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Steve Long

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Everything posted by Steve Long

  1. 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.
  2. If the weapon is bought with HA/HKA -- Powers to which STR adds damage -- and also some Advantage that lets the weapon be used at Range (typically Range Based On STR), then yes, STR adds to the damage according to the normal rules for the Power and/or the campaign. That's basically the primary reason why thrown weapons are built with HA/HKA rather than Blast/RKA. I never explicitly mentioned it in the rules because I never thought there was any question about the issue -- but clearly I was wrong, so time for a FAQ entry.
  3. Sure. For example, look at the Battering Ram power from the "Speedster Powers" section of Champions Powers: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-¼), Only With Move Through/By (-1) (total cost: 13 points) and +6 with Grab By, Move By, and Move Through (total cost: 18 points). Total cost: 31 points. I'm pretty sure there are at least a couple of published characters with similar powers.
  4. Typically, as with Armor Piercing and Penetrating, the character has to pay the full value of whatever form of Indirect he buys to do this. However, since Indirect doesn’t have a fixed cost like AP and Penetrating do, the GM may prefer to establish a flat cost (such as +¼ or +½) for buying Indirect multiple times this way.
  5. I'm struggling a bit here to find a way to answer this question because I can't convey tone of voice in a forum post. So I hope you'll trust me when I say that my answers are entirely sincere and that I understand that this issue is important to you (or else you wouldn't have taken the time to write). No snark or sarcasm intended. 1. I'm sorry, but generally I don't answer questions about previous editions of the rules. The Sixth Edition abandoned the use of "hexes" as a system of measurement for a number of reasons, one of which was to avoid pedantic concerns like this. Just measure everything by meters and the entire problem goes away. 2. Even if you don't want to do that -- honestly, is this really that important? Is it really going to affect game play or your enjoyment of the game? If it is, then measure the hexes however you want. Somewhere in a 5E book or FAQ question I established a guideline years ago because someone to whom it was important asked -- but like every other rule in the game, if you don't like it, change it! No one will send the Gaming Cops after you -- though we might show up at your game and ask if there's an open seat. When you finish your city map, please post it so all of us on the boards can see it, and perhaps make use of it.
  6. If a character Aborts, any DCV bonus he gets from Dodging, Blocking, or other Combat Maneuvers lasts until the beginning of the next Phase in which he gets to act. They do not end in the Segment in which the Phase he Aborted would have occurred — he took that Phase early by Aborting, so it doesn’t occur on that Segment. For example, suppose a character has SPD 2 (giving him Phases in Segments 6 and 12). He’s attacked in Segment 2 and decides to Abort to Dodge. The +3 DCV he gains from Dodging last until the beginning of his next Phase, in Segment 12. They don’t expire in Segment 6 because he doesn’t have a Phase in Segment 6 this Turn — he took that Phase in Segment 2. Re: your second question, the text on 6E2 54 notes that Combat Maneuver modifiers last until the “beginning of [the character’s] next Phase.” Per 6E2 16, a character’s Phase begins when his DEX comes up in the initiative order in a Segment. So to carry the above example further, suppose the SPD 2 character has DEX 10. The person attacking him has DEX 15. When the attacker gets his Phase in Segment 12, it’s at DEX 15 in the initiative order. The target’s Phase still hasn’t been reached (he won’t get it until DEX 10), so the +3 DCV from his Dodge in Segment 2 still applies. As soon as the DEX countdown reaches DEX 10, the target loses the +3 DCV bonus.
  7. Someone asked me if I'd post the 6th Edition errata file, so here ya go. This version contains all errata I had in my notes through January 16, 2017. 6E Errata 01-16-2017.pdf
  8. By “force barrier” I assume you mean the Barrier Power, and by “variable advantage” I assume you mean the Allocatable (+¼) Advantage. If that’s not the case please post a follow-up, since that might affect my answer. If by “protect against this” you mean “provide the defense that automatically negates the NND,” the answer is “it can’t.” The defense is LS (Safe Environment: Intense Heat), and there’s no way to build that into a Barrier. (You could, however, buy it as a Linked power, but of course you have to do that in advance — you can’t reconfigure the Barrier via Allocatable to add Life Support. If by “protect against this” you mean “prevent the attack from reaching the target,” you’re in better shape. Per 6E1 170, a Barrier functions just like a wall and blocks attacks in either direction. So, the NND Does BODY either needs some way to bypass the Barrier (e.g., Indirect) or it has to damage its way through the Barrier’s BODY before proceeding onward to strike the intended target. Special effects may factor in here (for example, the rules specifically note that Barriers aren’t airtight, so an NND defined as a gas or mist might just seep right through, though it might also be slowed down). That’s what we have GMs for.
  9. First off, thanx for a detailed (and politely worded) post that explained exactly what you were after. There are a couple of intersecting issues here, and figuring out what you wanted to know might have been tricky otherwise. No, that’s not legal — your fellow player is correct and you have in fact been running things wrong for 31 years. (Though in your defense, I don’t believe this issue was specifically spelled out [at least not in a precise and easily-referenced way] in any rulebook prior to 5E. My own gaming group made some pretty serious rules mis-interpretations about Power Frameworks for years before someone pointed out our error. I fought some of the proper interpretations kicking and screaming, but eventually I was intellectually clubbed down with rules text and written examples and had to concede the point. ) . As stated on 6E1 408, while allocating Multipower reserve points is a Zero Phase Action, unless the GM permits otherwise a character cannot allocate Multipower reserve points more than once in a Phase. Having chosen at the start of the Phase to allocate the reserve to Slot 1 (modest defenses, high Running), your character cannot then make a Half Move and re-allocate to Slot 2 (heavy defenses, modest Running). It doesn’t matter if the character begins his Phase with Slot 1 already active; using it or obtaining its benefits in any way means he’s allocating the reserve to that Slot. If he wants to use Slot 2, he has to allocate his reserve points to that using his first Zero Phase Action in the Phase. This isn’t a question of the Multipower reserve “re-setting,” as you put it; it’s that not re-allocating the reserve to Slot 2, and thus maintaining Slot 1, is itself an allocation of the reserve. You have chosen by not choosing in a most Zen-like fashion. In a situation where an enemy with a higher DEX attacks the character when Slot 2 is already active, in theory this “locks” the character into that slot because he’s obtained the advantage of its defenses. This raises two issues. First, I think in this situation that many GMs wouldn’t hold the character to that and would still let him re-allocate the reserve when his Phase begins. Second, it illustrates some potential problems/issues posed by having defenses in Multipower slots — and even worse in this case, slots which combine both defense and movement. This is why the rules state on 6E1 400 that “Characters may not buy more than one Power in a single Power Framework slot unless those Powers are Linked (see above) or the character has the GM’s permission.” I haven’t seen your specific build, and I don’t know what the GM in your campaign permits, but on the face of it the Multipower you’re describing is illegal in and of itself, regardless of reserve allocation issues. Aborting to switch Slots in Segment 9 to gain the benefits of a more defensive slot is legal, unless the GM rules otherwise. 6E2 23 specifically lists this as a “defensive action.”
  10. I’m not 100% sure I understand what you’re asking, so I’m going to re-state your question in a more generic form so you (and everyone else out there in HeroLand!) will know what I’m answering. If I’ve mis-read what you’re asking, please post a follow-up. Q: Can a character make a Combined Attack (6E2 74) with a Martial Maneuver? For example, could he make a Combined Attack with Claws (HKA 1d6) + Bite (HKA ½d6) and make that Attack via Martial Strike so that he gets the DCV and damage bonus that Martial Strike provides? Or could he use his Blast 10d6 + Sight Group Flash 6d6 as a Combined Attack via Offensive Shot? A: No. By definition a Combined Attack is a form of Strike, so it can’t be some other Maneuver (Martial or otherwise). But of course, the GM can allow anything he wants — for some campaigns the sort of thing you’re describing might fit well.
  11. That depends on what form of Usable On Others the Gate is bought with, and how much Increased Mass it's bought with. (The size of the Gate, as defined by Area Of Effect, may also be a factor.) Assuming the UOO covers, say, 16 people, and the Increased Mass on the Gate can handle that much mass and size at once, then all 16 people could use the Gate simultaneously. But most Gates are bought to handle only one or two people at a time.
  12. That's entirely up to the GM. Personally the concept sounds a little nonsensical to me on its face, but if you could sell it to me with a good explanation I might allow it.
  13. Per the rules/guidelines on 6E1 384, both powers should have Trigger unless the GM rules otherwise.
  14. I think the descriptions of those two forms of UOO in the rulebook make the differences clear; beyond what it says there I'm not really sure how I could explain it to you.
  15. 1. What types of Area Of Effect to allow with a Gate is up to the GM. The rules specifically mention using a larger AoE so that larger objects (e.g., a vehicle) could come through. If the GM wants to allow different shapes of AoE as well, I don't think anyone will get upset about it. 2. Generally speaking you're correct in your assumption about a Gate blocking Line Of Sight in the situation you describe, but again it's up to the GM. Depending on the special effects involved, the way the GM envisions Gates as working, dramatic sense, and most especially whether the Gate is actively in use, it may not affect LOS.
  16. Technically speaking, any attack that doesn’t involve some other specified Combat Maneuver is considered a Strike, because it has to be defined as something. That’s why Strike provides no CV bonuses, damage bonuses, or other benefits — it’s the HERO System’s default, bog-standard form of attack. For that very reason, the fact that it’s a “Combat Maneuver” is generally ignored for purposes of rules restricting things that characters can use with Combat Maneuvers. (For example, see 6E2 69, where it’s noted that even though characters can’t Haymaker with a Combat Maneuver, that doesn’t apply to Strike, because it’s the default form of attack.) So don’t get hung up on the technicality when adjudicating situations in your games. 1. None of the situations you describe are Combined Attacks; as shown by the examples on 6E2 73-74, they’re Multiple Attacks. Determining what they are doesn’t depend on whether STR is involved, or equipment/weapons are being used, or any other such factor. It depends on a common sense and dramatic sense interpretation of what Combined Attacks are specifically stated to be for: “sing two or more powers or similar abilities[.]” That primarily refers to superpowers in Champions campaigns, but it could also apply to spells in some Fantasy campaigns, psionic powers in some Science Fiction campaigns, and so on. Hitting someone with your hand or foot isn’t a “power,” and neither are weapons, in both the everyday and gaming senses in which the term “power” is used. (Though of course every GM is free to define anything he wants to be a “power” — it’s his game, and the Gaming Police are off getting doughnuts. ) I hesitate to try to give broad guidelines, because I suspect they’ll be misinterpreted, but I’d suggest using this rule of thumb as an initial consideration: if the attacks being used are things you could envision people in the real world using (e.g., punches, knives, guns, thrown bottles of whiskey), then it’s a Multiple Attack. (The same reasoning typically applies to “alternate” forms of those attacks that aren’t used any more or don’t exist yet — flintlock pistols, laser pistols, energy swords, and so on.) If the attacks being used are things you can’t envision as existing in the real world (superpowers, spells), then you have to consider whether using them is a Combined Attack or a Multiple Attack, based on how the GM wants things to work in his campaign. 2-3. See above.
  17. First, just to be clear, there is no such thing in the HERO System rules as a “Damage Field.” I assume you’re referring to Damage Shield, but if I’ve somehow misinterpreted what you’re asking about please post a follow-up question. You’ve folded a couple of questions into one here, so I’m going to break them out and state them generically so everyone understands what I’m answering. Again, if I’ve misread what you’re asking, please post a follow-up. Q: If a character has bought the Ranged Sense Modifier for his Touch, and he uses his Ranged Touch to touch someone who has a Damage Shield, will the character take the damage from the Damage Shield? A: Yes. Q: If a character has a Sense, can he “turn off” that Sense, or otherwise refuse to use it? A: This is up to the GM, and usually involves applying the usual mix of common sense, dramatic sense, and consideration for game balance. Obviously it’s possible for anyone to shut (or cover) his eyes, put in earplugs or noseplugs, or otherwise stop most Senses from working, and that would typically extend to any “powered” or “special” Senses assigned to the relevant Sense Group. Just as obviously, “turning off” Touch or Taste is a different matter. An ordinary person can’t shut those off at will, so it seems unlikely that most GMs would allow characters to either. However, in the case of certain Sense Modifiers, such as Ranged, applied to those Senses, I think it would be reasonable for a character to claim to be able to turn them on and off, and I think most GMs would permit that. But some GMs in some campaigns might not. In the case of Senses that don’t exist in the real world, the issue really depends on the special effect of the Sense, how the GM defines that Sense as working in his campaign, and so forth. Can a character “turn off” his Spatial Awareness, his Radio Perception, his Detect Magic, his Mental Awareness, his Danger Sense? That’s up to the GM. All this assumes, of course, that the Sense in question is a typical sort of Sense that costs no END, is Persistent, isn’t a slot in a Power Framework, and so on. Obviously under the rules if a Sense costs END, a character can turn it off by not paying the END.
  18. 1. The rules on 6E2 74 specifically state that characters cannot make Combined Attacks with Combat/Martial Maneuvers. Barring any other considerations or a ruling from the GM, a punch is considered a Strike and thus is a type of Combat Maneuver. Therefore what you describe is a Multiple Attack. 2. Again, what you describe is a Multiple Attack, as discussed on 6E2 74. 3. 2WF is never required to perform a Multiple Attack. It simply makes performing one a little easier. 4. See “Defensive Attack” on p. 38 of the Advanced Player’s Guide. And just to be clear, as noted in the Rules FAQ, characters cannot use Defensive PSLs to counteract the DCV penalty imposed by a Combat or Martial Maneuver.
  19. The answer lies in the fact that based on your description, you’re using the wrong Power Modifier to build the power. No Conscious Control means the power typically only works “when the GM chooses” — not whenever a specified condition occurs. If you want the power to work whenever someone attacks her from within X distance, you should use the Advantage Trigger. Given the way you describe it, I’d suggest defining the Trigger as “takes no time to activate” and “immediately, automatically resets.” That eliminates the issues raised by the question. If the character has no control over the power, some form of the No Conscious Control Limitation may also be applicable — I can’t say for certain without knowing more about the ability. The fact that the power only works “when someone... is attacking her” suggests to me that the “lack of control” really isn’t a significant problem and thus merits little, if any, Limitation value. But I may not know the whole story. However, the specifics of your issue aside, you do raise a question that I should answer even if it doesn’t apply to your situation. I’m going to restate it in general terms so it’s clear to everyone: Q: If a character has a power with the No Conscious Control Limitation, when that power activates (per the GM’s decision), does that use up some or all of a character’s current or next action? A: If the power with NCC is a typical one that requires a Zero Phase Action to activate/use, then when the GM activates it, it does not use up any of a character’s current or next action (even if it activates in a Segment when the character ordinarily wouldn’t get an action, or before his Phase occurs in a Segment). If the power requires a Half or Full Phase Action to activate/use, then the resolution of this issue is up to the GM. Typically it will use up that portion of a character’s current action, or if the character doesn’t have one of his next available action. But given the uncontrolled nature of the power the GM may choose to waive or elminate that outcome.
  20. I'd leave this up to the GM and let him decide based on the impact it will have on the campaign. If it's a PC and the person who's immune is another PC, that's obviously tactically beneficial so the character should probably pay for it (I'd let him buy Personal Immunity (+1/4) and just define the immune person as someone other than himself, but other GMs may prefer that you buy Personal Immunity UBO, or various other ways of buying it, such as some use of Selective as you suggest). OTOH, if the immunity won't have much impact on the campaign, I'd probably just let the character have it for free and not worry about it. If it becomes a problem, make him pay for it later.
  21. I somehow totally missed that this had gone on sale: "The Third War" It's a story I wrote last year for Pinnacle's "Necessary Evil" setting, in which all the superheroes are dead and the villains have to save the world from an alien invasion. Here's the synopsis from PEG's website: Crusader is the most isolated man in Star City. He spent the years prior to the v’sori invasion racking up an impressive body count of supervillains and street criminals. For his efforts he was hunted by the cops, targeted by the underworld, and reviled by the public as a ruthless vigilante. Since the invasion he’s shifted his focus to shooting aliens, but still takes any opportunity to kill the villains and crooks he comes across. Superheroes and cops consider him a villain, the villains all want him dead, and the v’sori would gladly torture him to death if they could get their hands on him. But that doesn’t stop him from carrying on his own private war for Justice. Then Crusader learns the v’sori have built a weapon that could kill every super villain on Earth, destroying the resistance in one fell swoop. Forced by circumstance to work with one of his most hated foes — the indestructible strongman Invictus — can he adapt his moral perspective and learn to work with criminals he knows he should kill, or will he let humanity remain under the alien yoke so he can see Justice done? Please check it out and pick up a copy!
  22. I somehow totally missed that this had gone on sale: "The Third War" It's a story I wrote last year for Pinnacle's "Necessary Evil" setting, in which all the superheroes are dead and the villains have to save the world from an alien invasion. Here's the synopsis from PEG's website: Crusader is the most isolated man in Star City. He spent the years prior to the v’sori invasion racking up an impressive body count of supervillains and street criminals. For his efforts he was hunted by the cops, targeted by the underworld, and reviled by the public as a ruthless vigilante. Since the invasion he’s shifted his focus to shooting aliens, but still takes any opportunity to kill the villains and crooks he comes across. Superheroes and cops consider him a villain, the villains all want him dead, and the v’sori would gladly torture him to death if they could get their hands on him. But that doesn’t stop him from carrying on his own private war for Justice. Then Crusader learns the v’sori have built a weapon that could kill every super villain on Earth, destroying the resistance in one fell swoop. Forced by circumstance to work with one of his most hated foes — the indestructible strongman Invictus — can he adapt his moral perspective and learn to work with criminals he knows he should kill, or will he let humanity remain under the alien yoke so he can see Justice done? Please check it out and pick up a copy!
  23. I'm a guest at this new con: ConGregate Larry Correia is one of the main guests this year. Among other things that I'll be doing, I'm running an MHI RPG game on Sunday that he'll play in, with the other seats being auctioned off at the Charity Auction on Saturday night. Come on out and join in the fun!
  24. I didn't write Champions Complete, so I don't feel comfortable commenting on it. My suggestions would be either to consult the full Multiform rules in the 6th Edition core rulebook, or to contact Derek Hiemforth (who's active here on the boards) via PM and ask him directly.
  25. 1. If a character has a power with Time Limit in a Power Framework, and after using that power switches to a different slot in the Framework, the Time Limit power immediately stops functioning. The GM can, of course, rule otherwise (that might be appropriate for some magic systems, for example). If he does so, he should examine any such powers carefully to make sure they’re not abusive (much as with Continuing Charges; see 6E1 370). 2. See 6E1 139.
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