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Steve Long

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Posts posted by Steve Long

  1. The way the rules work, removing points from any one EC slot affects all slots and the base cost equally. It doesn’t matter whether the Adjustment Power is specifically directed at the special effect involved, or whether it has a Variable Effect Advantage applied to it. As always, the GM can change the rules for specific situations if something doesn’t seem appropriate or make dramatic sense, but that’s the standard rule.

  2. As a couple folx mentioned, Oculon works for VIPER now. So do Halfjack, Freon, and Ripper, and some other old favorites that haven't yet made an appearance. But for that matter, so do some new baddies y'all ain't never seen before. They'll all be in the VIPER Sourcebook coming out later this year. ;)

  3. Excellent suggestions, guys!

     

    I myself have assembled a pretty good collection of atlases, almanacs, and encyclopedias from the period. They're tough to find, esp. for reasonable prices, but worth the hunting. For example, I've got one very cool atlas from 1941 that I bought at the Renaissance Bookstore near where GenCon is held for a mere $7. Even better, when I got it home and started leafing through it, I discovered that someone had stuffed it full of WWII newspaper clippings. Tres nifty. ;)

  4. Since it’s a Usable By Others power, the character gives the power to the character in question, who can choose whether he wants to use it or not. If he chooses to use it, he can escape without taking the person Grabbing him along for the ride.

     

    If you want the super-mage to have the power to Teleport the character away whether he (the character) wants to or not, you should make the power Usable As Attack (that should like what you’re after, at least). In that case, the Selective modifier allows him to target just the character he wants to take along and leave the Grabber behind.

     

    All of this, of course, is subject to the GM’s discretion, special effects, and other considerations. Sometimes it may suit the game better if the Grabber accidentally comes along. :)

  5. Not silly at all. Actually, those are pretty good questions.

     

    When a character is Simulating Death, no non-Persistent powers function, and he cannot spend END on anything. He cannot make PER Rolls of any sort; he has no awareness of his surroundings. He does not gain any of the benefits of Life Support of any type, unless the GM chooses to give them to him in the interest of dramatic sense, though he should be considered to be “sleeping,” so there’s no need for Diminished Sleep in any event. Even if the GM chooses to allow some Diminished Eating or Extended Breathing, he probably shouldn’t allow Longevity. If the character wants those effects, he should buy them Linked to his Simulate Death.

  6. Here's how I wrote that question up for the next edition of the Rules FAQ. Note the last sentence.

     

    *NEW*Q: Can a character buy a Damage Shield with the Area Of Effect Advantage, so that anyone who comes close to him takes damage?

     

    A: As a default rule, yes, because it might allow for some interesting power constructs and isn’t too far different from what normally happens when a character enters a Constant area-effecting power field. However, GMs should consider it a “stop sign” power and review it carefully; there are definitely possibilities for abuse. Gamemasters also need to decide what happens if the character moves; ordinarily area-effecting powers, once established, can’t be moved (see above).

     

    Generally speaking, to do what you're describing, I think it would make more sense to buy Area Of Effect (Line) and Link it to Flight -- sort of like the third option for "Charging Slash" described on page 38 of Ninja Hero.

     

    You can read more about mobile area-affecting powers in the Rules FAQ under "Area Of Effect," IIRC.

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