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Steve Long

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Steve Long last won the day on July 10 2014

Steve Long had the most liked content!

About Steve Long

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    Decuple Millennial Master
  • Birthday 11/27/1965

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  1. Penalty Skill Levels

    Yes, apply PSLs at the same step on the Checklists as CSLs.
  2. Roll damage for each one, then apply KB rules to each roll to determine the respective KB.
  3. Damage Negation

    1. By the strict reading of the rules, Damage Negation should be modified to take into account the value of an Autofire Advantage. However, given what Autofire does, a GM would be well within his rights to ignore that rule and apply the Damage Negation without modification. 2. Damage Negation only has to take into account the Advantages that affect damage (see 6E2 98). It does not have to account for other Advantages, such as Reduced Endurance or Invisible Power Effects. 3. Yes, Damage Negation has to be modified to take the value of Double Knockback into account. Once the attacker rolls his attack, you calculate KB from that and apply the doubling for the Advantage. As noted on 6E1 183, “Calculate the Knockback (if applicable) from the damage the attacker actually rolls, not from the DCs of the attack before [Negation]” — so you don’t have to worry about the dice that weren’t rolled due to applying Damage Negation.
  4. 1. Special effects can’t trump, overcome, or let you ignore mechanics. When building a power you should use all the game elements necessary to simulate the special effect (though of course the GM can handwave anything he considers so trivial that it’s not worth having to pay for). 2. The only limits to the number of people that can take advantage of a Usable By Nearby power are ( a ) the number of people that can “realistically” fit into the defined space, and ( b ) the GM’s common sense, dramatic sense, and game balance sense. UBN is primarily intended to let characters create powers that they can extend among a group of PCs, and using it for a “static” effect such as this one may pose game balance problems, so the GM should tread carefully.
  5. MYTHIC HERO: What Do *You* Want To See?

    That's why I post these updates -- to prove that, despite the book's quasi-mythical status, progress is being made....
  6. MYTHIC HERO: What Do *You* Want To See?

    Thanx, folx! Have no fear, I am doing what I can.
  7. Moving while prone

    Per the rules on page 210 of The Ultimate Speedster, adjusted for 6th Edition movement measuring, crawling means moving at no more than 2m per Phase, and the GM has the option to adjust this upward for characters who move faster than human normal. In this case, a character with Running 60m moves 5 times as fast as a normal human with Running 12m, so his crawling speed would be (2m x 5 =) 10m per Phase. So no, he can’t just crawl for 50m, not unless he wants to spend five Full Moves doing so. Your first question raises some broader issues, though, so I want to rephrase it to make things more clear: Q: Suppose that a character is moving. Before he finishes his move he gets hit with an attack, and suffers Knockdown or Knockback, but isn’t Stunned or Knocked Out. Can the character finish his movement (and if so, from where) and/or perform other Actions in his Phase? A: Unless the GM rules otherwise, a moving character who suffers Knockdown or Knockback stops moving under his own power; he either falls prone where he was hit (KD) or ends up some meters away due to the force of the attack (KB). If his movement was a Full Move, he cannot resume moving and simply loses the rest of that Phase. If his movement was a Half Move, he cannot resume moving using the rest of the meters of movement from that Half Move, but he still retains a Half Phase Action. Using that he could attack, declare another Half Move, or so on.
  8. Howdy folx! I've got a new PDF product up in the Online Store for you: Gun Fu! As you can probably guess, this is a collection of gun-related abilities for characters, similar to the sorts of things you see in Equilibrium, Wanted, John Wick, and other action movies. Rather than just listing and describing all the abilities, I've also organized them into a series of "ranks" that take a character from beginning shootist to master of gun fu. You don't have to use the ranks if you don't want to, but I think it makes for an interesting experiment at the very least. If you like this approach, let me know; I have other "power sets" organized in the same way that I could publish if there's interest in them. You can find Gun Fu here: Gun Fu Hope you enjoy it!
  9. MYTHIC HERO: What Do *You* Want To See?

    Progress! It's taken me months longer than it should have due to my ongoing health problems, but I've finally finished the Incan and South American Mythology chapter of MYTHIC HERO. Woot! Now to move on to the last major world mythology left to me (though by no means the last one I have to research and write about): Celtic! First task: update my bibliography. That should take me the rest of the day, at least.
  10. Since these are "how to" questions rather than rules questions, I've moved this to the Discussion board where anyone can provide answers and helpful advice.
  11. First, welcome to Hero! Bathrooms are just down the hall, please kick in a quarter for the coffee and doughnuts fund. Yes, that's legal under the rules. However, it may cause game balance problems in the campaign, so I'd recommend monitoring the situation closely. If you haven't already, I'd suggest posting about this on the Discussion board. Other GMs may have encountered the same problem and have useful advice to offer.
  12. Thank you, Simon, for answering the question.
  13. Where do I get my PDF?

    I'm moving this to the Company forum so Jason or Dan will see it and can reply.
  14. Aid and Multiple Attack

    I’m going to rephrase the question to make it clearer for everyone (including me ): Q: The Multiple Attack Combat Maneuver “allows a character to make more than one attack in a Phase[.]” For purposes of this rule, what qualifies as an “attack?” Specifically, does any Action requiring an Attack Roll (such as using Aid) constitute an “attack”? A: That’s up to the GM, who should use his common sense, dramatic sense, and game balance sense to decide. Most attacks — using force against someone with the intent to cause harm — are clearly an attack by any rational definition. Powers like Aid are a different matter. After all, Aid is intended to be helpful, and that doesn’t sound much like an attack. The mere fact that an Action the character wants to take requires an “Attack Action” does not make that Action an “attack” for the purposes of Multiple Attack. But this is why we have GMs, to handle tricky situations like these. I can think of situations where I’d probably allow it because it enhances the drama and excitement of the game, and others where I wouldn’t. If you haven't already, I'd suggest starting a conversation about this on the HERO System Discussion board; it definitely seems like something worth discussing.