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About Surrealone

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  1. The conundrum you present is one that you, the GM, must resolve to your own satisfaction. If I were in your shoes I would resolve it by requiring a Physical Complication to go with a one-armed Distinctive Feature, specifically because no matter how adept one becomes at using one arm, there are just some things you can't do without having both of them. Examples include: bear-hugging a large person without use of any tools/assistance; properly wielding a polearm without use of any tools/assistance; playing with a Chinese finger trap using only your own hands; jumping rope without use of tools/assistance or fixed end-points for the rope; properly signaling people at distance using semaphore; playing most stringed instruments that are built for people with two arms/hands without using assistance, tools, specially-built instruments, or one's feet; etc. In order the meet the player half-way, I would then work with the player to properly set the level of the Physical Complication that represents how often the player wants the above situations to come up, and I would be unwilling to concede to the idea that such situations would never come up (which is what the player appears to want … based on the Distinctive Feature being the only angle the player is taking to the character being one-armed) … because I would want to keep my options open and I would also want the player to be a bit more realistic about what it means to be one-armed.
  2. Surrealone

    Reduced Endurance

  3. I'd love to see an effective/efficient way to play Hero/Champions online … with minimal work to make it happen on the part of the GM or players. For context, MapTool is excellent if your GM builds Hero-centric macros and takes the (fairly sizeable amount of) time to do good maps and such for the story, but there's a lot of up-front work on the GM's end to do so -- certainly more than there would be for a Hero-specific tool. Roll20 has a following, too, but, again, it's something that someone's got to bang (with a fairly sizeable maul) into shape for use with Hero/Champions. The ability to drop a .HDC file into place for an online game to upload a character to it, as well as produce/use maps quickly as well track rolls for hits, skill checks, etc … while tracking SPD, DEX, stun effects, DMG, etc during a combat … -without- the GM having to work his tail off to make it happen or bang some non-Hero tool into usefulness with Hero might breathe new life into Hero due to more people playing via such a tool. This, of course, wasn't listed in the poll … and adding it after the fact wouldn't exactly be fair to such a listing since people have already voted. Hence why I note I, here.
  4. Surrealone

    Build this power

    Well you said 'immune to mental entangle' without any specifications on the build. Thus, I reasonably took this to mean immunity to all mental entangles since a mental entangle build was not provided by you for us to use in constructing a defensive power to thwart it. You then suggested something that would clearly NOT be immune to all mental entangles, which is why I pointed out the issue. If you are now clarifying that you want a power built to provide immunity to one specific, well-defined mental entangle (which is what your quoted text, above, appears to suggest), please supply the mental entangle build so we can see how many dice it has in addition to its advantages and limitations.
  5. Surrealone

    Build this power

    That approach won't stop a Mental Entangle built with the Affects Desolid advantage.
  6. Surrealone

    Abort to dispel

    If you have a Held Action, you don't have to Abort; you just use your Held Action (to perform an Attack Action, if you like, even). i.e. Aborting entails giving up your next Phase to take an action NOW …. something you need not do if you have a Held Action at your disposal.
  7. Surrealone

    Abort to dispel

    Deflection (formerly Missile Deflection) is just a Block against a missile in 6e, specifically one that doesn't require a shield or some other object with which to Block the missile. While Block requires a roll to execute, it is (by design) a defensive action that negates an attack.
  8. Surrealone

    Abort to dispel

    This was failing to double-check myself as I posted right before I ran out the door -- and leaving a mistake in place. I apologize for the confusion. That said, my stance is still a solid one because it's the Attack Action that matters. By definition, use of a power that requires an Attack Action is an attack, which means it IS NOT defensive in nature (again, it's an attack; that's offensive, not defensive!) Agreed, which is why I actually answered that very question (and gave my rationale). Key to this is that neither I nor 6e1&2 RAW see something that constitutes an 'Attack Action' as defensive in nature (GM handwaving excepted, of course). Neither does RAW with regard to Dispel which is, of course, why a Held Action is needed for the so-called defensive use of Dispel. Your Barrier example is a good one, as I'd only allow a Barrier to be erected if no Attack Action (and Attack Roll, in this example) were needed for the Barrier (a solid example of which would be englobing oneself). Another such example would be firing up Darkness purchased with the No Range limitation … and its use to deny a mentalist LOS; such use would require no Attack Roll and, thus, it'd be defensive in nature … as opposed to having to roll to Attack a target hex to 'place' the Darkness, which would be an attack and, thus, non-defensive in nature. While that may seem overly strict, it is aligned with RAW and it encourages the construction of powers with the concept of their use (i.e. offensive or defensive) in mind … specifically because it disallows the use of offensive powers defensively during Abort maneuvers (again, per RAW) -- and causes a player to build both offensive and defensive/abortable capabilities when the latter is required.. Thus, a Darkness-based character who wanted to be able to Abort to Darkness would need a Darkness power built that required no Attack Roll in order to do so … rather than any cost handwaving taking place to allow Darkness (which requires an Attack Roll) to be Aborted to despite the Attack on the target hex being required to 'place' the Darkness. I'm just not big on giving out something for nothing … in a game where everything that's beneficial is supposed to have a cost.
  9. Surrealone

    Abort to dispel

    Per 6e1 p193: Dispelling Incoming Attacks A character can use Dispel to protect himself from incoming attacks, but he must have a Held Action. Assuming the Dispel applies to the attack, he uses his Held Action to “attack” the incoming attack with his Dispel. He rolls his Dispel dice (he doesn’t have to make an Attack Roll, though this does constitute an Attack Action). He Dispels the attack if the total of the Dispel dice exceeds the Active Points in the attack. The Power Defense of the character making the incoming attack (if any) doesn’t apply to reduce the Dispel effect roll. Thus, to answer the original question: No, you cannot Abort (key word: abort) to Dispel per RAW … and I would not permit it. Key to this is that it requires an attack roll and, thus, is an Attack Action (i.e. not a defensive action). This is why a Held Action is required …
  10. The comedian in me wants to respond with one word: spastically.
  11. Surrealone

    Overpowered or not (Metamorph with all the Powers)?

    Hero gives VERY clear rules for what is possible and allowed … and also clearly defines how many abilities a character can have at any given point level. At the bare minimum, a HERO GM need only set the campaign point level and adhere to RAW (rules as written) while saying 'no' to players when they try to game the system with their builds. However, many GMs find it useful to set active point limits on offensive abilities, defensive abilities, etc … which is as simple as defining the maximum number of active points a player can have in such things at a time. None of this is hard. There's no confusion incurred in such freedom, because like every other RPG of this type, the GM's say is final. Put another way, the system isn't the problem; a player trying to game it … who argues with the GM incessantly … is.
  12. Surrealone

    Cool Guns for your Games

    Sure -- if using K11's or K31's! The Schmidt-Rubin K11 (and later, the K31) are Swiss-made, straight-pull bolt action rifles designed by Rudolf Schmidt, a mechanical engineer who understood that two motions (pull back, push forward) instead of 4 motions (lift up, pull back, push forward, push down) would result in a halving of the time to actuate the bolt … thereby nearly doubling the rate of fire with no change in or loss of accuracy. In addition to the straight-pull bolt, these rifles also have amazingly crisp triggers and free-floated barrels. Considering the K11 was first produced in 1911 and was arrived at from improvements on designs dating back to 1889, the K11 was revolutionary in terms of speed and accuracy in bolt-action guns of the day. The K11 easily put Lee Enfields of the same era to shame … without really trying. Aside from the really long takeup on the K11, the crispness of the 100+ year old trigger on my own bone-stock K11 actually puts the non-adjustable triggers of most modern rifles to shame, too, IMHO. The downside was the cost and complexity to manufacture the rifle … which is why this type of action likely isn't common, today. The Swiss, of course, did it both right … and well.
  13. Surrealone

    Overpowered or not (Metamorph with all the Powers)?

    This is spot-on. Actually, the Hero system is a fantastic game for players who get an important part of their RP fun from the discovery and implementation/use of 'just the right combination' of powers and abilities. However, it's a terrible system for someone who wants to do so without consuming and understanding every nuance of the rules … most especially if said someone won't accept the GM's authority, which is final.
  14. I happen to know that the same caveat is in 5er. In case you need it, here's the relevant 5er citation that amounts to the same thing: 5er p218: "Shrinking is intended for characters who can alter their size; a character who's exceptionally small all t he time can simulate that by buying various Powers and Disadvantages with that special effect (see pages 126-27)." Also, since you're going on about what the player stated (despite it being irrelevant due to the same caveat applying in 5e and 6e), on ‎10‎/‎3‎/‎2018 at 1:39 PM, that same player also stated, "Thank you guys, I think I am going to go with the simple approach of giving the gun a small bonus to the wearers concealment skill roll." Thus, a solution has already been selected and continued discussion on the topic is merely that -- discussion -- which need not be constrained by version since it's totally idle speculation on our parts, now.
  15. Characters that are small all the time are supposed to have things representing their size bought outright rather than with Shrinking; Shrinking is intended for characters who can ALTER their size. (See the second paragraph of 6e1 p283.) Thus, I would expect the same to hold true for objects -- i.e. someone should by the -2 perception, increased KB, etc directly on the blaster (using a compound power and/o appropriate limitations) … unless the blaster is intended to be able to alter its size.