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Steve Long

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  1. Like
    Steve Long got a reaction from Khas in How do I make a character buoyant?   
    I would use Flight 1m, Usable By Nearby (so others can use it as you describe), Only To Float (-2). You might want to buy more Flight so that you could use it to enhance your ability to "lift" (6E2 25-26), or you could buy extra STR with the -2 Limitation, Only To Float.
     
    But that's only one suggestion; I'm sure other folx here on the boards have some other cool ideas too. What do you have to say, Herophiles?
  2. Like
    Steve Long got a reaction from Khas in Cooldown power   
    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!
  3. Like
    Steve Long got a reaction from Khas in Shove   
    You're not missing something completely obvious. I'm the one guilty of that (see 2-4, below).
     
    1. A character can Abort to resist being Shoved (unless, of course, the GM rules otherwise). After all, 6E2 117 specifically notes characters can Abort to resist KB, and protecting one’s self from Shove is basically the same sort of thing.
     
    2. APG 170 is in error due to a mistake on my part. I was adapting earlier rules for Shove from 4E/5E, but forgot to adapt them for the new 6E Shove Combat Maneuver. Everything works fine until the rolling of BODY. Ignore that and just use STRs as discussed on 6E2 79 (and 6E1 41 for “combined STR”).
     
    3. Again, the example is in error due to my not properly updating old 4E/5E text, where STR Versus STR Rolls were involved. The example needs to be rewritten to state that they’re Holding an Action, or were Aborting.
     
    4. Again, the example is in error due to my not properly updating old 4E/5E text. Instead of STR Rolls being involved, the two STRs would in this case cancel each other out, as you note.
     
    Thanks for bringing this to my attention! The next time I update the APG errata, I will update this example to clarify things.
  4. Like
    Steve Long got a reaction from dekrass in Image movement   
    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.)
  5. Like
    Steve Long got a reaction from eepjr24 in Image movement   
    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.)
  6. Thanks
    Steve Long got a reaction from dekrass in Time limit and continuing charges   
    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.
  7. Like
    Steve Long got a reaction from bigbywolfe in using mind scanning to track a target   
    As discussed on 6E1 263-64, knowledge of the target’s location depends on the strength of the Mind Scan lock-on:  at Greater Than EGO, the attacker simply knows the direction to the target, all the way up to EGO + 20, in which case the attacker knows the target’s exact location. (The GM may also provide further information, such as “He’s not on ground level,” depending upon the strength of the lock-on, as discussed on 6E1 263.)
     
    Me fully getting into the complex subject of “tracking” a mind via Mind Scan will have to wait for APG3, so consider these general guidelines to tide everyone over until then:
     
    1. To “track” a mind that a character has a Mind Scan lock-on to, he must have a lock-on that’s at least EGO +10 strong. A weaker lock-on than that breaks as soon as the target begins to move substantially. Determining what “substantially” means is up to the GM, but I generally consider it to be a significant form/amount of movement. Walking between floors in a building doesn’t count; nor does walking around in a small, defined area (such as a corner park or a restaurant). On the other hand, getting into a car and driving away, the target activating his Flight and zooming off, or teleporting halfway across the city probably are “substantial” enough to break the lock-on. The attacker does not know which direction the target started to travel when the lock-on broke. (Alternately, depending on the situation the GM might let him learn that one bit of information if he succeeds with an EGO Roll at the same penalty to the character’s OMCV from the table on 6E1 261.)
     
    2. If a character has a Mind Scan lock-on of EGO +10 or greater, he is able to track the target as he moves, with a few caveats.
     
    First, if the target moves into an area with fewer (or the same number of) people than the area where the attacker established the Mind Scan lock-on, the attacker can automatically “track” the target without having to make any rolls. (This assumes, however, that the target’s moving at a fairly slow rate of speed, such as walking, or driving in a car at normal urban speeds. If the target’s moving with “significant” speed, see the third point, below, for further guidelines.)
     
    Second, if the target moves into an area with more people than the area he was in when the attacker established the lock-on, the attacker must make another EGO Combat Roll (at the new, harsher, modifier) to maintain the lock-on (regardless of the target’s velocity). If he succeeds, the lock-on remains intact; if he fails, the lock-on breaks (but the attacker is aware of roughly what direction the target was traveling).
     
    Depending on how fast the target’s traveling, the attacker may have to make EGO Attack Rolls on each of his (the attacker’s) Phases to maintain the lock-on. If appropriate, the GM may add up all the people in the areas through which the target traveled since the attacker’s last Phase and use that larger figure to determine the OMCV penalty.
     
    Third, if the target travels with “significant” velocity — such as activating FTL Travel, driving at high rates of speed (60 MPH or more), or Teleporting over a metropolitan (or longer) distance — then the GM may rule that the lock-on breaks automatically. At the very least, the attacker should suffer a large penalty to the OMCV roll to maintain the lock-on:  double (or more) the penalty listed in the Mind Scan Modifiers Table on 6E1 261.
     
    3. In any case described above where the attacker has to make an EGO Combat Roll to maintain his Mind Scan lock-on, if he succeeds with that roll he does not need to re-roll his Effect Roll — all he’s doing in this case is maintaining the existing Effect Roll. However, he may choose to re-roll the Effect Roll (perhaps because he hopes to establish a stronger lock-on to make it easier to keep tracking the target). If he does so, he must accept and use that second result.
     
    I think that covers everything in your question. If not, please PM me or post a follow-up. Thanx!
  8. Like
    Steve Long got a reaction from Mister E in Mass & Shields   
    Well, it’s been 10 years, so I can’t say for certain, but I don’t recall using any specific formula (or anything of the sort) to determine the mass of shields listed in the Shield Table on 6E2 211. I might have looked up some figures in my arms and armor books to get a “realistic” average, but that’s probably all I did. As long as the DCV and STR Minimum follow the Table (which is the primary game balance consideration), the GM can assign whatever mass he wants to a shield.
     
    I think that covers your question, but if there are some implications of the issue that I've missed, feel free to PM me and we'll figure it out.
  9. Like
    Steve Long got a reaction from dekrass in Adjustment Powers to END when character Knocked Out   
    Interesting question — I’m surprised it hasn’t come up before.
     
    If a character has had his END increased by an Adjustment Power, and is then Knocked Out, the Adjustment Power continues to fade at its normal rate. When the character wakes up (i.e., takes enough Recoveries to get back to positive STUN, or is otherwise enabled to do so), upon awakening he has an amount of END equal to the amount remaining from the Adjustment Power, or an amount equal to his current STUN total (as discussed on 6E2 106), whichever is greater.
     
    (One note:  because END is considered a "defensive" ability, Adjustment Powers' effects on it are halved, as discussed on 6E1 135. So in your example, the Aid only provides 25 points of END, not 50.)
  10. Thanks
    Steve Long got a reaction from dekrass in Shove   
    You're not missing something completely obvious. I'm the one guilty of that (see 2-4, below).
     
    1. A character can Abort to resist being Shoved (unless, of course, the GM rules otherwise). After all, 6E2 117 specifically notes characters can Abort to resist KB, and protecting one’s self from Shove is basically the same sort of thing.
     
    2. APG 170 is in error due to a mistake on my part. I was adapting earlier rules for Shove from 4E/5E, but forgot to adapt them for the new 6E Shove Combat Maneuver. Everything works fine until the rolling of BODY. Ignore that and just use STRs as discussed on 6E2 79 (and 6E1 41 for “combined STR”).
     
    3. Again, the example is in error due to my not properly updating old 4E/5E text, where STR Versus STR Rolls were involved. The example needs to be rewritten to state that they’re Holding an Action, or were Aborting.
     
    4. Again, the example is in error due to my not properly updating old 4E/5E text. Instead of STR Rolls being involved, the two STRs would in this case cancel each other out, as you note.
     
    Thanks for bringing this to my attention! The next time I update the APG errata, I will update this example to clarify things.
  11. Like
    Steve Long got a reaction from dekrass in Mass & Shields   
    Well, it’s been 10 years, so I can’t say for certain, but I don’t recall using any specific formula (or anything of the sort) to determine the mass of shields listed in the Shield Table on 6E2 211. I might have looked up some figures in my arms and armor books to get a “realistic” average, but that’s probably all I did. As long as the DCV and STR Minimum follow the Table (which is the primary game balance consideration), the GM can assign whatever mass he wants to a shield.
     
    I think that covers your question, but if there are some implications of the issue that I've missed, feel free to PM me and we'll figure it out.
  12. Like
    Steve Long got a reaction from Christopher R Taylor in Adjustment Powers to END when character Knocked Out   
    Interesting question — I’m surprised it hasn’t come up before.
     
    If a character has had his END increased by an Adjustment Power, and is then Knocked Out, the Adjustment Power continues to fade at its normal rate. When the character wakes up (i.e., takes enough Recoveries to get back to positive STUN, or is otherwise enabled to do so), upon awakening he has an amount of END equal to the amount remaining from the Adjustment Power, or an amount equal to his current STUN total (as discussed on 6E2 106), whichever is greater.
     
    (One note:  because END is considered a "defensive" ability, Adjustment Powers' effects on it are halved, as discussed on 6E1 135. So in your example, the Aid only provides 25 points of END, not 50.)
  13. Like
    Steve Long got a reaction from Gauntlet in Skill Levels, situational   
    It's a fascinating thought -- seeing how each side would react to the other's latest tactic. Sort of like ECM, then ECCM, then ECCCM, ad infinitum.   I'm tempted to try to build a Fantasy setting with magic developed to this extent -- individual "styles" and what have you of combat spellcasting in an effort to maximize your impact and minimize your enemy's. Either that, or maybe work it into my Chaos Blades setting, which is already heavily focused on certain types of combat magic.
     
    In any event, you're certainly making me think, so take 2 XP out of petty cash as your reward.
  14. Thanks
    Steve Long got a reaction from dekrass in Mass combat battle scale   
    I think what happened here is that the line you quoted was accidentally left in (or at least, left in unedited). In the 5E mass combat rules, there was a "Range Divisor" that units used to determine the Range Modifier. I don't remember specifically (it's been 10 years since I wrote FH for 6E, after all ), but I think I removed the Range Divisor rules in favor of the simpler method described on FH 232. I just forgot to go back and remove the references to "Range scale." Just ignore those references. Sorry for the confusion!
  15. Sad
    Steve Long got a reaction from SteveZilla in invisibility   
    If the Focus is Obvious, it stays visible. That includes armor (an OIF) and virtually any item a character is carrying. It doesn't matter if the Invisibility applies over an Area Of Effect, is Usable By Others, or any other thing -- the only issue is whether the Focus is Obvious.
     
    Of course, this comes with the usual caveat that the GM can change the rules if he thinks it's desireable to do so. He might rule that worn items are covered by Invisibility, or that they're "semi-covered" so that another person has to make a Sight PER Roll at -4 to see them. Going the other way, he might also rule that "items" defined with, say, Only In Heroic Identity or Physical Manifestation are also "Obvious" enough that Invisibility won't cover them.
  16. Like
    Steve Long got a reaction from Jab Gideon in Trigger Timing   
    Intriguing question!
     
    I’d rather not establish any hard and fast rules for how much time Incantations (or Gestures) require to use (absent Extra Time or some other rule that provides a precise time requirement in a specific case). I don’t think it would be helpful, and might in fact cause more problems than it would solve. This is just one of those situations that no RPG handles well, because you can’t always model a dynamic situation (like combat or vehicle chases) with precise rules about who acts first.
     
    So in this case, the answer is, “That’s up to the GM.” Personally, I would be reluctant to let the knife-throwing rogue always interrupt spellcasters; that could easily render a lot of enemies more or less powerless. But by the same token, the character has come up with an intriguing and clever ability, so I’d like to include it in the campaign somehow. So here’s what I’d do:  if the rogue character is likely to hit and do damage to spellcasters with this ability more than 50% of the time, I would consider requiring some sort of DEX Roll Versus DEX Roll Contest:  if he wins, he hits before the spellcaster finishes, and has a chance to derail the spell; if he loses, the spellcaster finishes first (but may still suffer damage from the thrown knife). If the chance of the rogue successfully interrupting spellcasters is 50% or less, then the requirements of (a) hitting the target, and (b) doing damage to him past his defenses are probably enough to keep the power from unbalancing the campaign.
     
    And of course, as the campaign goes on, if necessary the player and GM can work together to adjust things to keep the knife-throwing power useful, but not unbalancingly powerful.
     
    I hope that helps! As always, if I haven't answered all your questions, PM me or post a follow-up.
  17. Like
    Steve Long got a reaction from Vanguard in Skill Levels, situational   
    It's a fascinating thought -- seeing how each side would react to the other's latest tactic. Sort of like ECM, then ECCM, then ECCCM, ad infinitum.   I'm tempted to try to build a Fantasy setting with magic developed to this extent -- individual "styles" and what have you of combat spellcasting in an effort to maximize your impact and minimize your enemy's. Either that, or maybe work it into my Chaos Blades setting, which is already heavily focused on certain types of combat magic.
     
    In any event, you're certainly making me think, so take 2 XP out of petty cash as your reward.
  18. Thanks
    Steve Long got a reaction from Brian Stanfield in Advantaged HKA and pro-rating STR   
    Yes, the 6E rules talk about that on 6E2 97-98 and 100-102. Do you think I left out some text from 5E that makes this question unclear in 6E?
     
    Addendum:
    After talking with LL, I think I see the source of the problem, so let me expand and clarify. 6E2 102 has a section on adding STR to Advantages HAs/HKAs, with an example. After that example should be this text:
     
    "For purposes of using this rule with melee weapons, ignore the Reduced Endurance Advantage (which all melee weapons must have). STR adds to a weapon with Reduced Endurance as if the weapon were un-Advantaged (or only has whatever other Advantages are applied)."
     
    That's the same text that appears in 5ER. I don't recall what was going through my head ten years ago when I wrote 6E (ten years!), but my guess is that as I was re-organizing and rewriting the text, I simply forgot it. It was certainly never my intent to require characters to have to account for Reduced Endurance (since all melee weapons must have it); it was just an oversight. Mea and/or culpa.
     
    Addendum #2:
    Per my ongoing discussion with LL, there still seems to be some confusion on this issue, so I want to post again in an effort to make things clear:  under the 6E rules, when a character determines how much damage he adds to an Advantaged attack with STR, Maneuvers, velocity, or any other appropriate source, he only has to consider the Advantages that directly affect how the target takes damage, as discussed on 6E2 97. He doesn’t have to account for Reduced Endurance, Indirect, Personal Immunity, or other Advantages that don’t affect how the target takes damage. To put it another way, when determining how much STR, velocity, Maneuvers, CSLs, or the like add to an Advantaged attack, a character does not have to take into account any Advantages that do not directly affect how the target takes damage.
     
    As usual, this is all subject to the GM’s oversight. If he wants characters to take all Advantages into account when adding damage, that’s within his awe-inspiring powers.
     
    Furthermore, I gather from LL that his question may have risen in the context of questions about how Hero Designer functions. I normally pay no attention to HD issues (for a whole variety of good reasons), but in this case I will leave my bunker for a second and say that if it’s easier for Dan Simon to program HD to account for all Advantages, that’s OK with me. Going through the entire book and trying to figure out which Advantages to consider and which to ignore sounds like a lot more work than anyone should have to take on. ::ducks back into bunker::   
  19. Like
    Steve Long got a reaction from Barton in assigning PSLs   
    You're correct that you assign what type of penalty a PSL applies to is defined when you buy them -- e.g., Ranged Skill Levels or Targeting Skill Levels. In most cases there isn't any question of "assigning" PSLs the way you do with CSLs, since PSLs just apply to offset one specific penalty. I left that language in just to be clear that if any issue about assigning them does come up, in some rare situation I can't conceive of right now, the same rule applies as for CSLs:  you can't allocate them more than once per Phase. Just me being cautious, that's all.
  20. Like
    Steve Long got a reaction from Hugh Neilson in Stretching with neither a focus nor a limb   
    Good question!
     
    To begin with, I think we need to consider whether this power is, in fact, best represented with Stretching. The definition of Stretching is, “A character with Stretching can stretch his body [emphasis mine][.]” While it’s true that there are forms of Stretching that don’t strictly involve the body (e.g., weapons that increase the character’s Reach, or a lasso that lets him Grab at a distance), those both fall clearly within the functions of Stretching as outlined in the first paragraph on 6E1 284. And they both involve a Focus.
     
    So, while the rules don’t require that Stretching involve either the character’s body or a Focus, the fact is that’s what’s involved in the vast majority of cases in which a character buys Stretching. Since what you describe doesn’t fall within those parameters, I’m not sure Stretching is the best way to build this power.
     
    Instead, I would probably build this as Telekinesis with the Limitation Physical Manifestation (which represents the fact that the power can be attacked, Grabbed, or what have you). Physical Manifestation has rules for the damage required to “break” the power, and so on.
     
    If you prefer to stick with Stretching, then I think Physical Manifestation (6E1 387) is still your answer.
     
    I hope that helps! If you still have questions, please PM me or post a follow-up.
  21. Like
    Steve Long got a reaction from eepjr24 in Stretching with neither a focus nor a limb   
    Good question!
     
    To begin with, I think we need to consider whether this power is, in fact, best represented with Stretching. The definition of Stretching is, “A character with Stretching can stretch his body [emphasis mine][.]” While it’s true that there are forms of Stretching that don’t strictly involve the body (e.g., weapons that increase the character’s Reach, or a lasso that lets him Grab at a distance), those both fall clearly within the functions of Stretching as outlined in the first paragraph on 6E1 284. And they both involve a Focus.
     
    So, while the rules don’t require that Stretching involve either the character’s body or a Focus, the fact is that’s what’s involved in the vast majority of cases in which a character buys Stretching. Since what you describe doesn’t fall within those parameters, I’m not sure Stretching is the best way to build this power.
     
    Instead, I would probably build this as Telekinesis with the Limitation Physical Manifestation (which represents the fact that the power can be attacked, Grabbed, or what have you). Physical Manifestation has rules for the damage required to “break” the power, and so on.
     
    If you prefer to stick with Stretching, then I think Physical Manifestation (6E1 387) is still your answer.
     
    I hope that helps! If you still have questions, please PM me or post a follow-up.
  22. Like
    Steve Long got a reaction from Toxxus in assigning PSLs   
    You're correct that you assign what type of penalty a PSL applies to is defined when you buy them -- e.g., Ranged Skill Levels or Targeting Skill Levels. In most cases there isn't any question of "assigning" PSLs the way you do with CSLs, since PSLs just apply to offset one specific penalty. I left that language in just to be clear that if any issue about assigning them does come up, in some rare situation I can't conceive of right now, the same rule applies as for CSLs:  you can't allocate them more than once per Phase. Just me being cautious, that's all.
  23. Thanks
    Steve Long got a reaction from dekrass in assigning PSLs   
    You're correct that you assign what type of penalty a PSL applies to is defined when you buy them -- e.g., Ranged Skill Levels or Targeting Skill Levels. In most cases there isn't any question of "assigning" PSLs the way you do with CSLs, since PSLs just apply to offset one specific penalty. I left that language in just to be clear that if any issue about assigning them does come up, in some rare situation I can't conceive of right now, the same rule applies as for CSLs:  you can't allocate them more than once per Phase. Just me being cautious, that's all.
  24. Like
    Steve Long got a reaction from Khas in increasing the maximum on Aid   
    The Advantage you cite on CC 211 — it’s titled Increased Maximum Effect — isn’t something I can find in any of the official 6E rulebooks. Unless someone can point me to a source I’m overlooking (which is entirely possible ), I can’t consider that an official 6E Advantage. There is an Increased Maximum (+¼) Advantage (see 6E 165-66), but it applies specifically to Absorption only.
     
    Therefore, the correct way to do what you describe is (1), buy more Aid dice with a Limitation. Of course, you can ask your GM to adopt Increased Maximum Effect for your campaign as well. I will also consider putting something like it in APG3, but caveat:  even if I think that’s a good idea, what I come up with may not match IME from CC. Or it might. I’m mysterious thataway.
     
  25. Like
    Steve Long got a reaction from mallet in MYTHIC HERO: What Do *You* Want To See?   
    There will be a section on building gods in the HERO System, which covers common divine powers and how to build them, and other such subjects. I'll probably touch on the optional Deity Perk there. It's not something I'm using to build the gods in MH, but in a campaign where the PCs are deities, it could come in handy to determine the pecking order.
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