Jump to content

Cantriped

HERO Member
  • Posts

    1,737
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Cantriped

  1. As a general rule, I don't think Resistant (or Hardened, or Impenetrable) should ever be specified in an AVAD construct. The Resistant, Hardened, or Impenetrable qualities already specify clearly what they do and when they should apply; making powers that create new uses for these modifiers only serves to make things more complicated in an already complicated game. For example, AVAD (Power Defense) is okay, but AVAD (Resistant Power Defense) is generally not okay with me. Why? Because an AVAD (Power Defense) Blast should be to an AVAD (Power Defense) Ranged Killing Attack what an Energy Blast is to an Energy Ranged Killing Attack. Which is to say your Resistant Power Defense should reduce the BODY and STUN taken from either an AVAD Blast or an AVAD RKA, and your Nonresistant Power Defense should reduce the BODY and STUN of AVAD Blasts, but only the STUN of an AVAD RKA (just like nonresistant energy defense reduces the STUN of an Energy RKA). The same goes for AVAD (Mental Defense); a "Mental Killing Attack" construct should be built to work like any other Killing Attack does, even if it is very, very, very expensive. Hardened or Impenetrable I have fewer good reasons not to use in an AVAD construct, especially in regard to powers other than Blast/RKA. It just feels awkward, and somewhat unfair to use these modifiers as AVAD conditions. Years ago I built a super toad monster with a sonic croak. Which was built as an RKA, AoE (Cone), AVAD (Hearing Flash Defense). It both terrified and angered my players, neither of which had any Hearing flash defense. Their ears started bleeding. Good times.
  2. If I remember correctly the fluff description includes padding. As a GM, if you wanted to beef up the armors without replacing their existing builds; you could rule that armor listed in the book doesn't include padding, and that padding may can be bought separately from and improves upon or stacks with existing types of armor listed in the book. It would then be built like any other kind of armor, with limited coverage, or even special/limited defenses if they are magical or technological in nature (Acid resistant aprons, fire-retardant jumpsuit, drowish spider silk bullet-proof garments, etc).
  3. I have tinkered with the idea of "levels" and "challange ratings" for a while, and this is what I have come up with so far. In pathfinder, an encounter with a given challange rating is usually composed of roughly twice as many of the same monster as an encounter with a challange rating 1 point lower. In addition, a character level, in pathfinder, increases their challenge rating by +1. This indicates to me that in the HERO System one unit of "Challange Rating" should be roughly equal to either doubling the number of "monsters" you use to build the encounter, or giving every member of the original encounter an additional 25 CP. Thus one "level" of advancement is worth roughly 25 CP The basic "Adventurer's Level-Up" package might include: Every character purchases +1 CON, +1 EGO, +1 BODY, +2 STUN, and +5 END per "Level" of advancement; unless noted otherwise. Classes with d6 or d8 HD would purchase +2 BODY, and +4 STUN per "Level", and classes with d10 or d12 HD purchase +3 BODY and +6 STUN per "Level". Classes with High Fortitude would purchase +1 to CON Rolls per two "Levels". Classes with High Will would purchase +1 to EGO Rolls per two "Levels" Classes with High Reflex would purchase +1 to DEX Rolls per two "Levels" +1 OCV per two, three, or four "levels" (for classes with good, fair, or poor Base Attack Bonuses respectively) +1 DCV per four, six, or eight "levels" (if the class would have gained Armor Class Bonuses from advancement) +1 PD/ +1 ED plus +1 rPD/+1 rED per four "levels" (if the class would have gained Damage Reduction from advancement) Every four levels, a character should spend 5 CP on base characteristics of their choice (STR, DEX, CON, INT, EGO, or PRE) The remaining 8.75 to 17.5 CP per "level" woulf be used to purchase abilities which represent the pathfinder equivalent's unusual class features, skill-points and feats. Classes with "Trapfinding" might purchase +1 to Concealment, Lockpicking and Security Systems (as 3-point SLs), Only Against Traps & Ambushes (-1) every two "levels" Classes with "Weapon" or "Armor Training" might purchase +1 with the selected Weapon or Armor (as 3-point CSLs) every four "levels". Classes with "Sneak Attack" or "Favored Enemy" might purchase the Deadly Blow talent up to once every six "levels". Classes with improved movement speeds might purchase as much as +2m Running per "level", or 1m of Leaping/Swimming per two "levels" Spellcasting classes might purchase skill levels with Knowledge (Arcane and Occult Lore), Analyze (Magic), combat skill levels with spells, or new spells. Troubleshooting and/or diplomatic classes might purchase agility and interaction skills, or skill levels with them; up to +1 to a given skill per two "levels". Martial classes might purchase additional martial maneuvers, combat skills (including CSLs, PSLs, and MSLs) and combat talents.
  4. I am generally of the opinion that armor in Fantasy HERO doesn't provide nearly defense by default. The rules say that Full Gothic Platemail grants only 8 or 9 DEF, but history indicates that an opponent in full-plate only takes STUN from the majority of attacks against them. Most swords of the era were intended to be used as clubs against armored enemies, you beat them down and then stick a pointy end in-between the plates when they are too exhausted to stand. If you feel like martial artists are able to dish out too much damage, I would start by doubling the value of armor across the board. If you don't mind the bloated write-ups I would also suggest that you make armor provide nonresistant defense equal to it's resistant defense (so that Gothic plate provides 8 PD plus 8 rPD, for a total a 16 PD against STUN and Normal BODY damage. There are powers besides Attack powers can be increased by the proper type of combat skill levels. 3 to 5 point CSLs in Magic for example should be able to be used to improve a wizard's "Shield" spell (built as limited Resistant Protection or Barrier). Likewise, I don't see why a warrior couldn't purchase CSLs to improve their DCV, rPD, or rED while wearing particular types of armor.
  5. Is there a rules as written legal power construct for representing the ability of certain characters to combine in order to form a more powerful single character? Or to put it another way, how do you build the Crystal Gems (Steven Universe), or the Voltron Lions (Voltron: Legendary Defender), as player characters. Assuming I am the GM and that I am building all of the assets myself for a campaign set in one of these settings. The closest legal construct I can think of is for each component character/vehicle (each of the voltron lions for example) to purchase a Multiform (built on a greater number of points than themselves), with the following modifiers: Extra Time (Full-Phase; -1/2), Requires a Teamwork Roll (At -1 per 20 APs; -1/4), and Requires Multiple Users (5 users; -3/4). Mechanically this should create the desired effect of five robots able to become one larger robot, but Multiform cannot normally be used to purchase forms greater than the True Form, nor can multiform usually be applied to vehicles.
  6. I used an organization called the "Trojanmen" in my last champions game. They are a minor organization based in L.A.. They wore red jumpsuits, golden jet-boots and gauntlets, and carried super-tech energy blasters that fired endless gouts of white plasma with the consistency of pudding (zero END double penetrating RKA). They had a "fight-club" style code of conduct, and they were led by a mad scientist in golden powered armor called the Trojan Mastermind. Most, but not all of the Trojanmen were male. All of the Trojan Mastermind's supertech was attuned to the intended wielder (personal foci), and thus couldn't be used by anyone else. They also had a collection of other odd superweapons and gadgets with the "white-plasma" special effect, like quad-shot rocket launchers, plasma grenades, and bunker buster time-bombs. Their other gadgets included a radio white-noise generator which jammed all forms of radio communication other than their own. Their vehicles included an armored bus called the Trojan Horse (complete with a horse's head, which could "breath" gouts of white-plasma.
  7. Instead of trying to heal anonymously, do so very publically, plan healing hut events like an evangalist performing faith healing. Alert the police before hand, get the appropo permits, perhaps even arrange for a honorary medical license to be obtained. If you charge money for tickets (even if a paltry sum like $5) the proceeds can go to organizing the events, and paying security staff and the rest can be donated to hospitals and homeless shelters. Tickets will lt you control attendance, and keep it under what your character can handle in a day, plus the good PR will make it difficult for organizations to act against you. Your GM should also be applying the LTE rules to theses scenarios, it is one of the few times you can actually expect a super to be using their powers for six hours straight. and it's affects on you, and your next battles, is an important element of your decision to be a healer.
  8. For a player asking for a gravity inversion power I wrote it as a Change Environment (Alter Gravity Vector; Target May Begin Falling). Which I priced at 120 base points; as it can deal up to 30d6 of damage given a long enough fall, but is easily negated by flight, swinging, or anything else a character could use to stop themselves. Indoors it was annoying, outdoors potentially lethal, but then again with power with more than 100 APs isn't? For Zero-Gravity penalties you should definitely go with Change Environment. I would say it should require a DEX roll when performing an action requiring physical movement, and failure indicates you cannot perform the action, as per having 0 DEX
  9. The thing to remember here about guidelines is to be flexible with them, especially in regards to the abilities that make a character unique. You make a group of characters mechanically unique by keeping almost everything to the guidelines, but making exceptions for the few truly important things; this way under most circumstances the character will perform as they are expected to, but are still able to shine at the things that set them apart from their table-mates. A character intended to never miss really should have an OCV 3-6 points higher than "everybody else", a speedster should have twice the Speed (or 2-3 times the potential movement speed anyway), and a Brick should probably be able to carry the entire party and all of their vehicles in one hand while holding his Margarita in the other. That being said, one of the 5th edition books made the very good point that players tend to spend their points differently when they get large numbers of them at once than they do when they are getting a few here and there. Guidelines on point expenditure are intended to encourage a more even distribution of points at character generation. I once made the mistake of building a character who was too much a Glass Cannon (The Invisible Kind), He was a cool and interesting character (and probably very broken), but without a baseline amount of resistant defense he was slain outright in the first encounter before he could finish assuming his Heroic Identity. It was disappointing and anti-climatic, and in hindsight I wish I had taken my GMs advise and given my glass cannon some Combat Luck (Resistant Defenses with a Luck Special Effect) or something to make them a little bit more durable.
  10. For a computer in your head to be affected by an EMP, I suggest using the -1/4 version of Restrainable (Only By An Electromagnetic Pulse; -1/4). Focus is inappropriate for any form of cybernetics unless you can rip out the battery and take it with you, or unsocket a USB slot or something like that. Unified Power is only applicable if using negative Adjustment Powers on one aspect of the computer brain affects other parts as well. For example, a Computer Brain granting a series of 20 AP bonuses to EGO, INT, OCV, and some Enhanced Senses turns off all of the aforementioned powers if the character's Cybernetic EGO suffers 20 points worth of Drain. In Hero Designer you can create a "List" and apply common modifiers to it. I do so all of the time, it is a simple and easy way to organize abilities without creating any strange mechanical assumptions. (It works like a power framework does in program, but isn't defined in the rules for CC). You can also place a Compound Power inside of a List to sheet space, like so: Machine Powers: All Slots; Restrainable (By an EMP; -1/4), Unified Power (-1/4) 1) Follower (Computer built on X points, controls all Machine Powers). Cost: ?? points (equal to APs / 1.5) 2) +10 INT (10 APs), plus +10 EGO (10 APs), plus Lightning Reflexes (+10 Dex with All Actions) (10 APs). Cost: 21 points. 3) Mental Blast 6d6 (60 APs) Only Works Against Machine Class Minds (-1/4). Cost: 34 points. HERO Designer will automatically handle the cost calculations of adding the common limitations to each part of the Compound Power in slot 2. I often use this trick when writing equipment, like armor, which may only contain 1 compound power; but with half a dozen elements that all require half a dozen common limitations; such as Extra Time to Equip, Gestures to Equip (Both Hands, Throughout), OIF, Real Armor, Limited Coverage, etc... A Multipower is very versatile, and can be used as either a "Pool of power/energy to be drawn from simultaneously" or as a "single power with two or more different applications"... Please note that in Champions Complete, every element of a Compound Power to be used as a Multipower/VPP Slot must be Linked or Unified Powers, and the sum of the APs of the components of the Compound Power is used to determine Active Point Limits for the purposes of a Framework (a 60 point multipower cannot contain a compound "12d6 Blast [vs. Energy Defense] plus 6d6 Drain Energy Defense", but could contain a Compound "6d6 Blast plus a 3d6 Drain"). The "typical" 400-point champions character archetypes listed in Champions 6th are built with a single movement power, a single defense power, and a multipower with 3-5 Attack & Utility Powers. If they all suffered a similar set of limitations, the Movement and Defense Powers could go into a list to save sheet-space.
  11. First: Drain Strength combined with Flight can provide circumstantial immunity to this power, as could Drain OCV. Second: Mental Paralysis Entangles require Takes No Damage From Attacks at +3/4 or greater (CC 65)... Also you appear to have confused/misinterpreted the +1/2 level of the modifier as working like the +1 level (see CC 66) Had it been built correctly, possible counters to the power your wife wanted include: Any Mental Killing Attack (specially Penetrating MKAs) or Mental Blast, but especially if either are built as a Damage Shield. 50-75% Mental Damage Reduction (Resistant not necessary) combined with an EGO+Mental Defense of 35 or higher. An "Appropriate" Skill roll (decided by you the GM) dependent upon the Special Effects of the Power (I might allow a Deduction Roll, a Simulate Death Roll, or an EGO roll at -3 for example). As constructed; possible counters to the power your wife actually built also include: Any amount of Teleportation used as an Abort (See Dive for Cover; CC 153) or during their next phase. Extra Dimensional Movement works too. Any attack-power coming from inside the entangle that doesn't come from an Accessible Focus or Restrainable/Gestured power. Desolidification with the right special effect. Third: 120 Active points is a lot of oumph to throw around, with that many points I could cover Los Angeles in enough snow and negative temperature levels to kill everyone in the city, or teleport anywhere on the planet. With 60 real points and no supervision on how I spent them I could break any game in a dozen different ways. I seriously recommend having your wife rebuild the power as Follows: Entangle 6d6 (6 Defense), ACV (OCV vs. OMCV +1/2)*, Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks (+3/4)* (150 Active Points); Mental Defense Adds To EGO (-1/2), Range Based On Strength (-1/4), Unified Power (-1/4). Total Cost: 75 RP. *1 ACV is required at the +1/4 level to change Entangle into Mental Paralysis (an OMCV vs. DMCV roll), but must then be increased to +1/2 because changing a Mental Power to apply vs. OCV instead of OMCV is also worth +1/4 by itself. *2 Takes No Damage From Attacks is mandated to be at at least this level for Mental Paralysis; if Mental Blasts, MKAs, and Psychokinesis have no effect it increases this value to +1), 165 APs, 82 RPs. I would also ask her to cut it's dice by 1/3 for the sake of game balance; Entangle 4d6 (4 Def)... (100 AP)... 50 RPs.
  12. The Python Corps: Founded in 2011 as an elite smash-and-grab team; it's members armed with the latest VIPER Gadgets, including Poison-Gas Grenades, Gas-Masks, the experimental X-66 MK II "Venom-Spitter" (A Blaster rifle which fires noxious looking bolts of green plasma/fluid) and VIC MK I "Snake's Skin" (a therm-optic camouflage cloak), and the "Skeleton Key" (A device raided from one of Dr. Destroyers labs after his death in 1991, which is capable of opening almost any lock-mechanism; surprisingly it still works most of the time, even though it's more than twenty years old now). After a few successful capers designed to test the team's tactics and equipment they were dispatched to Los Angeles to reinforce the failing Nest there. Since the teams arrival they have robbed several jewelry stores and celebrity mansions, as well as one highly publicized heist at JPL (The Jet Propulsion Laboratory). JPL claims the thieves failed to take anything of value. Sequoia (a member of the California Patrol) claimed in an interview later that day that the VIPER team was loading crates into a Hover Craft when she arrived, and that the craft mysteriously disappeared before she could get near enough to stop them from escaping. Recently the Python Corps successfully held Paris Hilton's dog for ransom, collecting the $30,000 ransom and disappearing before the authorities arrive at the drop location. X-66 Venom-Spitter MK II: 65-point Multipower Reserve (65 Active Points); all slots OAF (-1), Gestures (Both Hands; -1/2), Limited Range (100m; -1/4). 24 CP 1) Entangle 4d6, 4 PD/4 ED, Sticky (+1/2) (60 Active Points); Time Limit (1 Minute; -2), 4 clips of 6 Charges (-1/4). 1 CP 2) Blast 4d6, Constant (+1/2), Sticky (+1/2), 4 clips of 16 Continuing Charges lasting 1 Minute each (+1) (60 Active Points). 2 CP 3) RKA vs. PD 1d6+1, Armor Piercing (+1/4), Autofire (10 shots; +1), 4 clips of 120 Charges (+1) (65 Active Points); . 2 CP +4 with the X-66 Venom-Spitter MK II (as 3-point CSLs) (12 Active Points) OAF (-1). 6 CP
  13. If I Remember Correctly: 5th Edition gave the suggestion of allowing players to pay the normal Endurance Cost of the power (or what it would have been based on it's Active Points) in order to "suppress" it (Turn it off as long as Endurance is paid, like a reverse Constant Power). By special effect, this be Cyclops holding his hands over his eyes, which I think I've seen him do when "disarmed" in the cartoons I watched as a child. Which makes me wonder, Is Cyclops entirely immune to his own Optical Lasers (or are his eyelids and skull embedded with the same or a similar material as his rose-colored visor/sun glasses)? If he is immune he should also take Personal Immunity so nobody can sucker him into hitting himself or use Reflection against him.
  14. In addition to Greywind's advice above, all of Cyclop's Eye-Blast related powers and/or Multipower slots should be bought as Unified Powers in my opinion. Since he shouldn't be able to use a weaker blast slot, or use his beams to deflect missiles after having suffered an effect that would drain/suppress an aspect of that power... Although from the looks of it both of the builds above are for 5th edition, meaning all of the powers should instead be contained in the same Elemental Control, and have appropriate Lockout modifiers to keep them from being combined inappropriately.
  15. I am totally going to use this idea in my upcoming Champions campaign. To Echo3Niner: If you haven't already done so, I suggest looking up how HERO system handles Contacts, and then giving your players either a set number of points worth of contacts or a set of pre-defined contacts as part of your Campaign's Everyman Package. If you have access to the Advanced Players Guide I, pages 191-196, you might also consider awarding Contact/Follower Resource Points at character generation or as Fixed Experience Point Awards
  16. In my opinion: The best way to make OAF, Restrainable, and Gestures come up in gameplay, without debilitating the player who choose to take them, would be villains who make use of easily broken single-target Entangles and "Bearhug" style Grabs. This way the player in question is sufficiently limited during the encounter, but their allies can still help them out; which should lead to better teamwork on the part of the players, and encourage the character's to feel gratitude for one another. A few other ways of making limitations hinder the character include the following: Incantations | Darkness to Hearing Group, 1-2m Radius, Only Affects Voice (-1/4) Concentration | Weak (STUN Only or low dice Penetrating Blast), Triggered, Area of Effect attacks (like baby landmines) scattered throughout the battlefield. Charges | Small, High PER Roll Penalty Images to Sight Group and/or weak Summons which force the character to waste ammunition they should have saved for the main villain. Linked or Unified Powers | Mediocre Drain/Suppress by Special Effect. Abusive Fixed-Slot Multipowers | Drain Multipower Reserve 1d6 (Standard Effect: -3 CP), Penetrating, Delayed Return Rate (5 points per 5 Minutes/1 point per Minute) (This one is kinda messed up to pull on a player) Special Effect based Conditional Limitations (such as Doesn't Work On [Defined Type Of] Damage, Limited Power, Conditional Power, etc) | Plot (GM Fiat) or Change Environment used to create the circumstances where the power(s) will be less effective, or Attacks with Variable Special Effects to render conditional Defense Powers ineffective.
  17. Perhaps it should have been, but... I wasn't feeling punny that day, and he was supposedly a good guy, it might have given the player-character's the wrong impression.
  18. The various Champions Villains books give you a good idea of what to expect in terms of point totals. Most of the flagship heroes vary between about 400 and 700 CP depending upon where they are in their histories and which book you quote them out of. Dr. Destroyer on the other hand (the original one, not Shadow Destroyer) was built on 3,669 points (110 Complication Points) (granted 800-900 of that is from perks like followers, bases, and vehicles). He is described as one of the most powerful villains in the Champions Universe, this is a man who has tried to take over the world numerous times, including by hurling meteorites into the USA to the rest of the world would just give in to his demands (because of disaster economics? I don't know...), slain dozens of superheroes, held out for days in battle, and destroyed the city of Detroit with himself in it instead of letting himself be beaten by the remaining heroes. That being said, he stands toe to toe and a little above every other villain in the book, including the extra-dimensional demi-gods with delusions of dimensional conquest... Most of whom are solidly in the 2000-2500 point range... In comparison, I could see Superman being built on anything between 400 and 2000 points. I built a parody of Superman for my CC game at 400 points. (named "Klark C. Entripoff" and/or "The Man Of Steel". He is little more than a pretty flying brick with enhanced senses (Infrared and Ultraviolet perception), a vulnerability to radiation damage, and a susceptibility to "Unobtainium Radiation"... Unobtanium is what that campaign setting used in place of Kryptonite for pretty much every villain/hero with a weakness to unusual materials or powers that don't work in the presence of unusual materials. He definitely feels weaker than the "real" Superman: no heat vision or gust of wind breath, he can only lift 25 tons and his top (non-combat) flight speed is only ~133.33m per second.
  19. I like your approach to complications Sinanju. I have kept to the standard point values in my 400-point Champions Complete game (including matching complications); in addition, I've "awarded" social-context complications as the plot befit it. However, because the characters in that campaign already had their allotment of matching complications and I didn't want to give the impression their character's were "getting worse" faster than they improved/acquired experience, I split their complications into an Active and Inactive list. The players had some control over which Complications were Active from session to session. Only Social Complications, Hunted/ing, DNPCs, and similar social context complications could be made inactive, and Inactive Complications simply don't come up or get rolled against, I ignore them. This hasn't really felt like a meaningful system, and didn't encourage the behavior I wanted it to.
  20. In my example above I was/am having two powers activate at once, but as I have explained above this is in keeping with the standard rules for Multipowers. Remember that what separates Variable and Fixed slots is that Variable slots only use as much of the Multipower Reserve as the power level the powers are currently being used at, while Fixed slots always use up as many reserve points as the maximum Active Points of the slot in question even when used at reduced effect. In my example above; I was talking about being able to use Slots 1 & 2 together at half power, Slots 3 & 4 together, or Slot 3 in combination with up to 20 active points chosen from slots 1 & 2. Meaning in the example above the character can have any one of the following combinations of power(s) active at once: A ) Flight 60m. B ) Blast 12d6. C ) Flight 30m and Blast 6d6 (or Flight 40m and Blast 4d6, or Flight 20m and Blast 8d6, etc) D ) Desolidification & STR (10) Usable Desolidified. E ) Desolidification & Flight 20m F ) Desolidification & Blast 4d6 G ) Desolidification, Flight 10m, & Blast 2d6
  21. I am very fond of complications, and in my opinion, if you build a character realistically it isn't all that hard to come up with hundreds of points worth of complications. I am also of the opinion that characters tend to acquire complications through gameplay just like they accrue Experience Points, and there should be enough room in the story/plot for that to happen without unduly punishing the player of that character. However if you are trying to reduce the degree to which Complications take time from your game, I recommend limiting the number of points worth of "social-context" Complications they may take, and encourage them to take "mechanical" complications to fill out remaining points with. Vulnerabilities, Susceptibilities, and Unluck all require minimal effort to ensure they come up.
  22. I do not think it turns into a Critical Hit... CC says the attack does it's normal damage, not it's maximum damage. Which is the term Critical Hits are described with later on in CC on pg. 160. Also as creative as it is to have CSLs turn off/on in order to shift your CV one point off of an even hit... Rules As Written I don't think you can use a limitation to change your Combat Value after an attack has already been rolled in order to achieve a more desirable result. However if your campaign is using Heroic Action Points (which I never have...), than those should be able to be used to modify the result of the attack roll after it has been rolled in order to avoid an even hit.
  23. No my example works just fine; although the book does recommend against applying Reduced END to a Multipower, it isn't actually prohibited in any way unless your GM rules otherwise in your game. Also in my own post I noted that this build is illegal in Champions Complete, which is by no means simply a condensed form of the rules. There are more than enough actual mechanical differences to rightfully call it it's own edition in my opinion, even if most of it is backwards compatible with 6th. See HERO System 6th Edition V1, page 405, third paragraph down... It goes on to say GM's should disallow anything stupid or broken, but that should go without saying. All Game Elements have an Active Point Value, and a Real Point Value, even skills and characteristics. We simply avoid noting them unless there is some reason to, because it's a pain in the pencil. The term "Reserve Points" is used numerous times on page 402. It constitutes the "Base Point Cost" of a Multipower (the cost before advantages), and is equal to both the Active Point Cap on slots purchasable within the multipower, and the maximum number of Active Points worth of slots which may be active at the same time. Or rather they are equal to the size of the Reserve. Because my example has advantages applied to it, the power framework has a higher Active Point Cost than it's reserve would otherwise indicate. It is still only a 60 point reserve, with 60 point cap on it's slots, and how many points worth of powers it can use at once. However the powers don't have to pay for their Reduced Endurance or Difficulty to Dispel, because they are inheriting those advantages from the power framework.
  24. Lots and Lots of Deduction, and/or some form precognition if you want it built as a power.
  25. Huh, so it is, I'd missed that in my previous read through.
×
×
  • Create New...