I have been working with Time Limit a decent bit recently on various fantasy type powers. Time Limit on a Constant power or an Instant Power with Duration Advantage: Constant is an advantage that essentially makes a power Persistent for a limited time period. As noted on 6E1, 346, making a power Persistent is a +1/4 advantage and even the lowest Extra Phase value for Time Limit is the same as that, so GM's may wish to cap it there. I'll probably be falling into that later camp, but that's not my question here.
The primary advantage granted by Persistent is to keep the power going even if the character is knocked out (or runs out of Endurance if it is required to maintain it). So in cases where the power does not cost END to maintain and the power SHOULD turn off when the character is unconscious... is there an equivalent limitation that adds time as a third method of turning off the power?
Specific Example:
Spell of Burning Defense
1d6+1 RKA vs ED;
Armor Piercing (+.25), Area of Effect: Personal Surface (+.25), Constant (+.5), Costs End Only to Activate (+.25); [45 AP]
OAF: Spell Focus (-1), 3x End Cost (-.5); [18 RP]
As written, the power above would work until the user was knocked out, power was dispelled or some other reasonable condition for ending was met (say immersing in water). Best case would be someone knows of a rule book I have missed where there is a similar limitation that would have a nice chart that lays out limitation values. The ones under Persistent powers seem too high and the suggestion in APG 1 of a blanket -1/4 seems too low. Anyone have another place to look?
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eepjr24
I have been working with Time Limit a decent bit recently on various fantasy type powers. Time Limit on a Constant power or an Instant Power with Duration Advantage: Constant is an advantage that essentially makes a power Persistent for a limited time period. As noted on 6E1, 346, making a power Persistent is a +1/4 advantage and even the lowest Extra Phase value for Time Limit is the same as that, so GM's may wish to cap it there. I'll probably be falling into that later camp, but that's not my question here.
The primary advantage granted by Persistent is to keep the power going even if the character is knocked out (or runs out of Endurance if it is required to maintain it). So in cases where the power does not cost END to maintain and the power SHOULD turn off when the character is unconscious... is there an equivalent limitation that adds time as a third method of turning off the power?
Specific Example:
Spell of Burning Defense
1d6+1 RKA vs ED;
Armor Piercing (+.25), Area of Effect: Personal Surface (+.25), Constant (+.5), Costs End Only to Activate (+.25); [45 AP]
OAF: Spell Focus (-1), 3x End Cost (-.5); [18 RP]
As written, the power above would work until the user was knocked out, power was dispelled or some other reasonable condition for ending was met (say immersing in water). Best case would be someone knows of a rule book I have missed where there is a similar limitation that would have a nice chart that lays out limitation values. The ones under Persistent powers seem too high and the suggestion in APG 1 of a blanket -1/4 seems too low. Anyone have another place to look?
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