Jump to content

Steve Long

Administrators
  • Posts

    17,622
  • Joined

  • Last visited

  • Days Won

    7

Reputation Activity

  1. Like
    Steve Long got a reaction from eepjr24 in Multiple HtH Attacks   
    Per 6E2 102, when a character uses an HA with Advantages that directly affect the damage he does, you use the HA as the base attack and have STR add damage according to the rules on 6E2 96-102. Thus, the STR added is adjusted to take into account the Advantages on the HA. So your example — 20 STR applied to HA +4d6 with +1 worth of Advantages — is correct:  the character described does 6d6 Normal Damage with Penetrating (x2).
     
    The issue becomes a little trickier when a character has one or more additional forms of HA that could add into the attack, and which either don’t have the Advantage(s) on the first HA, or have different Advantages. (Note:  I keep thinking that I’ve written about this before, but if so I can’t find it. I reserve my right to change my answer if necessary. ) First, of course, the GM has to determine whether the two HAs can both work together. The default answer is that two different HAs can work together (but the character only adds his STR once to the overall damage, not to each HA individually). However, the GM is well within his rights to rule otherwise if the two HAs don’t seem “compatible” based on common sense, dramatic sense, special effects, and other considerations. Taking your example above (a “Speed-Punch” and a Club), some GMs might rule that they’re compatible, while other GMs might not — I can see arguments both ways.
     
    If the two HAs are compatible, this raises the (potentially extremely complicated) issue of which Advantages apply and how you calculate the overall damage. I could easily spend the rest of the afternoon writing about all the possible combinations and now things play out, and frankly, even as much as I love the HERO System I have better ways to spend my Labor Day afternoon.  I will consider this issue further and write about it in APG3, but in the meantime the best advice I can provide is for the GM to use his best judgment to make PCs fun to play without unbalancing the campaign.
  2. Like
    Steve Long got a reaction from Mister E in Abilities That Keep Working After Death   
    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.
  3. Like
    Steve Long got a reaction from Mister E in Stun Aid Loss   
    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.
  4. Like
    Steve Long got a reaction from Mister E in What Is Lost REC, And How Do I Recover It?   
    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.
  5. Like
    Steve Long got a reaction from Starshield in Steve At MAGLabs (Sept. 7-9, Alexandria, VA)   
    On September 7-9 I'll be up in Alexandria, VA as a guest at MAGLabs, a convention taking place at the Hilton Alexandria Mark Center. I'll be holding my Worldbuilding Workshop (and a much shorter one on building monsters) and my How To Write Elvish workshop, plus interacting with gamers and fans and just generally having an awesome time. If you're in the area, please come out and say howdy!
     
    MAGLabs (Sept. 7-9, Alexandria, VA)
  6. Thanks
    Steve Long got a reaction from eepjr24 in VPP Limitations   
    Neither Time Limit nor Fuel Charges are inherently illegal Power Modifiers for a VPP.
     
    Based on your examples, I'd say that since most of the Powers you think you'll use for slots in the VPP will be Constant Powers, use that category to determine the value of Time Limit (i.e., make it a +3/4 Advantage. Since that may not always be the case, perhaps you can talk the GM into a small reduction to, say, +1/2.
  7. Like
    Steve Long got a reaction from Brian Stanfield in Steve At MAGLabs (Sept. 7-9, Alexandria, VA)   
    On September 7-9 I'll be up in Alexandria, VA as a guest at MAGLabs, a convention taking place at the Hilton Alexandria Mark Center. I'll be holding my Worldbuilding Workshop (and a much shorter one on building monsters) and my How To Write Elvish workshop, plus interacting with gamers and fans and just generally having an awesome time. If you're in the area, please come out and say howdy!
     
    MAGLabs (Sept. 7-9, Alexandria, VA)
  8. Like
    Steve Long got a reaction from Brian Stanfield in Steve At MAGLabs (Sept. 7-9, Alexandria, VA)   
    On September 7-9 I'll be up in Alexandria, VA as a guest at MAGLabs, a convention taking place at the Hilton Alexandria Mark Center. I'll be holding my Worldbuilding Workshop (and a much shorter one on building monsters) and my How To Write Elvish workshop, plus interacting with gamers and fans and just generally having an awesome time. If you're in the area, please come out and say howdy!
     
    MAGLabs (Sept. 7-9, Alexandria, VA)
  9. Like
    Steve Long got a reaction from archer in Steve At MAGLabs (Sept. 7-9, Alexandria, VA)   
    On September 7-9 I'll be up in Alexandria, VA as a guest at MAGLabs, a convention taking place at the Hilton Alexandria Mark Center. I'll be holding my Worldbuilding Workshop (and a much shorter one on building monsters) and my How To Write Elvish workshop, plus interacting with gamers and fans and just generally having an awesome time. If you're in the area, please come out and say howdy!
     
    MAGLabs (Sept. 7-9, Alexandria, VA)
  10. Like
    Steve Long got a reaction from Starshield in MYTHIC HERO: What Do *You* Want To See?   
    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.
  11. Like
    Steve Long got a reaction from Starshield in MYTHIC HERO: What Do *You* Want To See?   
    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.
  12. Thanks
    Steve Long got a reaction from Steve in What Is Lost REC, And How Do I Recover It?   
    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.
  13. Thanks
    Steve Long got a reaction from knasser2 in Costing of Bases and Vehicles.   
    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).
  14. Thanks
    Steve Long got a reaction from Cantriped in What Is Lost REC, And How Do I Recover It?   
    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.
  15. Thanks
    Steve Long got a reaction from Black Rose in Lost Sleep   
    See APG2 112 for optional rules regarding sleep and sleep deprivation.
  16. Like
    Steve Long got a reaction from SteveZilla in Limiting reuse of a power to a set recharge time   
    There is a Limitation for doing this. It's called Delayed Use, and you can find the rules for it on page 162 of Fantasy Hero.
  17. Thanks
    Steve Long got a reaction from tiger in Growth   
    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.
  18. Like
    Steve Long got a reaction from Cantriped in Sucker Attacks and Teleportation UAA   
    With the GM’s permission, a character can perform a Sucker Attack (6E2 128) with Teleportation, Usable As Attack — instead of positioning himself so that when he Dodges an incoming attack from Enemy 1, that attack hits Enemy 2, he Teleports Enemy 2 into the path of Enemy 1’s incoming attack. (Note that if Enemy 2 suffers Knockback from Enemy 1’s attack, there may be some risk of Enemy 2 hitting the character using Teleportation UAA. Caveat teleporter.)
     
    To do this, a character must Hold his Action while he waits for Enemy 1 to attack. (Note that unlike a standard Sucker Attack, in this case Enemy 1 doesn’t necessarily have to be attacking the character using Teleportation UAA — the pertinent issues here are the Range of the Teleportation UAA attack, and how many meters of Teleportation are involved.) Then he must defeat Enemy 1 in a DEX Roll Versus DEX Roll Contest to time his use of Teleportation UAA precisely. Last but not least, he must succeed with an Attack Roll against Enemy 2 to hit him with the Teleportation UAA. (In some cases, and at the GM’s option, the character using Teleportation UAA may have to succeed with a PER Roll to Teleport Enemy 2 to the correct location; see 6E1 300.)
  19. Like
    Steve Long got a reaction from Cantriped in Draining Charges   
    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.
  20. Like
    Steve Long got a reaction from eepjr24 in Boostable Charges that cost END   
    If a character has a power with Boostable Charges that Costs Endurance, the END cost of using the power may increase based on the Active Points “added” by Boosting. For example, suppose a character has an RKA 1d6, Penetrating (22 Active Points); Costs Endurance (-½), 12 Boostable Charges (-0) (total cost:  15 points). Ordinarily this costs 2 END. But then he Boosts the power to add3 DCs, or 15 Active Points, to it, making it an RKA 2d6 that costs 37 “Active Points.” The power now costs 4 END, based on the 37 Active Point total
  21. Like
    Steve Long got a reaction from Mister E in MYTHIC HERO: What Do *You* Want To See?   
    Thank you for saying that, and for your breakdown of the way such things are presented in modern TV (etc.). I agree with a lot of your points, especially re: not mentioning specific church denominations and not making God a character on the show.  Honestly, if I reeeaallllyyy wanted to do it, I'd include a chapter on Christian Mythology and just say the heck with any repercussions. After all, I'm covering a lot of other mythoi -- Chinese, Voodoo, Hindu... -- that are living faiths. (Not to mention the possibility of "paganist" revivals of old religions, such as Asatru.) But at this stage, I'm just as happy to save myself the colossal amount of work a chapter on Christian Mythology would entail. After Mythic Hero comes out, if there's a tremendous hue and cry for Christian Mythology, there's more than enough material out there for me to do an entire book on the subject.
     
    Heck, maybe I could make that a Kickstarter stretch goal -- I already have an idea for the first stretch goal, but maybe this could be the second.
  22. Thanks
    Steve Long got a reaction from NateH415 in Does clinging have a base STR?   
    In this situation, I don’t think either of your suggested methods is the way to go. Since the gadget in question is a Suppress, it needs END to continue to function. Take the Advantage Uncontrolled for it. When the character uses it, he feeds in however much END he wants to use. When that amount of END is used up, the device stops working, or falls off, or what have you. Given the special effect, if someone found it before the END ran out he could try to remove it, and the GM can decide how easy that is. Thus, in essence what’s going on here is that “sticking to the target” becomes a special effect of Uncontrolled.
  23. Like
    Steve Long got a reaction from Hyper-Man in PSLs in a Fantasy HERO magic setting   
    As discussed on 6E1 84-85, “Penalty Skill Levels (PSLs) are a type of Skill Level that only reduce or counteract a specific type of combat-related penalty.” The key phrase here is “combat-related penalty,” which means a penalty to OCV or DCV. Common examples include Range Skill Levels (which offset the Range Modifier’s OCV penalty), Targeting Skill Levels (which offset the OCV penalties imposed by the Hit Location Table), and Encumbrance Skill Levels (which offset the DCV penalty for being Encumbered). The important thing to note here is that PSLs do not apply to Skill Rolls or Skill Roll penalties. (The same applies to Combat Skill Levels (CSLs), which also only affect CV.)
     
    To create the sorts of abilities you want to build, you need to use Skill Levels (6E1 88-89). Depending on what type of SL you buy, you could have it affect the Power:  Magic roll used to cast spells, the Inventor (Spell Research) roll used to create new spells, a KS: Arcane And Occult Lore roll to research some obscure historical fact about magic — or maybe just one or two of those things.
     
    For example, in the land of Korrak, wizards typically use several Skills as part of their craft. First and foremost is Magic (a form of the Power Skill), which they use to actually cast spells (and which suffers the standard -1 per 10 Active Points penalty). The second is Domination (another form of the Power Skill), which they use to control demons, elementals, and other summoned beings. The third is Spell Research (the Fantasy form of Inventor), which they use to create new spells. The last is KS: Arcane And Occult Lore, which is the general Knowledge Skill covering all sorts of mystic learning.
     
    If we look at the Skill Level Table, we see that the more Skills an SL applies to, the more Character Points it costs. One of them is the 3-point SL, which covers three related Skills. That fits pretty well here, since we have four related Skills, but one is a KS that the character won’t use in combat much. So a wizard could buy, for example, +3 with Magic, Domination, and Spell Research.
     
    As they stand, those three SLs with Magic, Domination, and Spell Research can be used at any time to assist with rolls using those Skills. If you only want the SLs to offset penalties (such as the Active Point penalty), you can take a Limitation on them to reflect that. Creating different “packages” of Skill Levels whose use you define with Limitations might be a great way to add ‘flavor” to your magic system and help to distinguish one wizard from another.
     
    I hope that helps! If I've missed anything, plesae post a follow-up here, or PM me. I love creating magic systems and enjoy talking about how to create them using the HERO System, but usually that's more appropriate for a private conversation than clogging up the Rules Questions board. But I'd say a lot of HERO fans also enjoy discussing this sort of thing, so if you haven't yet, try posting your thoughts, ideas, and questions on the Fantasy Hero and/or Discussion boards -- you'll get all sorts of great suggestions.
  24. Thanks
    Steve Long got a reaction from Brian Stanfield in PSLs in a Fantasy HERO magic setting   
    As discussed on 6E1 84-85, “Penalty Skill Levels (PSLs) are a type of Skill Level that only reduce or counteract a specific type of combat-related penalty.” The key phrase here is “combat-related penalty,” which means a penalty to OCV or DCV. Common examples include Range Skill Levels (which offset the Range Modifier’s OCV penalty), Targeting Skill Levels (which offset the OCV penalties imposed by the Hit Location Table), and Encumbrance Skill Levels (which offset the DCV penalty for being Encumbered). The important thing to note here is that PSLs do not apply to Skill Rolls or Skill Roll penalties. (The same applies to Combat Skill Levels (CSLs), which also only affect CV.)
     
    To create the sorts of abilities you want to build, you need to use Skill Levels (6E1 88-89). Depending on what type of SL you buy, you could have it affect the Power:  Magic roll used to cast spells, the Inventor (Spell Research) roll used to create new spells, a KS: Arcane And Occult Lore roll to research some obscure historical fact about magic — or maybe just one or two of those things.
     
    For example, in the land of Korrak, wizards typically use several Skills as part of their craft. First and foremost is Magic (a form of the Power Skill), which they use to actually cast spells (and which suffers the standard -1 per 10 Active Points penalty). The second is Domination (another form of the Power Skill), which they use to control demons, elementals, and other summoned beings. The third is Spell Research (the Fantasy form of Inventor), which they use to create new spells. The last is KS: Arcane And Occult Lore, which is the general Knowledge Skill covering all sorts of mystic learning.
     
    If we look at the Skill Level Table, we see that the more Skills an SL applies to, the more Character Points it costs. One of them is the 3-point SL, which covers three related Skills. That fits pretty well here, since we have four related Skills, but one is a KS that the character won’t use in combat much. So a wizard could buy, for example, +3 with Magic, Domination, and Spell Research.
     
    As they stand, those three SLs with Magic, Domination, and Spell Research can be used at any time to assist with rolls using those Skills. If you only want the SLs to offset penalties (such as the Active Point penalty), you can take a Limitation on them to reflect that. Creating different “packages” of Skill Levels whose use you define with Limitations might be a great way to add ‘flavor” to your magic system and help to distinguish one wizard from another.
     
    I hope that helps! If I've missed anything, plesae post a follow-up here, or PM me. I love creating magic systems and enjoy talking about how to create them using the HERO System, but usually that's more appropriate for a private conversation than clogging up the Rules Questions board. But I'd say a lot of HERO fans also enjoy discussing this sort of thing, so if you haven't yet, try posting your thoughts, ideas, and questions on the Fantasy Hero and/or Discussion boards -- you'll get all sorts of great suggestions.
  25. Like
    Steve Long got a reaction from Brian Stanfield in MYTHIC HERO: What Do *You* Want To See?   
    Thank you for saying that, and for your breakdown of the way such things are presented in modern TV (etc.). I agree with a lot of your points, especially re: not mentioning specific church denominations and not making God a character on the show.  Honestly, if I reeeaallllyyy wanted to do it, I'd include a chapter on Christian Mythology and just say the heck with any repercussions. After all, I'm covering a lot of other mythoi -- Chinese, Voodoo, Hindu... -- that are living faiths. (Not to mention the possibility of "paganist" revivals of old religions, such as Asatru.) But at this stage, I'm just as happy to save myself the colossal amount of work a chapter on Christian Mythology would entail. After Mythic Hero comes out, if there's a tremendous hue and cry for Christian Mythology, there's more than enough material out there for me to do an entire book on the subject.
     
    Heck, maybe I could make that a Kickstarter stretch goal -- I already have an idea for the first stretch goal, but maybe this could be the second.
×
×
  • Create New...