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Increasing END


MistWing

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Hi there. It's me, with yet another question.

 

I got this idea from the game Star Fleet Battles and I was wondering how to inpliment it in Heros.

 

I have a continuous power that initially costs X END. Each phase that I keep it operating increases its END cost. So, in Phase 1, it would cost X END; in Phase 2, it would cost 2X END; Phase 3, 3X END... Phase N, NX END.

 

How would I do this (assuming I can)

 

Thanks

MistWing SilverTail

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This is an interesting one. How does this get recharged or reset?

 

I can think of three methods, none ideal but one perhaps interesting.

 

My initial take, assuming any recovery method is a once/day reset of some sort, is to figure out a relative portion of the time that the 2nd, 3rd, 4th, etc. times will be useful, so that you can apply a limited advantage to each level. So if typically a character will get off 2 shots, most of the time, I'd apply the limitation for double END to half the power. If the character will get off 3 shots typically, I'd apply the limitation to one third of the power, then apply the limitation for triple END to one third of the power. At some point, I'd declare a "no more limiting point" and apply the highest limitation to whatever portion that is declared at. So, if all thngs being equal the GM and player agree that 4 shots is "typical", I'd apply 2xEND to 1/4, 3xEND to 1/4, and 4xEND to 1/4 of the power. This is not ideal as it doesn't get the scaling up part very well and is a gross approximation of impact, but sounds at least reasonable to me.

 

Another way to do this is to figure out with the character's/source's END how many shots the character would normally get off in that 2x, 3x, 4x progression, ignoring other END reductions. Then apply the "charges" limitation according to that number, possibly with +1/2 more to represent it's draining END useful for other things.

 

A most interesting method is to build it with "Side Effect" and the side effect is the increased END reduction. I don't have the rulebook handy, but basically select wherever the appropriate impact is, considering that it's like a Drain on END that grows larger.

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