johnflang Posted March 9, 2004 Report Share Posted March 9, 2004 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? Quote Link to comment Share on other sites More sharing options...
Derek Hiemforth Posted March 9, 2004 Report Share Posted March 9, 2004 Check out Continuous under Duration Advantages. Quote Link to comment Share on other sites More sharing options...
Snarf Posted March 9, 2004 Report Share Posted March 9, 2004 Check out Uncontrolled too. I think it's in the same part of the book. Quote Link to comment Share on other sites More sharing options...
Dust Raven Posted March 9, 2004 Report Share Posted March 9, 2004 Yes, Continuous and Uncontrolled (just Uncontrolled if it's already Constant). You'll be spending all your END up front for the duration though. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted March 9, 2004 Report Share Posted March 9, 2004 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. Quote Link to comment Share on other sites More sharing options...
austenandrews Posted March 9, 2004 Report Share Posted March 9, 2004 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 Quote Link to comment Share on other sites More sharing options...
Rebar Posted March 9, 2004 Report Share Posted March 9, 2004 End battery? 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. Quote Link to comment Share on other sites More sharing options...
Vondy Posted March 9, 2004 Report Share Posted March 9, 2004 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. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted March 9, 2004 Report Share Posted March 9, 2004 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. Quote Link to comment Share on other sites More sharing options...
JmOz Posted March 9, 2004 Report Share Posted March 9, 2004 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...) Quote Link to comment Share on other sites More sharing options...
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