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Steve Long

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Everything posted by Steve Long

  1. 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.
  2. 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.
  3. 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.
  4. As noted in the DCV Checklist (6E2 37), the halving of DCV always takes place at the very last. Therefore it can't be reduced or eliminated through any sort of CSL or PSL, since they're applied in Step 2 of the calculation.
  5. 1. You can't add damage to a Move By/Through or similar Maneuver that way; the rules specifically forbid it. 2. The character can't continue moving in the way you describe; the attack ends his Phase. However, you could buy "Maneuvers" that do what you want. Look at Sai's character sheet in Teen Champions; her "Staying Out Of Reach" power lets her Teleport away after attacking someone. Similarly, you could build the attack part of the "Maneuver" as a Triggered HA.
  6. The Disable Element and its effects are discussed on pages 95-96 of HERO System Martial Arts. I'm not sure I can explain it any better than that, but if you have specific questions after reading that text, please PM me or post a follow-up question and I'll do my best to answer.
  7. Mea culpa -- I had to answer quickly yesterday and in the process forgot about a couple things. So I have revised my answer, as follows: In the situation you describe, the VPP pool points assigned to the Invisibility Belt remain unavailable to the character with the VPP until the character with the Belt returns it. The Belt continues to function, and the recipient character could use its Charge each day for its 5 minute duration. That being the case, those VPP points remain “locked into” that power, and thus cannot be used for some other power. Furthermore, for the Charges Limitation to have any meaning in a VPP, there has to be some restriction on how quickly the character with the VPP can get those points back. Otherwise the character could create a slot with just a few Charges (thus getting a hefty Limitation), then after he uses up all the Charges he can just create a new slot that’s exactly the same — with the result that the Charges Limitation effectively doesn’t restrict him at all. How to handle this is up to the GM, based on common sense, dramatic sense, game balance, how the character’s VPP functions, and similar considerations. Some possibilities include: —reduce the value of the Charges Limitation, possibly all the way to -0 —require VPP pool points assigned to a slot with Charges to remain allocated to that slot for a minimum of 1 Day Given the potential complexity of the issue, it's entirely possible I'm still overlooking something. If so, please feel free to PM me or post a new question, and I'll try to sober up long enough to answer coherently.
  8. Darkness (Danger Sense) prevents the use of Danger Sense if the character with Danger Sense or the cause of the danger are within the area covered by the Darkness. Whether the character with Danger Sense is aware that he’s being blocked, or simply perceives nothing perilous, is up to the GM — but analogizing to Darkness (Sight Group), it is probably most balanced if the character knows there’s a Darkness blocking his Danger Sense.
  9. The starting Characteristics for Vehicles and Bases (see 6E2 186, 189) are "free" in the sense that you don't account for them when adding up the cost of a Vehicle/Base to determine what it costs a character in Character Points -- the character just pays for the costs for Characteristics beyond those starting totals. Thus, in your example, you build a Vehicle with 12 BODY. Since Vehicles start with 10 BODY, you've only spent 2 Character Points, so that Vehicle costs you (2 / 5 = 0.4) = 1 point (since, as you point out, the minimum cost of anything in the HERO System is 1 point).
  10. When characters exposed to high or low Temperature Levels lose REC as discussed on 6E2 145. Treat the REC as being “permanently” lost until the character spends time in an area that’s at the Comfort Zone — every 20 minutes spent at the Comfort Zone allows him to regain one lost increment of REC. For example, suppose that a character spends 40 minutes in Temperature Level -3 conditions. That means he’s lost -6 REC (and -6 END, though that doesn’t matter for purposes of this question). Fortunately, he finds shelter that maintains Comfort Zone temperatures. After 20 minutes in this shelter he regains 3 REC; after 40 minutes he regains the remaining -3 and is now at full REC.
  11. In both cases the answer is no. The loss of STUN due to the fading of an Adjustment Power isn't the same thing as inflicting STUN damage, and cannot Stun the target.
  12. See APG2 112 for optional rules regarding sleep and sleep deprivation.
  13. OK, now anyone can respond. I don't want to get too bogged down providing a complete answer, but here are a few ideas: 1. Since the character can interact with the physical world -- at STR 3 -- and doesn't seem to get any non-defensive benefit from being an intangible hologram, I wouldn't spend points on an expensive Desolidification build. I'd sell back 7 points of the character's STR (giving him STR 3), and then define his "intangibility" by looking at what it really does for him: it makes him really hard to hurt. I'd buy as much Damage Negation or Damage Reduction as I could afford with the Limitation Doesn't Affect Hit Location 18 (-0) -- in this case the GM allows the player to define his character's Hit Location 18 as the emitter rather than the Foot. Trying to hit the emitter directly would entail a severe OCV penalty (at least -8, and probably more like -10 or -12). 2. The other effects of the emitter getting hit (he's automatically stunned, temporarily loses his 3 STR, whatever you and the player decide) you can define with a Physical Complication. The need to "recharge" the emitter on a daily basis is probably best defined using the Dependence Complication. 3. My last piece of advice is: be leery of taking character ideas from ST: VOYAGER, since DEEP SPACE NINE will provide far better inspiration.
  14. Assuming you are using the Size Templates from 6E1, then you can think of each level of Growth as adding one Template’s worth of size to whatever you start with. (Similarly, Shrinking subtracts one Template’s worth.) A dwarf or halfling is built with a Size Template that’s one level down from the default “Human” size, so one level of Growth would make him Human size, two levels of Growth would make him Large (up to twice Human size), and so on. If you’re not using the 6E Size Templates, then it’s up to the GM to answer this question, based on how he wants larger and smaller than normal characters to be built in his campaign.
  15. APG 96 has some information and rules that are pertinent to these questions, so I’ll refer you there to start. Beyond that, I can provide some general answers, but otherwise my best advice is to rely on your common and dramatic sense. It’s certainly possible for a character to Transmit false information, if he has the means to do so. For example, he could say over the radio that the enemy is at Point A, when the enemy is really at Point B. But if for some reason a character is Transmitting what someone else is saying or doing, he’d need some sort of Images-based power to “falsify” what the people receiving the transmission see and hear. Depending on the circumstances, the GM might allow the receiver some sort of roll (such as a Systems Operation roll, or an INT Roll) to determine that the transmission is false, or that it’s been tampered with. A character cannot “telepathically” Transmit his memories via radio. He could describe what he remembers orally and Transmit that, though.
  16. Unless noted otherwise by a more specific rule, when a character dies, all his powers stop functioning at the end of that Segment. (Regeneration with Resurrection is an obvious exception; by definition it has to work after the character is dead, or it would be useless.) As always, the GM should apply common sense when considering matters like this. For example, an Inherent Extra Limb (such as a tail) ceases functioning after death, but it doesn’t disappear — it’s a part of the character’s body and remains in (nonfunctioning) existence. The same would apply to, for example, an HKA defined as claws or fangs (which unlike an Extra Limb wouldn’t be bought as Inherent). I’ll consider the issue of “powers that linger beyond death” for inclusion in APG3.
  17. I'm sure that would be a lot of fun. Dean's so creative and knowledgeable that he always comes up with cool gaming stuff.
  18. In theory, yes it could. But I'm not covering the Abrahamic religions. That's too much extra work on top of the mountain of work I've already got on my Mythic Hero plate. If I want to cover "real world" demons and angels (from actual grimoires and tomes such as The Lesser Key Of Solomon or The Magus), there's enough material there for a whole book on its own. Hmmm... I already have an idea for one stretch goal. But in the highly unlikely event I need two stretch goals, a "Book of Demons and Angels" might not be such a bad idea. It's worth making a note in the file for later consideration, in any event.
  19. I've thought about it, and I haven't rejected it entirely, but I'm reluctant to chain myself to a schedule of having to produce material on a regular basis. The one way I might be able to make it work would be to release snippets of material taken from stuff I've already got written. For example, I could release one completed god, demon, monster, etc. per week. By rough count I already have about 275 more or less completed sheets, so in theory I could do that for over 5 years just with the material I have on hand now. But at that point I suspect a lot of people then wouldn't need to buy the book. I'll keep considering it, but somehow I can't imagine more than a couple dozen people signing up for something like that. But I suppose you never know until you try.
  20. If both characters want to act at DEX 15 in Segment 8, they engage in a DEX Roll Contest, as discussed in the bottom left column on 6E2 20. However, as noted there, if one of them (presumably Player 2) wants to take a defensive action (such as Aborting to Dodge again), that has priority and he automatically gets to act first.
  21. See APG 54 under "Adjusting Multiple Versions Of The Same Power; Awareness Of Adjusted Powers." The same logic applies to the situation you describe with Dispel.
  22. Not offhand, no. Designing mass combat rules for Fantasy, where the types of troops, attacks, technology, etc. involved is relatively easy to predict and plan for, isn't too hard. Trying to design something like that for Champions, where you have to deal with literally multiverses' worth of possible attacks, powers, opponents, weapons, vehicles, etc. would most likely require a lot more effort.
  23. I could’ve sworn that I wrote something about this in the past, but if so I can’t find it right now. Still, I reserve the right to change my answer if I (or someone else) finds a prior ruling on this topic later. As a default rule, a character cannot use an Adjustment Power to alter the amount of Charges a power has. As stated on 6E1 137, characters can’t use Adjustment Powers to apply, increase, or remove Advantages, and Charges is sometimes an Advantage; furthermore, the logic behind that rule extends to Limitations as well. However, as always the GM could choose to allow this if he wanted to; I can think of some special effects where this might make sense in the context of the campaign. In this case, as an off-the-cuff idea, I suggest dividing the Active Points in the power by its maximum number of Charges, thus giving you an “Active Points per Charge” number. For each amount of that number an Adjustment Power adds/removes, you add/remove 1 Charge.
  24. I'll leave that one in the capable hands of the wise and insightful GM. Personally, I'd probably have the attack miss, but other GMs may look at the issue differently.
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