-69 states: “The character may Abort to a defensive Action in the Segment in which the Haymaker goes off, but doing so ruins the Haymaker.” Expanding upon that rule: 1. A character cannot Abort to a defensive action in the Segment in which he begins a Haymaker, since he’s already declared and begun an Attack Action, thus using up his Full Phase. 2. Per 6E2 68, a Haymaker is launched at “the very end” of the next Segment. Therefore the idea of Aborting after the Haymaker lands is moot, since the only people left to act would be taking Recoveries. But in the unlikely event that another character has a Held Action that he’s declared he wants to use after the Haymaker’s launched: no, a character cannot Abort to a defensive action in the Segment when he completes the Haymaker after he actually uses the Haymaker, only before he does so. 3. If a character Aborts in mid-Haymaker, he loses his next Phase as per usual for Aborting.
  11. Generally a character using Mind Control should give an order to the target in the same Phase in which he attacks with Mind Control, but that’s not absolutely required. Delaying an order is largely the same as when a target cannot perceive a communicated order, which is discussed on page 41 of The Ultimate Mentalist. Here’s that text, altered to cover delays rather than lack of perception: If the mentalist prefers, he can delay giving an order (rather than giving it in the same Phase as when he uses Mind Control on the target). Until the mentalist gives an order, the Mind Control doesn’t affect the target at all — but the mentalist still has a “lock” on his mind as long as he pays END. If and when he communicates an order in a later Phase, the target will be affected by the Mind Control at that time. Communicating an order in a later Phase typically requires a Half Phase Action, but does not qualify as an Attack Action.
  12. 1. If a power with Unified Power is hit with a Drain, that effects all other powers “connected” to it via Unified Power, including Power Framework slots not currently in use. It’s up to the GM whether it also applies to the Framework’s reserve/Pool directly, but generally speaking if the character’s taken the Unified Power cost savings for the reserve/Pool in any way, it should. 2. No — the rules for Unified Power on 6E1 395 specifically state that it has no effect on positively Adjusting powers with that Limitation.
  13. In terms of attacks, like Flash and Drain, no, the effect doesn’t end when you switch slots — any more than it would with a Blast or Killing Attack. These are Instant Powers, and take effect instantly. That effect can’t be “erased,” as if the character had some form of instantaneous healing, just because the attacker switches the slots in his Power Framework. (Though of course he could Limit a slot to have such an effect, if desired.) The same applies, more or less, to Mind Control and Telepathy — see 6E1 151 for specific rules. Per 6E1 400, if a character switches a Power Framework away from a Constant Power slot that’s in use, the Constant Power immediately ceases to operate. In other words, it stops affecting/damaging the target. But that does not cause damage (or other effects) already accrued to “heal.”
  14. That’s a good question — I’m surprised something like this hasn’t come up before. I’m going to rephrase the question a bit more generically so the answer has general application: Q: If a character has a Dispel that’s Limited (or otherwise restricted) so that it only affects part of a power, or some aspects of a power, how do you determine the Active Point cost of the power for purposes of determining the effectiveness of the Dispel? (Examples include Dispel Invisibility, Only Works Against Sight Group Part Of Invisibility; or a spell that negates Increased Mass on Teleportation but leaves the base power alone.) A: For the sake of simplicity, the default rule in this situation is that you still use the entire Active Point cost of the power to determine whether the Dispel affects the target. But of course, if the GM wants to go to the trouble of calculating the “portion” of the Active Cost dedicated to a “part” of a power, and is willing to accept the consequences of using that instead of the full cost, he’s free to do so.
  15. Defense Maneuver I, “no attacker is considered to be attacking “from behind””, refers to the Surprised Combat Modifier, which lists as its first possible example “when a character is attacked from behind[.]” All that means is that if a character who has Defense Maneuver I is using that Skill (which takes a Half Phase Action), someone who attacks him from behind is not considered for game rules purposes to be “attacking from behind” (i.e., with Surprise). It does not force the attacker to attack from the front or any other such thing. Defense Maneuver I simply means, “in this particular situation, where most characters would suffer a Surprise modifier, I do not.” Sneak Attack’s Limitation specifies two conditions under which it works: attacks from behind; and attacks against Surprised targets. Even if Defense Maneuver I protects a character from suffering a Surprised modifier when being attacked from behind, he is still, in fact, being attacked from behind. Therefore the first Limitation condition applies and the Sneak Attack bonus damage also applies.
  16. No. Essentially what he’s paying for is not having to spend a Phase Aborting.
  17. That's up to the GM, based on whether he considers that a "defensive action." I'd probably allow it myself, but other GMs may differ.
  18. Ron Edwards and I are at it again! Our latest comic on vigilantes in comics focuses on Rorschach (and, of course, his adorable sidekick, Blot the dog): A Pretty Butterfly
  19. See 6E2 23 (or 5ER 362, if that's what you have access to instead).
  20. Good question!* Unless the GM rules otherwise, the Required Roll’s penalty should derive from the Adjusted Active Point total, thus making the roll more difficult (if the power’s Aided) or easier (if Drained). *: In fact, this is the perfect sort of question: it's easily stated, hasn't been asked before, addresses a non-trivial/non-rare rules issue, and only requires a minute of my time to answer.
  21. That's up to the GM, but I would absolutely allow that, and I suspect most GMs would too. On the other hand, I personally probably wouldn't have allowed you to buy a standard Skill to manipulate your VPP with in the first place, so the question would be moot.
  22. It's not a mechanic, just a written reference. It's used with Linked powers and other "combined" powers so that someone reading the character sheet understands that the two powers work together.
  23. Well, that’s definitely the most unusual question I’ve been asked in awhile. I’m going to rephrase the question a little to make it less specific so that my answer’s more applicable: Q: If a character changes shape into something that’s large enough for other characters to get inside of, such as a vehicle, do his relevant powers (such as Life Support, defenses, and so on) then apply to the characters who are inside him? A: This is a rare enough situation that the answer should be left to the GM (especially if a character likes to do this sort of thing frequently, and the answer thus could significantly affect campaign balance). But as a guideline: —if the character changes shape into a vehicle (or the like) using Multiform, then the answer is more likely to be Yes. A Multiform involves a new character sheet and a new set of powers. In effect the character would become a “true” Vehicle, subject to all the rules pertaining to Vehicles. And a Vehicle’s Life Support, defenses, movement, and the like all “apply to” its passengers (see The Ultimate Vehicle for detailed rules about this). —if a character changes shape into a vehicle (or the like) using Shape Shift, then the answer is more likely to be No. Using Shape Shift does not involve a separate character sheet, change in powers, or the like; the character doesn’t “truly” become a Vehicle in the same sense as he does using Multiform. However, if a character wanted to do this frequently using Shape Shift he could consider buying powers with some version of Usable By Nearby so that “passengers” also got the benefit of them.
  24. Sure -- a Presence Attack is an action that takes no time.
  25. That's up to the GM, who has to decide whether that's a "defensive action" the character could Abort to -- or whether he wants to set the precedent of letting it be done anyway with a Trigger that takes no time. Personally I'd allow it as an Abort, no question -- but reasonable GM minds may differ.
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