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Steve Long

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Steve Long last won the day on July 10 2014

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About Steve Long

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  • Birthday 11/27/1965

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  1. 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.
  2. You might want to re-look at the addition in your answer to the clairsentience question.  +6 +6 != 10 unless I am missing something.

    1. Steve Long

      Steve Long

      Thanx for the catch! I was riffing off the original poster's example but mis-typed the +4 as +6. I blame the media. ;)

  3. That’s an issue addressed at several places in the rulebook. See 6E1 352 regarding Trigger; 6E1 370, 401 regarding Continuing Charges, and 6E1 400 regarding Constant Powers.
  4. Steve Long

    Clairsentience question

    As noted on 6E1 179, “[a] character with Clairsentience can use one or more of his Senses... at Range[.]” If a character has purchased a Sense Modifier for the Sense(s) he buys Clairsentience for (typically the Sight Group), then that Sense Modifier would apply when he uses his Clairsentience. As further noted on 6E1 170, characters may buy “appropriate” Sense Modifiers for Clairsentience itself, rather than the underlying Sense (determining what’s “appropriate” is up to the GM, of course.) If a character buys the same Sense Modifier for both the base Sense and his Clairsentience, the two Sense Modifiers “stack” if possible and if the GM permits. So if a characters buys Telescopic (+4 versus Range Modifier for Normal Sight), and then buys Clairsentience (Sight Group), Telescopic (+6 versus Range Modifier for Sight Group), he would have Telescopic (+10) when using Normal Sight with his Clairsentience. Of course, this could get a little complicated or weird, so the GM may prefer for a character to buy all the Sense Modifier one way to avoid confusion.
  5. Steve Long

    Naked Limitation

    From what you're telling me, I don't think this is an issue of a "naked Limitation" (which as far as I can recall offhand isn't a subject discussed in any of the rulebooks). Since the powers all draw from the same "pool" of Charges, you have a couple of options that occur to me: 1. Buy the abilities in a Power Framework that has 8 Charges on the reserve/pool. If Naked Advantages and Talents are involved, this will require the GM's permission, of course. OR 2. Use the optional rules for a "pool" of Charges that multiple powers/abilities draw from, which you can find on APG2 49. This sounds like what you're after, but it's less "traditional" than the Limited Multipower/VPP route. All that being said, someone else reading this may have an idea of his or her own. Anyone out there in Herodom Assembled have some other suggestions?
  6. Steve Long

    Beginning

    Since this isn't a rules question but more of a general guidance issue, I've moved it to the Discussion board where anyone can reply. (Only I can answer questions posted on this board.)
  7. Steve Long

    Invisibility Fringe follow up

    You're right, I confused the two -- my apologies, and thanx for catching it! Making a PER Roll to see a fringe, and using Nontargeting Senses to perceive an invisible foe in combat, are two different things. The rules on 6E2 18 state that making most PER Rolls requires a Half Phase Action -- but that clearly leaves a lot of wiggle room for the GM to change things if he wants to. So ultimately my error wasn't too much off.
  8. Steve Long

    Invisibility in combat details

    1a. When a character has the opportunity to try to perceive an invisible character’s fringe is up to the GM. The rules on 6E1 240 specify that the character has to be within 2m of the invisible character to have a chance to perceive his fringe (or up to 16m for a bright fringe), and of course he has to have LOS to the invisible person. 1b. Using a Nontargeting Sense to make a PER Roll to perceive an enemy is a Half Phase Action (see 6E2 7, 23, 125). (And in answer to your specific question, no, a character cannot attempt to perceive an invisible character “between” his Half Move and his attack. There is no “between”; it’s all part of the invisible character’s single action. However, the GM might permit a character to Abort to making his PER Roll in time to remove or reduce the DCV penalty the character suffers because his opponent’s invisible.) 2. The rules on 6E2 7 and 126 state that the benefits of making a Nontargeting PER Roll to perceive an invisible character last until the beginning of the perceiving character’s next Phase. Of course, the GM is free to alter this based on the circumstances. For example, he might extend the time during which the Nontargeting PER Roll’s benefits apply, grant a bonus to the subsequent PER Rolls, or let the character make them as a Zero Phase Action, if that seems appropriate. 3. If a character succeeds with a PER Roll to perceive an invisible character’s visible attack, in that Segment (i.e., before the attack fades from view at the end of the Segment) he can attack the invisible character with only -1 OCV until the invisible character moves (6E2 126). The perceiving character still suffers the standard DCV modifier (based on whether he has or has not succeeded with a Nontargeting PER Roll to perceive the invisible character). Being able to perceive an invisible character’s visible attack does not alter the DCV modifiers for lack of perception in combat. 4. Per 6E1 240, punches and the like are covered by a character’s Invisibility. So the character being punched is at ½ DCV if he doesn’t succeed with a Nontargeting PER Roll to perceive his invisible foe, or -1 DCV if he succeeds (see 6E2 7). As always, the GM can adjust any of these rules to suit the situation if he sees fit. Sometimes he may want actions to take longer, or a character may be in a position that makes what he wants to do quicker and easier.
  9. 1. A character can’t declare that he’s taking a Recovery as his action until his DEX arrives in the initiative countdown. (As discussed in previous answers, he may have to tell the GM what he intends to do earlier, because he has to explain why he’s not using his Lightning Reflexes, but that’s not a formal declaration of his action under the rules.) Therefore, absent any other situational modifiers, he remains at full DCV until he declares his Recovery — at which point, his DCV is halved (see 6E2 37, 129). So, in this example, Lagman has DCV 7 until DEX 8 comes up in the countdown and he declares that he’s Recovering. 2a. Until a character declares that he’s taking a Recovery, he isn’t taking one yet. Therefore, the rules for taking a Recovery as an action (such as the Recovery being spoiled if the character takes damage) don’t yet apply. So, in this example, Lagman’s Recovery won’t be spoiled by taking damage prior to when he declares his Recovery on DEX 8. 2b. Generally speaking, unless a character’s conduct give his intended action away, another character has no way of discerning what action he intends to take. This applies to any action, whether it be taking a Recovery, turning left in a car chase, or deciding to attack Lazer this Phase instead of Mechassassin. But of course, this is a dynamic situation, so it may fall to the GM to rule on what another character can determine about a character’s intended actions. 3. Yes. Unless a more specific rule states otherwise (e.g., the rules on declaring a Dive For Cover on 6E2 85), a character who’s planning to declare a particular action on his DEX in the initiative countdown may change his mind and do something else when his chance to take an action arrives. One benefit to acting later in a Segment is that a character gets to see what’s happened so far in that Segment and react accordingly.
  10. Steve Long

    Also Lightning Reflexes

    Well, (d) is a damn likely option in this case, I'd say, but let me try to provide an answer. I”m going to rephrase your final summation and use that to provide a general response. Q: If a character has Lightning Reflexes or any other ability that affects when he acts in a Segment when he has a Phase, when does he have to declare that he’s taking a Recovery? A: If the Lightning Reflexes (or other ability) are defined in such a way that they would apply to his declaration of a Recovery, he must declare that he’s taking a Recovery when his DEX+LR comes up in the initiative order. Obviously that’s almost never going to happen — since Recoveries always occur at the very end of a Segment (6E2 129), there’s no advantage to having to declare one earlier (and arguably it’s disadvantageous to do so). So assuming the Lightning Reflexes don’t apply, then the character would declare his Recovery action when his DEX occurs in the Segment. So in this specific case, BB has to declare that he’s taking a Recover when the GM reaches his DEX 15 in the initiative countdown. He’s already aware that he’s going to do that, so he’ll have to inform the GM of his intentions probably at DEX 30, but that’s just explaining the situation to the GM, not a declaration of his action. Hopefully this, and my previous answer to dsatow on a related point, clears things up. If not, feel free to post a follow-up or PM me.
  11. Steve Long

    Lightning reflexes

    In this situation, the character’s DEX is only 1 for purposes of taking Recoveries. (The validity of that Limitation, since a Recovery taken as an action always occurs at the very end of the Segment [6E2 129], is a question for another time.) So when DEX 20 comes up, the character’s player has to say, “I don’t get to act on DEX 20 this Phase as I usually do — I only have DEX 1 for purposes of my intended action, which is to take a Recovery.” He has to wait until DEX 1 and then declare his action — “I’m taking a Recovery.” So both because of his low DEX and the rule stating that Recoveries always come last, the character has to wait around through the entire Segment until he can Recover. If he’s attacked, the standard rules for taking a Recovery as an action (6E2 129-30) apply, possibly causing him to lose his Recovery. I note that there's another question on this issue that was posted soon after yours, so you may want to consult that one as well.
  12. Steve Long

    Reflection

    I am going to refrain from answering until I see what you're talking about. Once I get to watch Incredibles 2, I'll come back and post my answer. I suspect it will be something along the lines of "No, but here's an optional rule for Block that would cover the same thing" -- but you never know, which is why I wanna see the movie first.
  13. Steve Long

    Summoning Weapons

    First off, I want to make sure I (and others reading this) understand what you mean by "summoning weapons." My assumption is that you mean that you want to have a weapon that appears instantly in your hand when you want it, and goes away when you don't. Thus, if someone tries to take it away from you, they won't succeed, because you can just "summon" it back to your hand. Buying this is easy: buy whatever Attack Power you want to define the weapon's effect (typically Blast or RKA). That's it -- since the weapon can "come and go" as you please, it doesn't have a Focus Limitation (depending on the nature of the weapon and the power, it may or may not have Charges and other Limitations commonly taken for weapons). Even though a physical object is involved, the way the power works, your character isn't any more restricted in his use of the attack than a character who can fire a Blast from his hands or eyes (for example). If your idea of "summoning weapons" is different, please let me know and I'll try again.
  14. You use the Indirect Advantage to build this. Check with your GM to figure out the proper construction and value -- he'll have the best idea about how often something like this is likely to come up during game play.
  15. Steve Long

    1/2 DCV Followup

    That's me, as the GM, providing an example of a time where I feel it's necessary to make an exception to a general rule to get something to work well for a specific genre. But even then, you'll note that I suggest PS: Zero-G Ops first.
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