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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. Steve Long

    MYTHIC HERO: What Do *You* Want To See?

    Forgive me for not answering this latest question more quickly -- Hurricane Michael knocked out my power for the past 72 hours. On top of that, some wind god who's annoyed with me for some reason pushed a large tree over on my house, so I'm dealing with a lot right now. (If you want to see what that looks like, check my Facebook feed for a bunch of pictures. ) Fortunately, LL responded with all the right answers. I'm still working on Mythic Hero as much as possible, and hope to get back to it full-time later this month once a couple other obligations are off my desk and house repairs are underway. I am currently thick in the middle of researching Celtic Mythology, a subject so broad I've divided it into 3-4 chapters. I have a loooong way to go yet on the chapter, but it's taking shape. I'll keep y'all posted whenever I have something to announce, but in the meantime you are more than welcome to post questions here for me.
  2. Steve Long

    Constant, Uncontrolled or Both?

    OK, I finally had time to get back to this. Sorry for the delay! 1. I’m not sure I understand this question. How would having an Uncontrolled CE power (that affects electronic devices) interact at all with a Multipower of magnetic blasts? Are you saying you think the CE should affect some (or all) of the magnetic blasts, thus reducing them in effectiveness? 2. Again, not entirely sure I understand what you want to know. CE is a Constant Power, so the CE part of the bubble remains in effect as long as Bipolar pays END to maintain it. If he doesn’t, it stops working. If (as I suspect) you want the CE to last as long as the Entangle, you definitely need Uncontrolled (or some other game element that synchs it up with the Entangle). 3. Assuming the GM allows Bipolar to have a 0 END Uncontrolled power, this form of the power is certainly likely to last longer, and without any need for Bipolar to focus on it. Otherwise, again I’m not entirely sure I understand what you’re asking — what do you think should happen? 4. A Damage Shield already has to be bought with Constant. If Bipolar makes it Uncontrolled, then Uncontrolled’s effects apply: the feeds the DS a set amount of END, and when that END runs out the DS stops working. 5. Well, again, I can’t say much other than: if Bipolar makes it Uncontrolled, then Uncontrolled’s effects apply: the feeds the Barrier (or Blast) a set amount of END, and when that END runs out the Barrier (and all associated effects) (or Blast) stops working. As an aside, I’m not sure Blast, Constant, AoE, Explosion is what you want. If you want anyone touching the Barrier to suffer the effects of the Blast, then buy it as a Damage Shield that covers the Barrier, or as an Area Of Effect (Line) that’s Linked to the Barrier. I hope those answers help! I’m guessing that I didn’t entirely follow your assumptions and what you were really asking, so one or more follow-up questions will probably be necessary. If you post them, it might help if you explain (1) what exactly you want the power to do, and (2) what you think will happen if you apply Uncontrolled (or whatever). Thanx!
  3. Steve Long

    Dimensional Lock

    The difficulty here arises from the fact that we need another tool in the toolbox -- Stops Teleport + Transdimensional isn't going to get you what you want. Instead, we need a new Advantage: Cannot Be Escaped With Extra-Dimensional Movement (+1/4). That solves the problem nicely. Alternately, the GM might allow a character to create an Anti-Dimensional Travel field using Change Environment. Establish a cost for that effect (let's say 20 points, just off the top of my head), apply Area Of Effect, and voila.
  4. Unfortunately (or perhaps fortunately) I don't know much about the exact effects of epilepsy, so before I could begin to comment I'd have to do some research. But I expect someone else here on the boards already has that info based on real-life experience, so I'll leave it to one of them to respond to your question.
  5. I can’t find anything in my notes where I’ve discussed how the rule for defensive powers and abilities and the Takes No STUN Power interacts with Entangle, though it’s entirely possible I discussed the issue with Simon at some point on the phone or by e-mail. In 5th Edition and prior editions, where a character could use Entangle to create barriers (i.e., as a defensive ability, even if it wasn’t strictly a Defense Power), it would have been necessary to triple the cost of Entangle for characters with Takes No STUN (unless the GM ruled otherwise, of course). Perhaps Simon and I discussed the subject way back when, and that’s what gives rise to your question. But the 6E rules removed the “barrier” function of Entangle (since 6E has the Barrier Power, to which the tripling rule unquestionably applies). Therefore, the defensive aspects/functions of Entangle become so rare that the tripling rule for Takes No STUN should not apply to Entangle under the 6E rules. (Though as always, if I’ve previously ruled on this and forgotten about it, I’ll be glad to reconsider the issue when someone points that out to me. )
  6. Steve Long

    MYTHIC HERO: What Do *You* Want To See?

    As a matter of fact, I finished the chapter on Incan and South American Mythologies earlier this year. So I gotcha covered.
  7. Steve Long

    Multiple Sticky Attacks

    Good question. I can see some great drama in this situation — can Our Hero get the victims to the hospital before he collapses himself?!?? Tune in next week! In this situation, the character is affected by the Sticky attack one time for each affected victim he comes into contact with. But as always, the GM can adjust this based on common sense, dramatic sense, and special effects if he sees fit. For example, maybe instead of four individual attacks the character takes the base attack, then adds +1 DC for each affected victim that he touches. GMs are smart, they can figure out all kinds of fun possibilities.
  8. Long-time Hero fans no doubt remember Doug Garrett, who wrote ESPIONAGE, DANGER INTERNATIONAL, and a whole bunch of other stuff for Hero Games back in the Eighties and Nineties. Doug's just published his first novel, an espionage thriller called REMEMBER WHEN, and I suggest you give it a look! Remember When on Amazon
  9. The rule stated at the bottom left of 6E2 54 also applies to DCV bonuses from Martial Maneuvers: unless the GM rules otherwise, DCV from Maneuvers based on the Dodge Element apply to both HTH and Ranged Combat; DCV from HTH Martial Maneuvers applies only against HTH attacks; and DCV from Ranged Martial Arts Maneuvers applies only against Ranged attacks.
  10. Steve Long

    Multiple HtH Attacks

    Per 6E2 102, when a character uses an HA with Advantages that directly affect the damage he does, you use the HA as the base attack and have STR add damage according to the rules on 6E2 96-102. Thus, the STR added is adjusted to take into account the Advantages on the HA. So your example — 20 STR applied to HA +4d6 with +1 worth of Advantages — is correct: the character described does 6d6 Normal Damage with Penetrating (x2). The issue becomes a little trickier when a character has one or more additional forms of HA that could add into the attack, and which either don’t have the Advantage(s) on the first HA, or have different Advantages. (Note: I keep thinking that I’ve written about this before, but if so I can’t find it. I reserve my right to change my answer if necessary. ) First, of course, the GM has to determine whether the two HAs can both work together. The default answer is that two different HAs can work together (but the character only adds his STR once to the overall damage, not to each HA individually). However, the GM is well within his rights to rule otherwise if the two HAs don’t seem “compatible” based on common sense, dramatic sense, special effects, and other considerations. Taking your example above (a “Speed-Punch” and a Club), some GMs might rule that they’re compatible, while other GMs might not — I can see arguments both ways. If the two HAs are compatible, this raises the (potentially extremely complicated) issue of which Advantages apply and how you calculate the overall damage. I could easily spend the rest of the afternoon writing about all the possible combinations and now things play out, and frankly, even as much as I love the HERO System I have better ways to spend my Labor Day afternoon. I will consider this issue further and write about it in APG3, but in the meantime the best advice I can provide is for the GM to use his best judgment to make PCs fun to play without unbalancing the campaign.
  11. Steve Long

    How to make Drain painless

    So, it appears to me that you're trying to re-create (more or less) the old Transfer Power with the 6E rules. There's an example power that shows the recommended way to do that in the sidebar on 6E1 197. You may have to include additional Power Modifiers (like No Range) to build the power you want, but that example shows the basic way to create a 6E "Transfer" power. Comment: You don't need Area Of Effect for the Drain part of this build, at least not if I understand what you're trying to do. If you want to make the power affect anyone who comes into contact with you, then you would use Area Of Effect, but it should be the "Damage Shield" form of AoE (see 6E1 321). There's no need to buy Personal Immunity for the Drain, unless you just want to prevent enemies from Reflecting it back at you. Again assuming you would use Damage Shield here, a DS doesn't require Personal Immunity to not affect the character using it. If you want all the parts of the power to be completely Invisible, then yes, you have to buy the Invisible Power Effects Advantage at a high value (probably +1; see 6E1 338-39). If you want the target to not realize that he's being affected -- for example, to not feel pain -- then you need another +1 worth of Invisible Power Effects to conceal the effects of the power (as discussed on 6E1 339). I think that covers all of your questions. But if I missed something, or I misunderstood the nature of the power you want to build, please post a follow-up or send me a PM. Good luck with your game!
  12. Steve Long

    VPP Limitations

    Neither Time Limit nor Fuel Charges are inherently illegal Power Modifiers for a VPP. Based on your examples, I'd say that since most of the Powers you think you'll use for slots in the VPP will be Constant Powers, use that category to determine the value of Time Limit (i.e., make it a +3/4 Advantage. Since that may not always be the case, perhaps you can talk the GM into a small reduction to, say, +1/2.
  13. On September 7-9 I'll be up in Alexandria, VA as a guest at MAGLabs, a convention taking place at the Hilton Alexandria Mark Center. I'll be holding my Worldbuilding Workshop (and a much shorter one on building monsters) and my How To Write Elvish workshop, plus interacting with gamers and fans and just generally having an awesome time. If you're in the area, please come out and say howdy! MAGLabs (Sept. 7-9, Alexandria, VA)
  14. On September 7-9 I'll be up in Alexandria, VA as a guest at MAGLabs, a convention taking place at the Hilton Alexandria Mark Center. I'll be holding my Worldbuilding Workshop (and a much shorter one on building monsters) and my How To Write Elvish workshop, plus interacting with gamers and fans and just generally having an awesome time. If you're in the area, please come out and say howdy! MAGLabs (Sept. 7-9, Alexandria, VA)
  15. I'm not familiar with the IPs you describe, so I'm not sure I can answer accurately, but it sounds to me like this isn't a Combat Maneuver, it's a special ability the character purchases with points. He buys a bunch of HA dice (to account for both the "strikes" themselves and the effect of "velocity"), special effect as described above. If you don't want him to end up in the same place where he started the attack, buy some Teleportation, Triggered by the end of the attack, to place the character where you think he made the "last" kick from.