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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. Good question! That’s up to the GM (as are most questions pertaining to how characters can defend themselves against CE effects). In the case of Damage Negation, CE doesn’t necessarily have “Damage Classes” to “negate.” But Damage Reduction, which reduces the damage taken by a flat percentage, might work better.
  2. I suggest looking at the rules for "Combining" on pages 107-08 of The Ultimate Vehicle (which specifically looks at the issue as it concerns mecha/vehicles) and 56-58 and 215-16 of The Ultimate Metamorph.
  3. As a default rule, a character who’s received a Usable By Others power from another character, and then uses Multiform to change his shape/abilities/etc., continues to be able to use the UBO power. However, the GM may change this based on dramatic sense, common sense, game balance sense, 50 Cent, or other considerations.
  4. Generally speaking these are questions I'd prefer to leave for the GM, since it's his campaign. I think the most fundamental issue here is this: is the LS restricted in any way? Since the character can effectively leave his Resistant Protection on all the time (even when he's unconscious), I think the LS really isn't hindered in any way, so the value of Linked should be -0. But, as I say, these are issues to leave up to the GM -- he knows his campaign, your character, and how things tend to play out better than I do.
  5. No. However, as always it’s up to the GM to interpret things when a rule seems unclear or doesn’t specifically explain how it applies in a given situation. If a GM wants to analogize Flying Dodge to Dive For Cover in a situation like that, I don’t think any of us will send the Gaming Police after him.
  6. I’m going to rephrase this in more general terms so everyone’s clear on the question and the answer: Q: A character may have a slot in a Power Framework that requires END to maintain, such as a Constant Power, the “Boost” form of Aid. In this situation, can a character switch the Framework to a different slot, but continue to pay END to maintain the other slot? A: No, as stated on 6E1 400 (unless, of course, the GM rules otherwise). Once the character switches to a different slot, he loses the ability to keep paying END to maintain the first slot’s power.
  7. The Limitation Must Pass Through Intervening Space for Teleportation does not allow a character to move through either energy or physical phenomena — fire, in your example — without potentially suffering harm. That’s what the Limitation does: requires a Teleporting character to move through physical space and encounter any obstacles or dangers it features, rather than automatically bypassing such things the way standard Teleportation does. Whether the character “remains in physical form” depends on special effects and the like; all the Limitation means, in this example, is that the character takes damage from the fire he moves through, whether he’s in energy or physical form. However, the Limitation does not restrict what direction a character can Teleport in, require him to stay on the ground, or the like. So a character with this Limitation could Teleport upward from the ground to the third story of a building, down from a tree branch to the top of a car, or what have you.
  8. There's a Glossary that begins on 6E1 22 (that's Sixth Edition, Vol. 1, page 22). Both 6E core books also have an index that includes most (if not all) acronyms that we commonly use. For acronyms for books -- 6E, FH, HSEG, and so on -- most supplements have a sidebar or text box somewhere in the introductory section that lists them. If there's still one that leaves you stumped after all that, you're welcome to post here on the boards and ask. The Discussion board will probably get you an answer the quickest. Welcome to HERO! Great to have you aboard.
  9. Your GM is incorrect (unless, of course, he wants to change how the Advantage works -- it's his campaign, of course). As described by the rules on 6E1 342, Penetrating means that a certain amount of the damage gets through, based on the amounts shown on the dice. I haven't double-checked the math in the example you gave, but the methodology is accurate.
  10. 1. The rules for Charges on Endurance Reserves are on 6E1 206. If the GM permits Continuing Charges on an Endurance Reserve, those rules apply: when a character uses a Continuing Charge for his Reserve, that gives him the defined amount of END at that time. If he doesn’t use it all by the time the Continuing Charge runs out, any “unused” END “vanishes,” so he doesn’t get to use it. In the event the Continuing Charge lasts longer than the Reserve’s REC period (typically 1 Turn), and the character has bought REC for it, the REC functions as normal for Endurance Reserve. (There might be some potential for abuse here, which is why the GM’s permission is required.) 2. I don’t normally answer “how to build” questions, but for once I’ll make a quick exception. While there may potentially be a number of ways to create a power with a “cooldown” period between uses, the one I would recommend is the Delayed Use Limitation, which is on APG1 144 and FH 162. It’s specifically created for just that sorta thing. Beyond that, I’d suggest posting on the Discussion board (where anyone can reply, not just me) to see what other ideas Hero fans might have. I think that covers everything, but if I missed something, please PM me or post a follow-up. Thanx!
  11. I’m not entirely sure I understand the question. Unless there’s some aspect that I’m missing, the answer is A — the slot has to be large enough to cover the entire Active Point cost of the power, which in this case is 66. The fact that part of the power has Trigger on it doesn’t change that. If I’m overlooking something in your question, please hit me with a PM or post a follow-up here, and I’ll give it another shot.
  12. Since this is a request for general discussion and input, not a rules question, I've moved it to the Discussion board, where anyone can reply (rather than just me).
  13. An Image is able to move within the Area bought for it (if the Image doesn’t have the Area Of Effect Advantage, then it can only move within the 1m radius Area where the character created it). If the Image is bought with the Mobile (+½) modifier to Area Of Effect, then the whole Image can move according to the rules for that Advantage, which could make the characters or objects within it potentially seem to move long distances. (If the Image only affects a 1m Area, then a character can buy Mobile for it without buying the base Area Of Effect, as noted on 6E1 324.)
  14. It primarily means it doesn’t become more of a Limitation, but it could also apply to the Power Modifier when it’s an Advantage. The primary idea here is not to make Time Limit cheaper once you’ve established it should be an Advantage for the power in question. Whether the GM also doesn’t want it to become more expensive because of Continuing Charges is up to him. Personally, I probably wouldn’t worry about it unless the value of Continuing Charges became pretty large (+1 or more), but each GM has to decide for himself where the campaign balance tipping point is for his game.
  15. There are several possible ways. The best way to make your spear return to you after you throw it "like Thor's hammer" is to build it without using the Limitation Focus. Even though it looks like a Focus, in fact no one can keep it from returning to you, so it really isn't one. The special effect is that the spear flies back to your hand after you throw it, ready to be thrown again. Depending on what your GM thinks, you might be able to use Limitations like Physical Manifestation to represent the fact that on rare occasions the spear acts more like a Focus than, say, a routine Blast. Second, you could dedicate one 3-point Combat Skill Level to making the spear "bounce" back into your hand after you throw it. This is how characters like Daredevil and Batman often buy/use their billy clubs, theme-shaped boomerangs, and similar sorts of weapons, and it's how Wild West gunslingers ricochet a bullet off of three or four objects to hit the bad guy in the back of the head. (This requires one CSL per "bounce," though.) Third, you could buy Telekinesis, Trigger (whenever you call your spear back to you), Only To Return Spear To You (-2). Those are my typical ways of building an ability like this. What other ideas do you Herophiles out there have?
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