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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. Since this is a "How To" question, which I don't answer (at least not in this forum), I've moved it to the Discussion board, where anyone can offer a suggestion or idea.
  2. I'd buy it as Healing with a whopping bunch of Limitations (Extra Time for sure, and a Limited Power that the subject being Healed can't move or act for the duration). Regeneration's also a possibility.
  3. For purposes of this answer I am ignoring the specifics of the thread you linked to, and just answering the question as you put it here. I don't believe I've addressed this issue in detail before, but if I have I will come back and edit this answer as necessary once I find the first text. For purposes of this discussion I will use as an example a spell: RKA 4d6, Only Works Against Orcs. (I’ll call this Orc-Killer.) The issue of what a Limitation (or other game element, or in some cases Adjustment Powers, see 6E1 135, 137-38) allows a character to “perceive” is one best left to common sense, in some cases dramatic sense, as well as the GM’s sense of game balance in his campaign. The issue with Orc-Killer is, what can a character determine before he uses it, and then when he uses it? 1. Of course, the power as written up provides no sensory capabilities whatsoever. It doesn’t include a Linked Sense Orcs ability, or Images (Focus glows only in the presence of Orcs), or any other thing of the sort. (A character could buy those, of course, but for this discussion let’s assume he doesn’t.) So if the question is, what does Orc-Killer let the character directly perceive, the answer is: nothing at all. 2. But that’s not the end of the question. The Limitation on the spell makes it only work against Orcs, but it doesn’t say characters can only cast it on Orcs. So a character who suspects that there’s an orc present could cast the spell on him, and if he drops dead (or at least suffers agonizing pain), then by definition he’s an Orc. We can think of this as the spell have a sort of “indirect” perceptory effect. To put it another way, having Orc-Killer doesn’t allow a character to detect who’s an Orc and who’s not just by looking at them. He has to use the power on a suspected Orc and determine from what happens whether the target’s an Orc or not. I think that’s about as far as the game should go in analyzing this issue (though someone may come up with another question to prove me wrong ). Beyond this, the GM’s judgment will have to suffice.
  4. What you're talking about is typically called something like "Untrained Skill Use." The HERO System has rules for this on pages 18-19 of The Ultimate Skill/HERO System Skills. So technically speaking, yes there is a way under the rules for your character to attempt something without having a Skill for it (though her odds are really low). But of course, your GM can decide he doesn't want to use those rules in his campaign.
  5. By "cancels," I assume you mean, "Aborts" to perform a Flying Dodge. In that case, see HSMA 245 for the answer and further discussion of the issue. If you meant something else by "cancels," please send me a PM or post a follow-up explaining what I'm missing, and I'll try again. Thanks!
  6. I'm sorry, but I don't answer this sort of "why would you" or character design philosophy questions. In any event, these really make better topics for discussion, so if you haven't already I'd suggest posting this on the Discussion board to see what Herodom as a whole has to say.
  7. See the "Adjustment Powers" section on 6E1 135-143. Typically points removed by a Drain (or added by an Aid) are regained (or lost) at the rate of 5 Character Points per Turn, but there are Advantages and other factors that may affect this.
  8. I can't comment on what the designations on a Hero Designer character sheet mean -- I don't use it, and don't have a sheet handy to reference. I'd suggest posting on the HD board, where someone who's familiar with the program can explain things to you far better than I can.
  9. Good questions both! Re: Recovering lost EGO, you have two options: use REC just like you would with BODY (I don’t necessarily think this is ridiculous, but to each his own ); or create a new Characteristic, Mental Recovery (MREC). Characters start out with 4 MREC, and buying more costs 1 Character Point per point. Being reduced to negative EGO doesn’t kill the character — it just leaves him with so little willpower that he has a hard time doing anything. Use the rules for 0 EGO on 6E1 44 to determine what happens. Good luck with your campaign!
  10. Flying Dodge is discussed generally on HSMA 245-46. As noted there, a character gets one Full Move’s worth of movement when he uses Flying Dodge. If he’s already made a Half Move, then he only has a Half Move left to use with the Maneuver. See the HSMA discussion for other factors and information. Regardless of how much movement a character uses with his Flying Dodge, he only gets to move once. He doesn’t keep getting to make a Full Move every time someone attacks him after the first attack that caused him to use Flying Dodge. He maintains the DCV bonus from the Maneuver until he gets to act again (just like with any Dodge-based Maneuver), but he doesn’t get to keep moving around. If a character uses Flying Dodge and gets hit anyway, he still gets to use the movement he declared as part of the Maneuver. Getting hit doesn’t stop him from moving or cause him to lose any meters of movement.
  11. Yes. This is what the Ignite spell (FHG 133) does. It uses Area Of Effect (16m Radius Selective; +1) to set on fire any object the caster wants within the defined 16m Radius. Then it also has Area Of Effect (1m Accurate; +1/2) so that hitting each of those objects only requires the caster to hit DCV 3. Otherwise, hitting small targets like candle wicks, torches, a piece of parchment, or the like would become difficult if the GM rigidly applies the Target Size Combat Modifier.
  12. The “duration” of Limitations like Concentration, Gestures, and Incantations depends on a couple of things. The first, of course, is common sense: as long as the circumstances that “activate” the Limitation remain in effect, so does the Limitation. For example, as long as a character’s hands are tied, he can’t make Gestures; as long as he’s in a Darkness to Hearing Group field he can’t speak Incantations; and so on. Once the situation changes so that the Limitation no longer applies, the character can then use that power. The second is the GM’s judgment, based on how he wants his campaign to work, his game balance sense, and other factors. In many cases, such as some circumstances involving Concentration, it’s probably enough for a character to suffer the hindrance/penalty/drawback imposed by the Limitation for a Phase. But in other cases, the GM may prefer a shorter or longer duration. There are so many possible situations in which this issue might come up that I’d rather leave it up to the GM’s sage wisdom than try to establish a series of hard and fast rules. Re: your third example, you are correct — if the Delayed Phase Limitation is taken only on the reserve, rather than the slots, it only affects the character when he changes the allocation of the Multipower reserve. If it were taken on both the reserve and the slots, then it would apply to any use of the Multipower.
  13. Per 6E1 406, bottom right, a character cannot partially Limit a Multipower reserve unless the GM permits him to. Since you're the GM setting up campaign ground rules, I say go ahead and permit yourself. Doing it that way will probably make it easier to reference/use during game play, which is another benefit.
  14. As discussed on CC 156, an attack's Damage Classes (DCs) are determined by its Active Points -- 1 DC per 5 points. So let's suppose you have an HKA 2d6. That's 30 Active Points, which means the attack has 6 DCs. The methods for adding damage are discussed on CC 157. For an HKA, the most common method is Strength (STR) -- for every 5 STR used with the attack, you add 1 DC. So let's supppose your character has 20 STR to use with his HKA. That means he's adding 4 DCs, so his attack has a total of 10 DCs (6 from the HKA, +4 from STR). An HKA with 10 DCs does 3d6+1 damage (unfortunately CC doesn't explain this anywhere that I can find, but I may have overlooked a chart or rule). So as discussed on CC 156, you roll 3d6 for the BODY damage and add 1 to the total. Then roll 1/2d6 to determine the STUN Multiplier. Adding damage tends to be one of the trickiest parts of the HERO System rules, so don't worry if you don't grasp everything about it right away. Keeping working with and using the rules, and eventually it will become second nature. The HERO System Basic Rulebook and Volume 2 of the 6th Edition core rulebook both have more information on the subject, including some handy tables that make calculating DCs easier.
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