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schir1964

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Posts posted by schir1964

  1. Got a separate question now. Concerning Teleportation and UAA.

     

    Can UAA be used normally by the character himself, can the character use the Teleporation normally?

     

    Here's the reason I ask and I'm somewhat confused.

     

    The FAQs says no to this.

     

    But Teleportation says that it can be used to escape a Grab, but that the attacker is not teleported with him unless the character has purchased UAA.

     

    Is there additional modifier that is needed to do this, or have I misread something here. I've been flipping the pages so much recently my head is spinning and I'm not sure I've read everything thoroughly or correctly.

     

    Thanks.

  2. Re: Need Help With Teleport Power

     

    Like Hawksmoor, I'm a big fan of trying to apply the rules as written. Sarcasm is just one more service we provide.

     

    And I can tell you that, with the SFX you described, the answers I gave you are exactly whatI would give any player in my game - you don't need a 61 point power to get a 1 point benefit.

     

    And I believe I said as much also to Dust Raven in a previous post. However, since this is and exception to that, why is it so hard for you help me nail down the proper Advantages/Limitations, even if it is too expensive for what it delivers.

     

    I'm not asking anyone to change thier campaigns or to even use this in thier own campaign. Just needed help getting the Advantages/Limitations right.

     

    Sorry to have offended you. Not intentional, really. (8^D)

     

    - Christopher Mullins

  3. Re: Need Help With Teleport Power

     

    >>Hawksmoor: Not sure why you continued to keep posting here? You seem intent on telling me and my GM how they should run thier games.<<

     

    No, I am intent on telling you that the assumptions you make have no relevance on core FRed. By the post you have a Superheroic game and want to use Heroic rules to play the game. Fine but you need to state that you are not playing by established rules. Second do not be smarmy when you dislike a posters response. If you did not want a variety of ideas you shouldn't have posted in the first place.

     

    Hawksmoor

     

    You've yet to give me a reference from the 5th Edition or the FAQs that say that the GM can not use the Optional Money system in a Superheroic campaign.

     

    Without some reference from you to back up your claim, you are guilty of your own charge. It's your opinion until you can prove otherwise.

     

    I gave my references for the Optional Money System and as far as I can tell, it says the GM decides whether he wants to use it in his campaign. Not "only heroic" games.

     

    If I'm wrong on that, please give a reference and I'll gladly proclaim here that I was wrong and ask forgiveness.

     

    So far, you attitude has been very antagonistic towards me and my requests. This does not help you convince me that you are right in the opinions you've been giving.

     

    Sorry to have offended you.

     

    - Christopher Mullins

  4. Re: Need Help With Teleport Power

     

    Well, it seems this has boiled down to attacking the person instead of any real discussion about trying to meet the SFX of the power.

     

    Hawksmoor: Not sure why you continued to keep posting here? You seem intent on telling me and my GM how they should run thier games.

     

    Hugh: You get some small applause from me for Sarcasm. Very well done. Unfortunately your suggestions won't help in defining the power to meet the SFX I specified. (8^D)

     

    For the others you tried to help, thanks.

     

    I guess I'll have to as Steve Long about the UOO and UAA advantages being cumulative.

     

    I'll continue reading in case someone has something contructive to say.

     

    - Christopher Mullins

  5. Re: Need Help With Teleport Power

     

    On further reading: Let me make sure I understand you. You slammed people for requiring that the person pay for this item, whatever it happens to be, for its effects. Then you created a Power for the character that costs twenty times as much as anything they suggested. Then when someone suggested that you up the cost still more, you say the idea has merit.

     

    I admit to being quite confused.

     

    I said it has merit since it might make the power even closer to what I had imagined. I was willing to sacrifice the 1 KM limitation walking. I had never occured to me to use the Variable Advantage to get the additional flexibility that I had originally intended. It might increase the cost of the power, so what?

     

    What I was opposed to was having to stat out some object that really doesn't need to be stated out. Had nothing to do with points, other than everyone else requiring it did because they want to use Summon.

  6. Re: Need Help With Teleport Power

     

    Thought I would repost what I had for easy reference.

    Anyway, here's what I have so far. Based on everything I've read in the 5th Edition and the FAQs, this will do what's necessary.

     

    Teleportation:

    6" (12 Points)

    1 Fixed Location (1 Point)

    Increased Mass x32 (25 Points)

     

    Useable As Attack (+1)

    Megascale [10000 Km] (+1 1/4)

    Scale Down Megascale [1 Km] (+1/4)

     

    Can Only Teleport To Fixed Locations (-1)

     

    Summary:

    Teleportation of one unique object to current location.

    Character can teleport object up to the size of a large semi truck and trailer.

    Character can not teleport himself to object. See UAA advantage.

    Teleportation takes a full phase since it is Non-combat Only teleport. See Megascale Advantage.

    Fixed location allows object to be teleported from anywhere on planet. [1 Km - 60,000 Km].

    Character is unable to teleport object within 1 Km. Has to walk. (8^D)

     

    Total Cost: 61 Points

     

    The increased mass is overkill, once the actual object is chosen, then the mass will be determined and it will be reduced to fit, and the cost will drop with it.

     

    Comments?

  7. Re: Need Help With Teleport Power

     

    Dude' date=' flat out, unless you tell us what effects this provides the character, we aren't going to be able to help you...[/quote']

    I think I've done several times in different posts, but I'll do it again, just to make sure.

     

    The character has profound affinity for an object he possesses. I could be his favorite book, skateboard, first car he purchased, etc...

     

    Any, having super powers, this has allowed him to "bond" with this one specific normal everyday item. This bond allows him to bring this object to his location whenever he wants.

     

    The object might have some uses from time to time, but since it is just a normal item, it can be used by anyone, stolen, damaged, destroyed. It doesn't grant the character any abilities beyond what a normal item could grant any character. This is what got everyone hung up last time. The GM will make sure the character does not try to turn this into a some sort of free power.

     

    Now that is the Effect. I came up with Teleportation as the most appropriate power to simulate this. I needed help with making sure that I was using all the proper Advantages/Limitations to achieve this effect. On the second page I posted what I thought would be the Power with all the options. You can check it out and let me know what you think. I could be missing something, but I don't think so at this point.

     

    Now on to your suggestions. (8^D)

     

    1" of Teleport, the minimum purchasable amount, costs 2 points... Megascale at +1 & 1/4 will expand it to planetary scale... Usable on Others powers are inherently No Range unless you take the Ranged Advantage for them (+1/2), and you have to have Usuable as Attack if the Character is the one in control (+1)... This is a total +2 & 3/4 Advantage, meaning that 1" of Teleport has an Active Cost of 7 points... And takes 1 END to use... The rules warn about applying Limitations to a Useable as Attack power, unless the Limitations only affect the character who creates the power, but that *is* the case here, so it's okay...

    Okay, now this is useful, maybe I missed something. I thought that UOO and UAA were handled as separate Advantages? Are they cumulative? I'll have to recheck this.

     

    Although UOO automatically gets No Range, UAA takes on whatever range the power has that it is applied to. At least that is how I read things. Maybe I'm wrong. Please give me a specific reference if I'm totally wrong on this.

     

    Then, buy 2 Fixed Locations for the Teleport... The cost is 2 points, period... The rules specify that a Fixed Location can be Living Creature or a Particular Object, so 1 Location is the Character, and the other is the Object he can teleport... With Fixed Locations, he need not perceive them with a Targeting Sense to teleport...

    Why two Fixed Locations? I thought I would need one? If need another it's only another point, but curious as how you came to this. Like you, I realized the Fixed locations would take care of perception problem nicely.

     

    Then, apply the Limitation "Only to teleport Object to me" (-2)...

    Hmmm.. interesting, I thought the Can Only Teleport To Fixed Locations (-1) took care of this nicely. Where did you get this limitation? Custom or from a Hero Book?

     

    For larger objects, each doubling of Mass will be another +1/4 Advantage, affecting the Active Cost, but you should be able to handle it from there...

    Yeah, we're on the same page. That's very close to what I came up with.

     

    But, I also point you at page 348 of FRED, which lists Meta-Rules for the Hero System... Look particularly at Meta-Rules 5 and 6...

    Yeah, I'm familiar with them. Based on this, Teleportation should be used over Summon, just because it costs more. I don't agree with this. If one is simpler than the other and they are both "equally valid" then simpler one should be chosen, but that is just me. However, since I think Teleportation is more valid than Summon, it doesn't apply here. But I greatly appreciate the reference. Thanks.

     

    Is there anything else you need to help validate or invalidate my construction?

  8. Re: Need Help With Teleport Power

     

    Well' date=' the definition of the VPP is that it can only be used to mimic the effects of calling a mundane object. Doesn't sound abusive...?[/quote']

    It could be, if that is what the concept was, but it's not. It's being able to bring one single unique item. Once chosen, that is all that can ever be teleported to the character's location, ever, from that point on. Whether it's his favorite book, or skateboard, or car, once chosen, then that will be it forever.

     

    For a power to be "Hero System"-like, I'm imagining that the in-game effects are spelled out. If the only in-game effect is to teleport something to you and that's all, then we've got a good power construct already (Teleport, Megascale, UAA, plus some way to detect the object at range).

    Precisely, and that's what I came up with and defined on the second page of this thread, but it was basically ignored and no one bothered to even comment on it. Check it out and let me know what you think. (8^D)

     

    "Hero System" -wise, if the object will be used for something else (increase skill, damage/fix something, learn something, etc.) a character could use the Power skill to try a stunt. If the same stunt gets repeated often enough, a power is needed.

    That will be under the GM's control completely. Just like a normal skateboard a character can buy in the store. The GM will control just how much game effect it will have. That concept is what got people sidetracked. (8^D)

     

    I'm thinking that the definition ("summon mundane object") plus the unlimited points results in a not-very-Hero System type of power. Seems more like Storyteller or some such. Still lots of fun if you have fun people to play with, but not well defined in Hero terms.

    The unlimited points makes people think that the players can come up with whatever they want as far as power scale. That's not what happens here. The players still have to the powers approved. It's a pass or fail thing based on just how unbalancing the power is, regardless of points. You can have 30 AP power that's more unbalancing to a campaign than a 60 AP power depending on certain combinations.

     

    What I was trying to explain is that although the power may be considered way too expensive for what it actually does game wise, in our game, the player isn't penalized based on points as long as it fits the character's concept and won't unbalance the game by it's sheer concept to start with.

     

    Is any of this making any sense or am I just babbling now? (8^D)

     

    - Christopher Mullins

  9. Re: Need Help With Teleport Power

     

    And yet someone else who doesn't understand. Ok. I'll try again.

     

    I understand your confusion. You think just because the GM doesn't put and AP Cap that this allows the players to just make theiir characters so they can take over the universe. Contrare Monfrare. (8^D)

     

    If the GM thinks a contruct is going to mess up the game straight out, regardless of points, he tellls the player to go back to drawing board. We have mature players who don't try this kind of stuff usually. (8^D)

     

    Does this help?

     

    - Christopher Mullins

  10. Re: Need Help With Teleport Power

     

    Ok, instead of playing the game today which I can do ad infinitum, I'm just going to boil it down to one difference you and I are really discussing Hugh. Which happens to be simply GM opinion and not a actual rules item.

     

    There's one example that we both latched onto which we and all other GM's make their own opinion on and decide how they will handle it in their game.

     

    If the character has a normal car as described by the Money Perk, the GM has to make the descision, for his campaign. Will I force the player pay points for this vehicle or will I let the character simply pay money for it. That's what the GM has to decide, there is no rule that says the the GM should, ought, must make this character pay points for this vehicle even if it sometime benefits him during play.

     

    My GM and I both think it's not important enough to even bother with. If the character starts using it as combat vehicle or a headquarters information station, then it will be dealt with in game time. The car get destroyed the character has to replace it by buying another with his money, insurance costs, etc...

     

    If the character doesn't want to deal with those headaches, he can stop relying on the car so much, or he can pay points for another vehicle that will be able to withstand being the focus of the villians.

     

    An even more extreme example of this would be a character that always hides behind a wall for protection during a battle. The character gets the benefit of the DEF and Body of the wall. It is the players standard tactic. Notice I said player and not character. Now the GM can decide how to handle this several ways. He can deal with it in game terms, gets reputation for cowardice, not a good team player, will leave team members in the lurch, and so forth. He could deal with in the way I can only presume you would, and make him pay points for the wall since he will always find something to hide behind. The GM could force him into position where he can't hide, but that's another whole discussion.

     

    You can run your games however you like Hugh, but you haven't convinced me nor have you really given any evidence that car must be paid for by points, not by the rules at least.

     

    I know that it seems inconcievable to many GMs out there that someone would spend 30 to 60 points on something that in their view is worth only as a 1 Point quirk. Hey, that fine, I understand that. But to say it is wrong for them to do that because... it's not worth that much, well that's quite out there also. In the same tone, there aren't that many GMs that would not have point limits on powers either, but then again that's how our game is run at this point.

     

    I asked for help making sure I was using the right Advantages/Limitations for a Teleportation power that did xyz. I get a couple of people who helped me, and then I get besieged by others saying how I'm doiing it all wrong. I didn't ask for people to tell me how I or my GM ought to run the campaign. (8^D)

     

    Okay.... well, I'll have to put a disclaimer the next time I ask for help here. Seems some people are bit too tense about what they think is right. Sorry to have frustrated you. (8^D)

     

    Dust Raven, KA, thanks for being there. (8^D)

     

    - Christopher Mullins

  11. Re: Need Help With Teleport Power

     

    Wait... so it's like this guy's "lucky charm"?

     

    Just an object that his character is fixated on, but doesn't really do anything?

     

    If it's a portable object, why don't we just say the guy keeps it in his pocket?

    The object I have in mind is not portable, however, even a portable can be swiped, lost, misplaced, etc, etc, etc...

  12. Re: Need Help With Teleport Power

     

    You're being very sleective in what quotes you choose to refer to. A home' date=' a job, a vehicle and $5,000 have no effect on the character's success as a Super. It may not be in 5e, but I recall an excellent statement from a Hero product that a character can be assumed to have a car, but if he wants to use it in his heroic identity to enhance his movement, he has to pay points for it.[/quote']

     

    A few things.

    First, I was selective in that I quoted those passages that concerned with what I was trying to explain.

    Second, I wanted references from 5ht Edition to keep House Ruling to a mininum.

    Third, I never said that this object was going to enhance anything for the character in combat.

     

    If a Hero decides to drive his porche into combat, he better be prerpared to have it destroyed by the villians. Which means a long walk home for him, insurance problems, and so forth. Again, normal items are easily controlled by the GM. Even for the rich ones. (8^D)

     

    If you are equating driving a normal car being equivalent to the a super power such as Running, well then, I guess trying to discuss this further with you would be pointless. I mean, normal vehicles are registered, you have to have a license, you must obey the laws while driving, etc, etc, etc...

     

    Similarly, a character can use anything he finds lying around in the course of combat - be it a cord to tie up the villain, or a VIPER blaster to fire on another VIPER agent. But if he wants to keep it and use it regularly, he has to pay the points for it.

     

    If a Brick wants to pick up an object and throw it, great. If he always wants such an object to be available, he has to pay the points to buy this rock that he will carry around with him.

    Again, you presuming a lot from something I never said. Read all above for answer.

     

    As Hawksmoor states, the teleportation is a special effect of the power you want, not the power itelf. The power itself depends wholly on the object, and that is why you aren't getting an answer on what the power should cost. It will cost whatever the actual abilities conferred by the constant presence of this object will confer.

    And if the value/cost, in combat, of the object is zero? The power should be zero? See Dust Raven's posts above for answer.

     

    Let's use an example (a nice silly one). Let's say you want to be able to teleport a feather to you. Just a simple, ordinary crow's feather - a specifc one. What would this cost? Well, for 99.999% of the population, it will cost nothing. It's a feather. It doesn't DO anything. Even if it happens to trigger Dr. Parrot's mindless rage against people who despoil avians, or the Wheezer's 3d6 Susceptibility to Animal Products, that's a function of Dr. Parrot and Wheezer's unique disadvantages, and it doesn't cost you any extra, any more than Fire Guy has to pay for a 3d6 NND vs. people with 3d6 susceptibilities against flame attacks.

    Precisely! By george I think he's got it. Supports my point actually, maybe I'm missing something.

     

    But let's say your character's name is "Dumbo", and he has 40" Gliding and 30" Flight that only work if he has his Lucky Feather clutched in his trunk. That feather would normally be either an OAF or an IAF (depending on how blabby he is about the feather letting him fly). Well, if he can summon it to his trunk just by thinking about it, the feather is now an IIF, at worst, and those point savings are going to have to be reversed.

    And since this isn't what I'm talking about. It has no relevance for this discussion. Might as well said that the sky is blue. Ok.

     

    It's not what the object is, whether mundane or magical. What it does determines the effect of your power to bring it to you at any time. The effect of your power determines its cost. For an ordinarly mundane object as you describe, it may just be a snazzy special effect of the character, and cost no points at all, But the cost depends on what you want the object to do, not how your special effects will bring it to you.

    Ah, I see where you are missing it. It's actually not about what the object does, since the GM won't allow for any shenanigans using it. It's about the character's fixation with the object and wants the ability to bring it to him whenever he wants.

     

    Sorry if you find my comments unhelpful, but the simple fact is that you have fixated on the name of the power "Teleport" as the only way you could possibly teleport an object to you, and that fixation seems to be preventing you from considering that there may be other power builds possible. "Reason from effect" is the key here.

    "Reason From Effect", precisely, thank you proving my point. That's what I've done and that's why I'm convinced Teleportation is the most appropriate power to build the power from.

     

    The character wants the reliability of bring the favored single object to him. It's a normal mundane object that could easily be destroyed beyond repair in combat, just like any other normal mundane object. The object will not give him any special abilities in combat. It might and probably will have some benefits outside of combat.

     

    I have my reasons for not mentioning the object in mind. But now, I can see that if I did mention it, most here would become fixated on how that object could be used in combat, even if it meant it's destruction for all time. (8^D)

     

    Well, no one has really tried to convince me of anything other than how the GM should handle his campaign. No references, sporadic bits of logic with no real cohesion to it.

     

    Well, can't say you guys didn't try. I was all ears. But I just don't get it.

    Obviously most you don't get it either, at least where I'm coming from, and that's probably my fault for not explaining it right.

     

    Thanks, it's been very entertaining. (8^D)

     

    I'll continue checking this thread if anyone else has comments.

  13. Re: Need Help With Teleport Power

     

    The delusion thing is not meant literally. I was refering to his statements about money in relation to superheroic genre HERO. PCs don't get to as I said buy Nokia phones to keep in touch canonically they have to spend points.

     

    I still think if he teleport/summons his Mont Blanc and somehow uses it in combat or NCM for good purpose a significant portion of the time he has to pay for it.

     

    For instance his NEO (normal everyday object) is his blankie. His character Dr. Dissolvo has a 25 Enraged Berserk, BUT he has his disad bought off with a power that 'erases' his disad. Net result no points. But if the Power was linked to the presence of said favorite blankie then he would need to buy the summon. See? Since no matter where his blankie was he could gain it and prevent his Berserker tendencies.

     

    Hawksmoor

     

    Actually, the object I had in mind would not be useful in combat, but may have some usefullness out of combat. But the GM will obviously smack down the character if he tried to do what you are suggesting, especially for the long run. So, no harm, no foul.

     

    I don't know how your games go, but in ours, lots of roleplaying does happen out of combat. In fact, we tend roleplay out of combat more than in combat, so maybe that's where you might not understand where this is coming from.

     

    So far, you are still tallking a GM Campaign issue instead of actual rules issue.

  14. Re: Need Help With Teleport Power

     

    I know schir, and I doubt he's suffering from delusions. Unless you were addressing me, in which case you might be right. ;)

     

    I really think he just wants a normal object and won't have any in game use whatsoever. At least no more use than a mundane object of insignificent worth can have. It really sounds like nothing more than a spiffy trick rather than a Power of any kind.

     

    BULLSEYE!!!

     

    Exactly, except the character wants this reliability with it and helps with the whole character background window dressing thing. A really expensive quirk, but that is what the character wants. And since there's no point limit to worry about. I just needed to help in getting the Advantages/Limitations nailed down to make it proper game mechanics wise.

     

    Didn't realize I was going to be crucified for it. (8^D)

  15. Re: Need Help With Teleport Power

     

    I think you are suffering under a delusion. Yes you can *use* a OMO (Ordinary Mundane Object) without paying for it in a Superheroic game. Say you are Filthy Rich and buy an Enzo Ferrari. Fine No problemo kimosabe but' date=' if you use it to get to and from Combat, chase down villians and otherwise Style at the corner you *have* to pay points for it.[/quote']

     

    Really? Well based on this I would guess then, that if you have a character that always take the public bus to get from crime scene to crime scene your going to make him pay points for that bus. Hey it's your game, have fun with it. Fortunately, I don't have to deal with that. (8^D)

     

    I won't bother with the rest of you post since it based on this GM Campaign thing, which I'm not going to debate since it's not your game we are talking about. And would pointless.

  16. Re: Need Help With Teleport Power

     

    schir.....You've convinced me of one thing...this ability should not be based upon Teleport or Summon.

     

    What you've basically got is a Power that doesn't actually do anything, or if it does anything at all it's rather minor.

     

    So okay, what's you object? A pen, a d6, a book, a library card? Doesn't matter. Those objects wouldn't cost points even if you wanted them to (except maybe the book, see below). So, build it like this:

     

    Ordinary Object (base cost 0 points) with UBO at Range and whatever else you'd like to but there, and then limit the Power accordingly, such as with Restrainable or whatever might keep him from teleporting it back. Total cost is 0. Except that the minimum cost of anything in Hero is 1.

     

    The cost of your spiffy trick is 1 point. I just don't see any reason why it should cost more, if it doesn't actually do anything.

     

    As for books... You can always buy a book as a KS through a Focus. And then throw your UBO at Range Persistant on that, and simply say that taking the Power back is the SFX of the teleportation.

     

    Would this solve any problems?

     

    I think you've got it nailed down Dust Raven, and under other circumstances I would agree with you 100%. The main difference is that the character want's to be to get this item to him whenever he wants under just about any circumstance, GM allowing. That's what the character is paying for, that reliability. And I'm sure you're thinking that it's a waste of points and in most games it would be, but in this game, points aren't a limiting factor, so it doesn't matter how many points the power will be. So main limiting factor becomes just how much mass is trying to be moved since the item in question won't have any major effect other than GM plot or window dressing for the character.

     

    I'm glad at least a couple of people understand. (8^D)

  17. Re: Need Help With Teleport Power

     

    If you define the teleport as the ability to teleport a particular object, such as a particular skateboard, and then you alter the skateboard by improving its DEF and BODY, then it isn't the same object any longer, and the teleport won't work either...

     

    Really? The skateboard is no longer the character's favorite skateboard?

    Wrong, sorry, you lose. Still his favorite skateboard, Teleport still works. That's a Campaign issue thing decided by the GM. Try again.

     

    Second, a Universal Focus can be used by anyone who picks it up... page 190 of FRED, under Applicability...

    Wrong again, it's not a focus. It's no more a focus than a character's normal home, based on Money Perk, is a focus. Again, GM Campaign opinion.

     

    Third, under Heroic Rules, a character pays for Equipment with Money, not Character Points... But this does NOT mean objects don't have a point cost... One recommended method in the rules, in fact, is to use the point cost of an object to calculate its monetary cost... Equipment is built with points, even in Heroic Campaigns, it's just that Heroic characters have an option other than character points for getting them...

    Wrong again, the Optional Money Scheme is decided by the GM for his Campaign. That's the equivalent of saying that in Heroic Games everything must be purchased with Money, even Powers, which is not true.

     

    Try again.

  18. Re: Need Help With Teleport Power

     

    Okay' date=' let's turn our brains backwards, and think the other way... A point of DEF cost 3 Active Points... A point of BODY costs 2 Active Points... What's the DEF and BODY of the Object...? It can be treated as that many points, at a minimum, and a Summon cost calculated thereby...[/quote']

     

    Okay, I'll give you another chance to convince me.

     

    Why do you think that Summon is more appropriate than the Teleportation, as I've defined it above for a Normal Mundane Object.

     

    What reference have I missed in the 5th Edition or FAQs that addresses this?

     

    I've given my reasons why I think Teleportation is more appropriate. You might not agree with them, but just because you disagree with my reasons will not in any way convince me to agree with you reasons.

     

    I'll even give another example where DEF and Body don't make difference.

    (Superhero Genre)

    The object for this example with be ordinary skateboard. Anybody can use it, might require a dex roll by the GM, and might add and inch or two to a character's running. Not really any value since it's a Superhero game.

     

    Now if you going to say that the character MUST buy that 1 or 2 Inches of running as a power, otherwise he can't use a normal skateboard, we can stop right here and not discuss any further, because we will never agree.

    (0 DEF, 1 or 2 Body) Active Points: 1 or 2.

    To Summon Normal Skateboard: 2 Points.

     

    Sometime later, skateboard gets broken, character gets the skateboard repaired and reinforced so it doesn't break so easy. Doesn't add any other benefits. It's just really tough to break now. Can still be broken. But tough.

    (10 DEF, 20 Body) Active Point: 70 Points.

    Well, can't summon the skateboard anymore, it's beyond the summon's ability now.

     

    Teleportation would still work in this case, since the object's mass is still under 100 Kgs. It doesn't have more mass than a human.

     

    And I could also come up with corollary where the Mass increased beyond the Teleportation's capablity, but not even effect the Summon.

     

    My concept of the power is that the Mass is what the limiting factor is, not the Active Points of the object, since the usefulness of the object will be limited by the GM anyway.

     

    Ok, if you still think you can convince me, I'm willing to listen. If you decide that my example makes no sense, don't bother trying to convince it doesn't. Unless you can back it up with specific examples from the 5th Edition that will contradict it directly.

     

    My mind can be changed, but only through pure logic backed up by references from the book, not by opinions about how the Campaign should be run. You can ask KA, Dust Raven, or others here that know me. I'm thick headed sometimes, but if you can create an argument that I can't poke holes in, you have a good chance of convincing me.

     

    Otherwise, I'll just end up frustrating you. (8^D)

  19. Re: Need Help With Teleport Power

     

    KA!!!

     

    Who told you that you could use Telepathy on me! (8^D)

     

    I think you've really help explained a lot of things. Thanks.

     

    I noticed that you and others that know me have not questioned my reasoning on this. I guess you guys know where I was coming from to begin with.

     

    I'm not about to go into any more details on this power since I don't know if my players are lurking around.

     

    Your example is good, except in this case, once the character decides what book he wants, that's it, that's all he'll ever be able to bring to himself. If it's a Dictionary, then it will be that specific dictionary from that point on.

     

    And no, I didn't find your post to be argumentative in the least, but it did help drain some of my frustration away. (8^D)

     

    Again, thanks. (8^D)

  20. Re: Need Help With Teleport Power

     

    Assuming a Supers campaign, where equipment is purchased with points, not $$, your "Teleport the object here" power is useless unless you've purchased the object's abilities.

    Actually, wrong. Read the Money Perk.

     

    Excerpts:

    "...Thus, at the start of a modern campaign the GM could assume each character has a home, a job, a vehicle, and about $5,000..."

     

    "...Money matters less in some campaigns than in others. Incredibly wealthly superheroes aren't uncommon, and even perpetually impoverished superheroes somehow always seem to be able to afford all those nifty gadgets they use..."

     

    I won't bother to poke holes in your example because it would be pointless. I will just make a guess that in your campaign if a superhero were to knock out a villian and look around and find a rope/cord/whatever, that you won't let him tie up the villian, since they didn't buy an entangle. Based on what you said in you example, that would be the conclusion I would make. Might be completely wrong, but then I don't have all the information and therefore it my conclusion doesn't matter.

     

    If you aren't going to try to help me, why post? (8^D)

  21. Re: Need Help With Teleport Power

     

    Thanks for proving my point.

     

    A rope doesn't have stats. The gm decides what can be done with it when the character picks it up.

     

    If the character want's to use a rope as a power, a VPP is exactly what you need, since it is so versatile.

     

    So all these things you think this object can do, will be up to the GM to decide, not the character. Why? Because it's a normal everyday object that anyone can use.

     

    Sorry if you having a hard time understanding this idea.

     

    BTW: As I said before, the character can Teleport a "Single Unique Object". If it's a piece of granite he likes, then he will be able to teleport it to himself. That piecie of granite only, not any other, for the rest of his life. That's it, that's all the character can do with this object.

     

    If you are trying to convince me of something, I'm not sure what it is, and you are not going about it in the right way. (8^D)

  22. Re: Need Help With Teleport Power

     

    Well, actually I guessed you missed my whole point.

     

    Probably because I didn't explain things well.

     

    The point is, the object is mundane and not special in any way. Therefore, it doesn't need stats, probably won't have stats, or the stats themselves won't play enough of significance in the campaign to even bother with.

     

    Just like normal cars in the Superhero campaign don't have stats. The GM might decide to reference how fast that car can go, if time becomes matter of concern for the game, but otherwise he won't even look at it. The vehicle just gets the characer from point A to pont B. That's all that matters and rarely does that vehicle come into play unless the GM wants it to.

  23. Re: Need Help With Teleport Power

     

    So you stat out the object. Let's say the summon can summon a 30 Active Point object. In that case, let's say the Bowling Ball is an Automoton with 10 STR and 20 CON, with no movement abilities and some armor?

     

    That's the impression I'm getting, at any rate.

     

    ???

     

    Don't know how you got from a Bowling Ball to an Automaton.

     

    You can put a gun in an Automaton hands and tell it to shoot anyone who comes through the door. Then walk away and it'll do just that.

     

    A bowling ball requires the character to actually throw it. He can't tell it to hit someone and walk away.

     

    I just don't understand how you made that leap.

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