eepjr24 Posted March 1, 2021 Report Share Posted March 1, 2021 I have this power: Quote Cricket Spirit: (Total: 19 Active Cost, 5 Real Cost) Leaping +14m (18m forward, 9m upward) (7 Active Points); OAF Expendable (cricket leg; Easy to obtain new Focus; -1), Spell Power loses about a third of its effectiveness (-1/2), Requires A Roll (Skill roll; -1/2), New skill roll and END expenditure required every hour Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 2) <b>plus</b> Clinging (16 STR) (12 Active Points); OAF Expendable (cricket leg; Easy to obtain new Focus; -1), Increased Endurance Cost (x3 END; -1), Spell Power loses about a third of its effectiveness (-1/2), Requires A Roll (Skill roll; -1/2), New skill roll and END expenditure required every hour Power loses about a fourth of its effectiveness (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 3) Not sure if it is because it is a compound power, but the also not sure how to work around the Increased Endurance Cost being full value. Referring to 6e1, 374: "A character may apply the Increased Endurance Cost Limitation to a power that Costs Endurance Only To Activate (whether due to an Advantage or a Limitation), but he only receives half value for the Limitation." - E Quote Link to comment Share on other sites More sharing options...
Simon Posted March 1, 2021 Report Share Posted March 1, 2021 Looks like an oversight when purchasing Costs Endurance (Only to Activate) as a Limitation. Corrected in the current update. Quote Link to comment Share on other sites More sharing options...
eepjr24 Posted March 1, 2021 Author Report Share Posted March 1, 2021 Perfect, that update appears to have fixed all the issues I have seen thus far. Thank you! - E Quote Link to comment Share on other sites More sharing options...
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