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Steve Long

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Everything posted by Steve Long

  1. I'm not sure I understand your question, so I want to start by clarifying a few things for everyone's benefit. 1. There are no Skills that rely on the OCV or DCV Characteristics for rolls. OCV and DCV are only used for Attack Rolls. 2. A character with OCV 6 has virtually no chance to hit a character with DCV 17. He'd have to roll a 3; otherwise he'll always miss. If you mean that the attacker's OCV 6 + 11 = 17, and he then subtracts his 3d6 roll from that (the standard way of determining what DCV the attacker can hit), then the maximum DCV he could hit would be 14 (except that a 3 always hits), but he's more likely to hit DCV 5-7. 3. I don't understand your question about a defender using "skill points" (by which I think you mean Combat Skill Levels, though I'm not sure) to lower his DCV. The last thing a defender wants to do is reduce his DCV, since DCV makes it more difficult for the attacker to hit him. Did you mean the defender is somehow reducing the attacker's chance to hit him? 4. I don't understand your question about "combat modifiers" being "tied to combat skills." HERO has plenty of Combat Modifiers (like Target Size, Surprise, various environmental situations, and Encumbrace) that may affect OCV and/or DCV in various ways, but they don't have any relation to the various Combat Skills.
  2. As stated on 6E1 376: “If a Focus is Obvious, it’s clear to anyone looking at the character that the power comes from the Focus — no PER Roll is necessary.” As you can see (no pun intended ), there’s no mention of whether the Obvious Focus is currently in use. However, the GM might rule that until the Obvious Focus is used, all a character can perceive is that it is an Obvious Focus. At best he can only guess at what powers the Obvious Focus might have, based on logic, prior knowledge, and other factors. But the fact that it is an Obvious Focus is plain to everyone who can see it.
  3. If the Focus is Obvious, it stays visible. That includes armor (an OIF) and virtually any item a character is carrying. It doesn't matter if the Invisibility applies over an Area Of Effect, is Usable By Others, or any other thing -- the only issue is whether the Focus is Obvious. Of course, this comes with the usual caveat that the GM can change the rules if he thinks it's desireable to do so. He might rule that worn items are covered by Invisibility, or that they're "semi-covered" so that another person has to make a Sight PER Roll at -4 to see them. Going the other way, he might also rule that "items" defined with, say, Only In Heroic Identity or Physical Manifestation are also "Obvious" enough that Invisibility won't cover them.
  4. I’m not sure I understand you. Unless I’m forgetting or overlooking something, a Martial Grab with 20 STR is a Martial Grab with 20 STR — you don’t roll to increase the STR (to 35, in your example). You roll to hit, and then if you Squeeze the victim (or the like), the character rolls for damage based on his own personal STR. The STR used to maintain the Grab remains 20 regardless of the damage rolled (and as noted on 6E2 92, the STR bonus for Grab-based Martial Maneuvers only helps the character maintain his hold; it doesn’t increase the damage done by Squeezing, Throwing, Crushing, or what have you). The Crush Martial Maneuver (HSMA 7, 244) provides a +4d6 damage bonus to STR when a character Crushes someone following a Grab or Crush. That damage bonus doesn’t affect the STR used to maintain the Grab in any way. Does that answer your question? If not, please post a follow-up or PM me to let me know what I’m missing so I can give you a better response.
  5. It would not work — unless, of course, the GM wanted to adjust the rules as written for some reason.
  6. Hero has never published any such list, and frankly I'm a little reluctant too. No matter how many "this list isn't all-inclusive; you can do other things with CE" warnings I include, some people are going to see it as a restrictive list. But I'll think about it -- thanx!
  7. It’s not possible to have “negative” Knockback dice. If that happens, you just don’t roll any dice for Knockback — the KB equals the BODY of the attack x 2m.
  8. Since a Block is a defensive action, a character can Abort to it -- meaning use his Phase earlier than normal. In your example, he doesn't have to declare the Block in Segment 3 -- after all, at that point in time he doesn't even know that someone is going to shoot a Ranged attack at him. In Segment 5, when the attack occurs, he can Abort to Block it. That means he uses his Phase in Segment 6 early. So when Segment 6 comes around, he doesn't get to take his usual action, because he already Aborted to Block. (Since characters can Block multiple attacks at an increasing penalty, he could go on Blocking more attacks, until he misses one of the Blocks.) He can't act again until Segment 9, when SPD 4 next has a Phase. In short: if your GM requires you to declare your Block in Segment 3 (in this example), he's not playing according to the rules as written. That's his privilege, of course; he can certainly change the rules for his campaign if he wants to. I hope that clears everything up. You can also look at the Abort rules on 6E2 21-22 for additional explanation and examples.
  9. Technically that is true, per the rules on HSMA 96-97 which define the FMove Element. However, as those rules also note, the GM should tread carefully when adjudicating the effects of a FMove-based Maneuver. Typically most FMove attacks should take place at or near the end of a character’s move, not at the beginning.
  10. A character would need two powers to do what you're describing: the ability to become Desolidified himself; and a Desolidification Usable As Attack power to render his enemy Desolidified. (He can't use the UAA power on himself; see 6E1 359.) Assuming he has both those powers, then rendering an enemy intangible so the two of you can only fight each other works just fine.
  11. I can think of several possibilities to accomplish what you want: 1. Build a Computer into the Glider with a "Return to Master" program. If you want to run the Computer through a ring that you wear, represent that with a Physical Complication on the Computer (that the ring can be taken away from you, etc.). Alternately, consider the Multiple Foci rules (6E1 380) so that both the Computer and the ring can be required to operate the Glider. 2. Use the Cyberkinesis rules in the APG. You might need to tweak them a bit to get what you want. 3. Forget about trying to represent this with rules and just wing it. You and the GM can agree that you can remote control your Glider, you just can't do anything that's effective in game (like ramming someone) with the remote control -- you can just call the Glider home. I played a Green Goblin "clone" character for years and remote controlled my glider this way with the permission of the GM. It never caused any sort of game balance problems. What do you think, Herodom Assembled? What other ideas do you have for Colossus?
  12. First off, welcome to HERO! We hope you'll enjoy it. We have one of the friendliest communities in gaming here on the boards, so feel free to ask any questions that come up and you'll get plenty of helpful gamers chiming in with advice and suggestions. Your question raises a couple of issues, so I’m going to restate them individually to be sure that I don’t miss anything, and that readers at home can follow me. 1. If a character has Fast Draw, can he draw more than one weapon as part of the same Zero Phase Action? 2. If a character has multiple attacks ready, can he make one with each Half Phase Action in his Phase? 1. If a character has Fast Draw, he may attempt to ready more than one weapon as a Zero Phase Action (up to a maximum of one weapon per manipulable limb). However, he suffers a penalty of -1 per additional weapon after the first, and if the roll fails, none of the weapons are drawn quickly — he either has to draw them all as a Half Phase Action, or wait until his next Phase to try to use Fast Draw again. 2. No. Once a character makes an attack, that ends his Phase (see 6E2 18). In the situation you describe (a character with a gun in each hand), he could use the Multiple Attack Maneuver (6E2 73) and declare that he’s making four attacks. The special effect of the attack is “I fire each gun twice at my target, because I’m just that good!”. Since your character has the Rapid Attack Skill, he can make the Multiple Attack in a Half Phase (rather than the usual Full Phase), but that doesn’t let him ignore the rule that making an attack ends his Phase. If he wants to perform a Half Phase Action before attacking — such as making a Half Move — he can do so, but he can’t make two Attack Actions. I hope that clarifies things for you. If not, please send me a private message, or post a follow-up question here. Thanks!
  13. If I understand you, this all boils down to a simple question: how do I build a power that either of two (or more) forms of defense can protect the target against? The answer to that is: I swear I have addressed this issue before, but I'll be damned if I can find it right now. So I reserve the right to change this answer if and when I do find it (or someone reading this remembers where it is and tells me ). You can represent this by taking a Limitation, Multiple Defenses Apply, for the offensive power being used. Typically this is worth -1/4, but the GM can alter that value based on how common the second defense is in the campaign.
  14. Yes, those modifiers for UOO "take the place" of the standard Advantages for Range. But since they have the same values as the standard Advantages, it shouldn't make any difference in most cases -- you're just building them into the UOO Advantage.
  15. Sounds like you're really putting in a lot of work! Perhaps a LOT of work, depending on which edition of D&D you're using. It seems to me like you're handling things OK. Using the Limited Range (-1/4) Limitation, and adjusting the Range to suit the source material, works just fine as far as I'm concerned. Given that Limited Range is already a -1/4 value, you can't really go any lower without converting the HERO System to decimals, and none of these changes seem like they're worth more than -1/4. Good luck with the Illusionist spells!
  16. Unless the GM rules otherwise, if a power is bought to simulate a Mental Power, and has as its special effect “this is a Mental/Psionic power,” then yes, it’s subject to the Classes of Minds rules. If the GM doesn’t want to impose the Classes of Minds rules as a default, he can allow characters to take a -¼ Limitation, Subject To Classes Of Minds, for their simulated mental powers.
  17. First, I should note that Senses, as Special Powers, typically shouldn’t have Advantages applied to them. The GM can allow this anyway, of course; there are a number of examples in published HERO System books (such as MegaScaling the sensors on a starship). But it’s not something that should occur routinely. Second, in some cases there are specific rules for using MegaSenses. For example, see APG 138 for the rules about buying MegaSenses to see obstacles in time to avoid colliding with them when using a MegaMovement power. Third, the rules on 6E1 340, bottom left, specify that using any MegaScaled power requires a Full Phase Action and reduces the character to ½ DCV (except, of course, where more specific rules override this, as with avoiding obstacles when MegaMoving). So that applies to any standard use of MegaSenses, unless the GM rules otherwise. I think that about covers it. If there’s some specific aspect of MegaSenses that I’ve overlooked, please PM me or post a follow-up question. Thanks!
  18. I'm sorry, but I don't answer game design/philosophy questions. If you want to start a conversation about a topic like this, please post on the Discussion board, where anyone can post a reply (here, only I can respond).
  19. The character pays END to maintain the power on each of his Phases when his DEX occurs during the Segment.
  20. Since this isn't a HERO System rules question, but an issue pertaining to the character creation deck, I've moved it to Company Questions so Jason Walters (the creator of the deck) will see it and respond. If he doesn't get back to you in a few days, feel free to send him a private message.
  21. You figured out the answer to your own question perfectly, though the Limitation should have a different value if you want to follow examples in published books. You buy extra PRE with the Limitation Only For Fear-/Intimidation-Based Presence Attacks (-1).
  22. Those are all questions that are best left to the GM. Obviously major Defense Powers should factor into the calculations somehow, as should Limited defenses, but exactly how I leave to the wisdom of the benevolent GM.
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