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Used to Cost Endurance (-1/4)


Egyptoid

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When you run across a power in an Elem.Control

that doesnt cost END to use, this is obviously

the Limitation the power has.

 

Why?

 

When you were a junior hero, just learning

your powers, you were constantly tuckered out

by your EBlast of your SFx in your EC.

 

Later in your crime-fighting career,

at mid power you bought reduced End: half end,

so you could keep up the fight longer.

 

But now you are a senior hero, and you've bought

reduced end: no end cost on your EBlast,

but its still in your EC, right?

 

so what's going on with your points is obviously

Used to Cost Endurance (-1/4)

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Re: Used to Cost Endurance (-1/4)

 

I agree with AA. I can buy a Force Field in my EC and, as I become more experienced, gradually buy the END down. But I can't start with Armor that Costs END in my EC and gradually reduce that END - this would mean my EC is no longer valid.

 

Same with Healing and Aid. Regeneration is valid because it's based on a power that costs END, despite the fact it does not itself cost END.

 

I see no logic to the "power must cost END" restriction.

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Re: Used to Cost Endurance (-1/4)

 

When you run across a power in an Elem.Control

that doesnt cost END to use, this is obviously

the Limitation the power has.

 

Why?

 

When you were a junior hero, just learning

your powers, you were constantly tuckered out

by your EBlast of your SFx in your EC.

 

Later in your crime-fighting career,

at mid power you bought reduced End: half end,

so you could keep up the fight longer.

 

But now you are a senior hero, and you've bought

reduced end: no end cost on your EBlast,

but its still in your EC, right?

 

so what's going on with your points is obviously

Used to Cost Endurance (-1/4)

Not a valid limitation. A limitation that doesn't limit your use of a power isn't worth anything.

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Re: Used to Cost Endurance (-1/4)

 

When you run across a power in an Elem.Control

that doesnt cost END to use, this is obviously

the Limitation the power has.

 

Why?

 

When you were a junior hero, just learning

your powers, you were constantly tuckered out

by your EBlast of your SFx in your EC.

 

Later in your crime-fighting career,

at mid power you bought reduced End: half end,

so you could keep up the fight longer.

 

But now you are a senior hero, and you've bought

reduced end: no end cost on your EBlast,

but its still in your EC, right?

 

so what's going on with your points is obviously

Used to Cost Endurance (-1/4)

 

Hmmmm... I'm think that, if anything, this would be an advantage not a limitation as it is letting you do something with the power that you previously could not.

 

Although, I guess the "proper" way to this would be to apply the limitation "Costs END" and the Advantage "0 END".

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Re: Used to Cost Endurance (-1/4)

 

Although' date=' I guess the "proper" way to this would be to apply the limitation "Costs END" and the Advantage "0 END".[/quote']

 

Except that we know that's illegal by the book.

 

Probably appropriate. +10/+10 Armor, Hardened, 0 END, Costs END costs 35 points when +10/+10 Armor, Hardened costs 37. I suppose the boosted AP would make this less beneficial in an EC, though.

 

18 point EC, normal armor costs 19

 

0 END costs END costs (52 - 18)/1.5 = 23

 

Of course, a 10/10 0 END hardened force field costs 35, and is too low AP to even put in the EC. Make it 11/10 so it will cost 37 and you pay 19.

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Re: Used to Cost Endurance (-1/4)

 

When you run across a power in an Elem.Control

that doesnt cost END to use, this is obviously

the Limitation the power has.

 

Why?

 

When you were a junior hero, just learning

your powers, you were constantly tuckered out

by your EBlast of your SFx in your EC.

 

Later in your crime-fighting career,

at mid power you bought reduced End: half end,

so you could keep up the fight longer.

 

But now you are a senior hero, and you've bought

reduced end: no end cost on your EBlast,

but its still in your EC, right?

 

so what's going on with your points is obviously

Used to Cost Endurance (-1/4)

 

This doesn't limit the power in any fashion. Its the gm allowing ignoring or allowing an exception to the published and, as such, isn't worth any points. I don't particuarly agree with the Must cost Endurance restriction on Elemental Controls. It limits too many perfectly reasonable concepts, but I think that's how it would work in the proposed situation.

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Re: Used to Cost Endurance (-1/4)

 

the case that brought this up was Sapphire,

from the Champions, in the C.U. campaign book.

 

She has a zero-end EB slot.

Obviously she bought down the end expenditure

over the course of her long career.

 

so her Elem.Con. is legal because it Used to Cost Endurance

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Re: Used to Cost Endurance (-1/4)

 

the case that brought this up was Sapphire,

from the Champions, in the C.U. campaign book.

 

She has a zero-end EB slot.

Obviously she bought down the end expenditure

over the course of her long career.

 

so her Elem.Con. is legal because it Used to Cost Endurance

 

Not quite.

 

There's a difference in HERO between a power that (inherently) Costs No Endurance and a power bought to Zero Endurance. Sapphire's EC is legal because Energy Blasts normally cost Endurance. A power like Armor, which normally does not cost END (as opposed to being bought to 0 END) is not legal by standard 5E rules.

 

(Actually, isn't the EB in a Multipower?)

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Re: Used to Cost Endurance (-1/4)

 

so the obvious extension is this:

 

Building a new character:

You try to put a O-End power in your EC.

 

GM sez "hey-yoop!"

 

You ask GM "do I have any hunteds yet?"

 

when GM sez "yes"

 

then you say "If I've been around long enough to have a hunted,

then I've been around long enough to buy this down to O-End"

 

so go about your business and put all the O-End powers

you like in your Elem. Controls.

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Obviously, if you are playing strictly by the rules, when you buy off that "Costs Endurance" limitation on a power in your EC that usually does not cost endurance, then you have to take it out of the EC. If it's still drained, etc. along with the EC, you take a -1/4 or -0 Limitation on it.

 

If you're not playing strictly by the rules, then you do whatever your GM and group agrees is logical.

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