View Full Version : Charge as an advantage
johnflang
Mar 8th, '04, 09:32 PM
I have a power, it costs endurace, I want to use it as many times a day as I want, however I want the power to last for a duration. Using continuing charges does not work since the number of charges limits they number of time I can use the power. Any suggestions?
Derek Hiemforth
Mar 8th, '04, 09:41 PM
Check out Continuous under Duration Advantages.
Snarf
Mar 8th, '04, 09:48 PM
Check out Uncontrolled too. I think it's in the same part of the book.
Dust Raven
Mar 9th, '04, 03:33 AM
Yes, Continuous and Uncontrolled (just Uncontrolled if it's already Constant). You'll be spending all your END up front for the duration though.
Hugh Neilson
Mar 9th, '04, 05:28 AM
Originally posted by Dust Raven
Yes, Continuous and Uncontrolled (just Uncontrolled if it's already Constant). You'll be spending all your END up front for the duration though.
You can get around that by purchasing the power as 0 END, then taking a minor side effect which drains your END by about the same amount it would otherwise cost each phase.
austenandrews
Mar 9th, '04, 08:18 AM
I basically use Hugh's version for lots of spell effects in my fantasy game.
I thought this thread was about a more obvious question: If 0 END is a +1/2 Advantage, why should even a great number of Charges cost more than +1/2? Discounting Continuing Charges and whatnot. (I don't have my book with me, and now I have this sinking feeling that 5E caps Charges at +1/2 ...)
-AA
Rebar
Mar 9th, '04, 09:37 AM
When I create powers that use End, but have a duration, I check out End battery. It may or may not model what you're looking for.
Vondy
Mar 9th, '04, 09:46 AM
Another bizarro option might be to purchase the power with the +1/4 advantage: only costs endurance to activate. Until the character is stunned, knocked out, or deactivates the power it will continue to function. It works for some concepts and not others. As always, consult your GM.
Hugh Neilson
Mar 9th, '04, 12:14 PM
Originally posted by austenandrews
I basically use Hugh's version for lots of spell effects in my fantasy game.
I thought this thread was about a more obvious question: If 0 END is a +1/2 Advantage, why should even a great number of Charges cost more than +1/2? Discounting Continuing Charges and whatnot. (I don't have my book with me, and now I have this sinking feeling that 5E caps Charges at +1/2 ...)
-AA
5e caps at +1, IIRC because 0 END costs double for autofire attacks. I, and I suspect many others, cap it at +1/2 for attacks not subject to the doubled advantage.
JmOz
Mar 9th, '04, 12:24 PM
As a house rule I have used for a while charges can never bemore than a similar power with 0 end (So continuing charges will add "Uncontrollable", AF caps it at +1, etc...)
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