drunkonduty Posted July 11, 2014 Report Share Posted July 11, 2014 Hey there HERO folks. I've got a new player in my Champions group and he's a self-confessed power gamer. He's presented a character for the campaign who has a large magic spell multi-power. Among the many border-line issues I'm seeing in his character are continuing charges for powers in the MP. This strikes me as a work around for the limitation of powers stopping when the points are shifted to a new power. I vaguely recall reading somewhere that Continuing charges cease to function when the points in the MP are re-allocated. But I can't find a specific reference to this in the main rule book. So can someone step me through how they should work? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted July 11, 2014 Report Share Posted July 11, 2014 They are legal. See my 5e version of Green Arrow for a couple of Multipower Slot examples that use them. Quote Link to comment Share on other sites More sharing options...
drunkonduty Posted July 11, 2014 Author Report Share Posted July 11, 2014 Cool, thanks for that. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 2, 2014 Report Share Posted August 2, 2014 I know I'm late to the party on this, but...I talk about Continuing Charges and their usage to model "X per day" in a Vancian model here: http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/VancianSystem.aspx#ChargeBased CONTINUING EFFECTS Continuing Charges are used for Spells that are not Instant in nature. All Continuing Charges must have a defined method to end their effect, which for Spells is globally defined as Anti-Magic, which is any Area of Effect Suppress or Dispel which would affect the Spell and is of equal or greater Active Points, regardless of any Effect Rolls. Spells built on Continuing Charges are amazingly effective for various reasons, such as: Continuing Charges are effectively Persistent; they keep working even if the character that activated them is Stunned, Knocked Out, or Killed. Charges taken on Inherently Persistent Powers (such as many Defenses) cap out as a -0 Limitation; they never become an Advantage. Attacks bought on Continuing Charges continue doing damage until the Charge expires. Powers in Variable Power Pools and Multipowers on Continuing Charges are not deactivated by switching slots around; once activated they continue to work until the Charge expires even if the activating character reallocates their VPP Pool or switches their Multipower to other slots. The 5th edition rulebook details Continuing Charges pretty well, and there were some relevant 5th edition FAQ entries as well. Quote Link to comment Share on other sites More sharing options...
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