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Steve Long

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Everything posted by Steve Long

  1. 1. Gangrel, you'll be happy to know that Perseus does, in fact, have a full character sheet. I've already written it up in the Greek and Roman Mythology chapter. 2. Megaplayboy, for raw text we definitely get more than 450 words per page, though of course character sheets, tables, and the like complicate the situation (as does a greater or lesser amount of art than usual). To take three recent examples, Champions Beyond gets approximately 613 words per page, The Book Of The Empress gets 628 words per page, and the MHI RPG gets about 715 words per page. Nevertheless, you're right that MH is likely to be one really big book. I'm already at over 250,000 words, and could easily have another 250,000 to go. Assuming it's a 500,000 word book and it gets 650 words per page average, that's still a 769 page book. The practical logistics of the situation may prevent me from making it one massive tome if I find a way to publish it, regardless of my own personal wishes.
  2. You're reading too much into it. The text simply says the GM may, if desired, apply the falling damage rules.
  3. No, there’s no such thing as a “default SPD” for the world. Sometimes the rules for a specific effect indicate a SPD, sometimes characters are affected whenever they “touch” whatever it is, and in other cases it’s up to the GM.
  4. 1. Unless the GM rules otherwise, no. 2. Per 6E1 301, a Gate is defined as occupying a 2m Radius Area. Therefore, technically speaking any character moving through that Area is affected by the Gate. However, allowing for both dramatic and common sense, a GM could certainly allow a character to avoid one (perhaps if he succeeds with an appropriate roll) if he wanted to. 3-4. Yes, a Gate affects unwilling people, even though it's not built with Usable As Attack. That’s one of the purposes of the rule — to create an effect that has physical properties characters can interact with. Whether the creator of the Gate wants someone to use it is irrelevant; that’s why it gets the Gate (-½) Limitation (which specifies “anyone of the proper size and mass can move through [a Gate]”). 5. If a Vehicle tries to move through a Gate, the Gate has to be able to handle the Vehicle’s mass, as stated on the Vehicle’s character sheet. Due to common and dramatic sense, Vehicles that consist of multiple “parts” – whether that’s a train of multiple cars, a motorcycle and sidecar, a cruise ship carrying lifeboats, or what have you — counts as a single mass. Similarly, if necessary the GM should account for any passengers or cargo the Vehicle carries, though I think that in approximately 99.97% of cases that’s far too much detail for most campaigns and the GM can just handle it as he wishes. 6. Typically no matter which “side” a character approaches a Gate from, it transports him to the same destination. Whether his facing differs based on his approach is up to the GM.
  5. The STR scores were set where they're set because I have precise data on how much individual characters and monsters can lift from Larry Correia. Some of that information is established canonically, and some of it was provided to me by Larry personally, but it all comes straight from the creator of the series. Similarly, the SPD scores are set based on consultation with the creator of the IP. After I explained to him how SPD worked in the HERO System rules and provided him with some common benchmarks, we hashed out what the SPDs should be for various characters and monsters. Again, this all comes directly from the guy who created these characters, and who had the right of approval to say whether the material I wrote accurately reflected those characters' capabilities.
  6. A character in Champions Villains, Volume 3 has an ability called "Bag of Knives," so "bag of explosives" seems appropriate to me.
  7. Unless the GM rules otherwise, the maximum effect would equal 3 points per die. However, if another character using the same type of Aid that’s not defined as a Standard Effect were to use it on the same character, his maximum would be the standard 6 points per die, as usual.
  8. That's up to the GM. From a strictly technical standpoint, given that a couple of Enhanced Senses are built from the ground up as Detect Physical Objects (or Limited Class of Physical Objects), Invisibility to that specific form of Detect should affect them. On the other hand, since the likes of Spatial Awareness and Radar are written up as specific Senses, the GM might require a character to buy Sense-Affecting Powers to affect them individually, or as part of the Sense Group to which they're assigned. For example, there are a number of powers written up in published books that feature Invisibility or other Sense-Affecting Powers versus Radar. Personally I probably wouldn't allow those Powers to affect Spatial Awareness, and I suspect many other GMs would feel the same way.
  9. Larry has a new Kickstarter going to create MHI challenge coins: http://www.kickstarter.com/projects/451021352/monster-hunter-international-challenge-coins They look pretty darn cool, so I thought folx here should know.
  10. IIRC, we promised the Kickstarter backers we wouldn't sell any of the PDF bonus stuff for at least a year. After that -- we'll see.
  11. Well, sometimes good things result from a serious bout of insomnia: I finished my chapter on Australian Aborigine mythology! It came in at 17,500 words, a lot longer than I expected. This is despite only having three gods who get character sheets (tied with Armenian mythology for the smallest number, so far). Mostly I think the wordage comes from some detailed cosmology stuff, a complete system for Aborigine magic, and descriptions of a bunch of weird monsters. Now on to a new chapter. I suppose I should tackle one of the remaining "major" mythologies (Celtic, Chinese, and Hindu), but I'm more in the mood for Slavic/Russian, so that's what I'm gonna work on.
  12. Generally speaking, yes, DCV modifiers affect Velocity-Based DCV, if you’re using that optional rule. For example, an Encumbered character suffers a penalty to his Velocity-Based DCV; a character moving at Velocity-Based DCV who’s attacked from Surprise is at ½ DCV. However, it would be illogical to apply the usual ½ DCV penalty for Noncombat Movement; ignore that particular DCV modifier unless the GM rules otherwise.
  13. 1. If you want to use the Critical Hits rules on 6E2 118 with an Autofire attack, do it this way: for purposes of determining if a hit is a Critical Hit, double the target’s DCV; every shot that hits that DCV or higher qualifies as a Critical Hit. 2. For Multifire, your best option is not to use the Critical Hit rules at all; simply consider a low roll, by ensuring multiple hits and thus a significant increase in the DCs of the attacks, essentially counts as a “critical hit” because of the extra damage done. For example, suppose a character uses an RKA 1d6+1 and Multifires three shots, hitting with all three. That raises the attack to 2d6. The maximum result on the unmodified attack (i.e., what it does with a Critical Hit) is 7 BODY; the average roll on the modified attack is likewise 7 BODY, and it could get even higher. Mathematically that won’t always work out so neatly, but it’s a lot easier than coming up with a special rule.
  14. No, it would not. Despite its name, Environmental Movement doesn't enable any sort of additional or special movement in an environment -- it merely eliminates the combat penalties characters typically suffer in that environment.
  15. There is no "duration" of a Power Framework. They're ways of organizing/grouping/buying Powers, not Powers themselves. Typically a Framework remains configured as it was when a character last used it, until he chooses to reconfigure it. (Not that it really matters most of the time, given that changing slots is a Zero Phase Action, but I can see some situations where the issue might come up.) That does not, however, mean that the slots in the Framework keep functioning; they're governed by the standard duration rules for whatever Power (and Power Modifiers) they're built with. For example, if a character has a Resistant Protection slot active, that slot continues to protect him even if he's unconscious, since Resistant Protection is a Persistent Power. OTOH, if a character has a Flight slot in use and is Knocked Out, he'll plummet to the ground because Flight is a Constant Power.
  16. A Haymaker doesn't require any movement on the part of a character. However, regarding the specific issue you mention, see 6E2 69 under "Unusual Haymakers."
  17. That's not a topic that's discussed in 6E. That users opinion is his own, pure and simple; it's not necessarily an accurate assesment of either the intent or mechanics of the game. Personally, I've been in plenty of Superheroic games where Killing Attacks were both common and mechanically effective. I would agree that in Superheroes genre games (be they Heroic or Superheroic), Killing Attacks and their use by PCs tend to be much less common than in Heroic genres that rely primarily on blades and guns as weapons (e.g., Fantasy, some forms of Dark Champions, Pulp, some forms of SF). But saying that is a far cry from saying "they're not supposed to be used, or effective."
  18. That's up to the GM, but generally speaking the rule about MegaScale should take priority.
  19. Linked attacks by definition function together and only require one Attack Roll for both (or all) to hit. If you wanted the powers to require separate Attack Rolls, the GM might allow a Limitation.
  20. I’m going to rephrase your question a bit more generically to save myself some trouble. Q: If a character has the Proportional Advantage (APG 139) on a power, does that Advantage affect any Adders on the power? For example: —if he has Proportional (x2 effect) on his Flight 20m, Improved Noncombat Movement (x4 NCM, for +10 Character Points), would the multiplier increase to x8 NCM in the appropriate circumstances? —if he has Proportional (x3 effect) on an attack with Reduced Negation (-2 DCs), does that become -6 DCs? A: No, Proportional does not increase (or decrease) the effect of Adders bought for a power, only the base Power involved.
  21. That's up to the GM. It depends on a lot of factors, including how likely it is that characters take more damage than the defined threshhold. In the 5E version of Champions had a power called You Only Nicked Me!, built with Armor (Resistant Protection) rather than Damage Reduction, that had the Limitation Always Lets First BODY Through (-1/2). But that value doesn't necessarily hold true for all GMs, campaigns, or similar powers.
  22. This isn't a rules question so much as it is a Discussion topic, so I've moved it over there, to allow others to respond. My answer: Physical Complication is what I'd use. However, due to the potential usefulness of this ability, I would be more inclined to make the character buy it as a power. In The Ultimate Mentalist, pages 84 and 158, you can find "The Pauli Effect," which is essentially what you're looking for, written up as both a power and a Physical Complication.
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