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Posts posted by Steve Long
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It was supposed to be disturbing. That's what makes it so great -- unlike most such game products, it actually succeeds.
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Ideally, I'd like to get Chris to do a Fell's Point Sourcebook that would cover said city and its major bad guys. But it depends mostly on his interest/schedule.
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1. Wait and see.
2. No. However, the same power will be featured in The UNTIL Superpowers Database.
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Yes, they're supposed to be calculated in the normal manner. You can certainly add IMR to the rifles if you want.
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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.
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Nope, it's not an EB. Here's how it works:
60 STR = 60 points.
Apply Explosion and Hole In The Middle (total +3/4) = 105 points
Subtract the 60 points of STR (since it's a naked Advantage) = 45 Active Points cost.
Clear now? If not, please post a follow-up and I'll try again.
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For that, you're going to have to wait three or four weeks until we get Millennium City published. It features a character who does just that, and it takes nearly 700 words to set out the power and explain how it functions in game terms. Wouldn't want to spoil the surprise.
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As Mono has already answered, SOB is a Champions adventure. It's not on the schedule because it's a Hero Plus product, and generally speaking we don't put those on the schedule -- they come out whenever we're ready to release 'em.
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No. He should apply Costs Endurance (-1/2) to the power if he wants to include it in an EC slot, even as part of a “compound†power.
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Let me suggest that we put a stop to this "who wrote what" discussion right here and now. It's pretty much pointless.
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Yes. Otherwise characters could easily avoid the Normal Characteristic Maxima rules for this sort of thing simply by claiming to have acquired some abilities before others.
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As long as the GM allows it, that seems reasonable to me. I don't know that it would necessarily require any Power Modifiers; it would be like the teleporters described in SH and TUV -- something that affects personnel, rather than the Vehicle itself.
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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.
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I could certainly see defining a "rocket assisted launch platform" or like device that way (among others). It wouldn't need UBO any more than the Teleportation deviced described in SH do -- but it wouldn't affect the Base or Vehicle it's part of, either. It would either need an END source (like a power plant END Reserve) or to be bought to 0 END.
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Since Find Weakness has a specific, defined way of buying bonuses to the roll, buy those; Enhanced Perception bonuses do not apply. If the character just wants the bonuses to cancel the Range Modifier, he can apply a -1 Limitation to the purchased bonus.
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As stated by the text on 5E 263, he can only get hit once per hex line per Segment.
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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.
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That explains it; I didn't search the Power Limitations file.
That being the case, I'd cap the Decreased STUN Modifier Limitation at -1/2.
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That explains it; I didn't search the Power Limitations file.
That being the case, I'd cap the Decreased STUN Modifier Limitation at -1/2.
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Sorry to hear you missed out on getting Aaron's autograph.
At GenCon, when asked to sign copies of Champions, I usually signed with my "Be a Hero!" message. He would then come along behind and sign "Be a Villain!".
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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.
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A Heroic character, like any other character, gets a number of base inches of Leaping based on his STR. See the chart on 5E 20 regarding the "doubling point"; IIRC there's also a Rules FAQ question on the subject.
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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.
Suppress + ECs
in HERO System 6th Edition Rules Questions
Posted
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.