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Steve Long

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Everything posted by Steve Long

  1. 1. Barrier is an Instant Power (absent applying "Costs END to maintain" or certain other Limitations to it). So once created, it remains in place and the character can switch to a different Multipower slot without causing the first Barrier to cease to exist. 2. Not unless he takes the Dismissable Adder (+5 points, see APG) for it. Otherwise it remains in place until destroyed, moved, it crumbles with age, or what have you.
  2. Penetrating Sight can see just as far as ordinary sight -- in other words, vast distances in the right circumstances, but for all practical purposes restricted by the Range Modifier penalty. The rules don't limit it to a number of objects, obstacles, or the like (though the GM's certainly free to create such rules for his campaign if he wants to, or a player to Limit his character's power if appropriate).
  3. Each GM is certainly free to decide which book he wants to regard as authoritative for his campaigns, but for purposes of official rules answers provided here, I don't even consider looking at CC. The 6E core rulebook is the one and only source of official rules information for my purposes, and any answers I provide here should be considered as adding to or expanding upon what it says. As for dragging someone other than to yourself with Stretching -- that's definitely up to the GM. I can think of valid reasons not to allow it, but I can also think of situations as a GM where I'd have no problem with it.
  4. 6E2 14 provides rules sufficient for most of the situations you describe, I think, and the rest can be handled by the GM via common sense, dramatic sense, and consideration of his campaign (i.e., any specifics about how mental powers work in his setting). If you have any specific questions you think 6E2 14 doesn't address, please post a follow-up.
  5. No; that’s not legal under the standard HERO System rules and has no effect. Though as always, what a GM chooses to allow is up to him.
  6. That's entirely in the hands of the wise and benevolent GM. I'm pretty sure there are at least one or two published examples of powers with two Side Effects, but OTOH there are probably plenty of good reasons for GMs to be wary of such builds.
  7. That's entirely up to the GM, since the HERO System has no official rules for Active Points limits. I'd suggest raising this issue on the Discussion board -- find out how other gamers would approach the problem.
  8. No. Standard Regeneration doesn’t depend on the cost of BODY (since it’s based on the mechanic for Recovering BODY), and the same applies to optional Regeneration applied to other Characteristics. Regeneration (5 END/Turn) gives a character back 5 END each Turn, not 25 END.
  9. Barrier is an Instant Power. Therefore it remains in place when the character in this example switches his Multipower slot, unless he's put some Power Modifier on it that changes the situation.
  10. No, they do not. A character using the MegaScale Advantage does not, per se, suffer Noncombat Movement penalties to OCV and DCV. Characters using MegaScaled Movement do suffer such penalties, but that specific rule for that specific type of MegaScaled power does not apply to all MegaScaled powers in general. A character blasting a city with a MegaScaled RKA, or a super-strong character knocking someone into the stratosphere by applying MegaScale to his punch, to take just two examples, retain their normal OCV/DCV.
  11. To continue the hypothetical, suppose that in Segment 8, Alpha turns to attack Beta. He therefore acts on DEX 23, well before Gamma. But Gamma declares that she’s going to Block Alpha to help Beta. Since she previously Blocked Alpha, she can take advantage of that to act before he does and attempt her Block. She succeeds; Beta then takes his Action and attacks Alpha. So, who gets to act first in Segment 12, when they all have an Action? The rules for Blocking on behalf of another character on 6E2 58 specify, “If [an attempt to Block for someone else] succeeds, the attack is Blocked. However, the character doesn’t automatically get to go first before the opponent whose attack he Blocked if they both have their next Phase in the same Segment; they act on their respective DEXs in the usual manner.” Therefore, the order of Actions in Segment 12 depends entirely on the characters’ DEXs.
  12. Let’s go to the instant replay and see what the rulebook says. First it notes on 6E2 57: “Furthermore, if these two characters both have their next Phases in the same Segment, the character who Blocked automatically gets to act first, regardless of relative DEX (the Blocking character’s opponent is delayed until after the Blocking character’s DEX; see below).” Below, on 6E2 58, it further explains: “As noted above, a character who Blocks an attacker automatically gets to act first (regardless of relative DEX) if he and the attacker have their next Phases in the same Segment. If this benefit applies, it does so even if the attacker decides not to attack the character in his next Phase. However, the attacker’s DEX for purposes of acting first is not lowered as to any other character. Unless the character stops the attacker somehow, the attacker can attack some other target at his normal DEX.” So, let’s consider a hypothetical combat where Alpha (DEX 23, SPD 3) fights Beta (DEX 14, SPD 3) and Gamma (DEX 8, SPD 3). In Segment 4, Alpha attacks Gamma, who Aborts to Block and succeeds in Blocking the attack. In Segment 8, if Alpha continues to attack Gamma, Gamma gets to act before Alpha (who’s delayed until after Gamma for purposes of determining when he acts; think of him as having “DEX 7,” so to speak). If Alpha decides to switch to attacking Beta, Alpha goes on DEX 23 as usual, though if Gamma wanted to try to stop him (by attacking Alpha, or trying to help Beta by interposing herself or Blocking on his behalf, for example), Gamma’s action would take place first (in which case you might think of her as having “DEX 24” for such purposes). I think that addresses the issues raised by your question, but if not please post a follow-up.
  13. Since alcohol doesn't cause damage, this isn't a legal Complication -- it makes no sense, essentially. What he wants to take is Physical Complication: suffers double the effects of alcohol.
  14. Since you asked me, I figured I'd start the ball rolling (ha, ha) with a reply. If I understand you correctly, this is the attack: the character grabs the target and then rolls down the street, taking the target along for the ride and causing him to become dizzy. Assuming that's accurate, I think your build above is unnecessarily complicated. This doesn't need to be a UAA attack because the character himself is moving. It's not really any different from Grabbing a target and flying him up into the air, which certainly doesn't require Flight UAA. The tricky part is that since the Grab is an attack and would thus end the character's Phase, either the GM has to agree that "Grab and Move" is equivalent to Grab/Throw or Grab/Slam and thus permitted as part of a single attack. (See Grab and Shove, APG 168, for something similar). If that's permitted, I'd build it something like this: Drain DEX 3d6, Armor Piercing (+1/4), Trigger (when character Grabs/Moves a target, activates automatically, immediately resets; +1) (67 Active Points); No Range (-1/2). Total cost: 45 points. If the GM doesn't agree to the Grab/Move idea, buy a Trigger for your movement as a separate ability and revise the above power as appropriate.
  15. No to both questions, because no such PDFs have ever been prepared. If and when we do I'm sure we'll consider that issue, but I'm not in a position to speak to it beyond that, unfortunately.
  16. Since this isn't a rules question so much as it is a discussion topic, I've moved it to the Discussion forum. That way Hero gamers other than me can reply.
  17. The LTE rules are optional, and thus whether and how to use them is up to the GM. That in turn means the answer to this question is up to the GM. Personally, I would probably rule that the answer is “no,” because the LTE rules don’t really make any provision for a character to lose LTE when his END reaches 0. LTE loss instead reflects strenuous exertion over time, which isn’t a factor in the situation you describe. But as always, reasonable GMs may differ.
  18. A Breakout Roll is simply an EGO Roll referred to by a distinct term because specific rules apply to its use in that context — it’s a lot easier to write “Breakout Roll” than to say “EGO Roll made to break free from continuing-effect Mental Powers” again and again. There’s no difference between the two, generally speaking; Skill Levels bought with EGO Rolls apply regardless of whether the EGO Roll is made as a Breakout Roll or for some other purpose.
  19. I have the Heissig book (1980 edition) and several others that delve into Mongolian/Turkic mythology to some degree. I plan to include a chapter on this subject in Mythic Hero if the amount of useful material permits; otherwise it will be a section in the Miscellaneous chapter.
  20. Oh, trust me, the table of contents, or something of the sort, will definitely be part of any selection of sample pages. It's been a couple of months since I got to spend any significant time working on MH, unfortunately -- I had to focus on the Odin book -- and I'm not likely to get much work done on it until around October due to having lots of other little deadlines (and GenCon) to deal with, but the manuscript currently stands at 400,000 words. My guess is that I'm somewhere around the halfway point of all the work involved, though I can't tell you if I've passed that point or not, and in any event half the work doesn't necessarily mean half the words.
  21. That is certainly my hope -- that, and the fact that Kickstarter is better known and more accepted now than it was a couple years ago. (Though who knows what the state of affairs will be when I'm done writing MH.) One of the benefits to having the manuscript done before I launch a KS will be the ability to provide some sample pages. I pick a couple of well-known gods, and a couple not as well known, get good art for them, and have Ruben do some sample layouts. Hopefully that will draw people's interest.
  22. Thanx! I'm extremely pleased with it. I had originally wanted the sky on the back to shade darker, into nighttime really. But Eric suggested that might cause problems with viewing, especially once there's some back cover text on there, and experience has taught me to listen to artists and graphics guys when they tell me things like that. And in the end I think he was right. It looks great, almost as if a storm is blowing in from off-panel -- plenty moody and cool.
  23. LL -- that was intentional. Think of it as "my tribute to Erol Otus's awesome DDG cover." I don't think I ever told Eric that, specifically, but he brought the scene I described to him (in minute detail ) to life so well that it's easy to see where I took my starting inspiration from.
  24. At last it can be revealed! At last it can be revealed! I took advantage of some free time in ace artist Eric Lofgren's schedule earlier this year to get him to create a beautiful piece of art that I currently intend to use as the cover of Mythic Hero. He took my idea and executed it superbly. I don't have a finished book. I don't have any specific idea for how I'll publish the book when it is finished. But man, do I have a kick-ass cover.
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