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knightstar4

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Everything posted by knightstar4

  1. A question has come up in our group for how to use adjustment powers to drain or suppress powers with a minimum cost. In this particular case extradimensional movement in a 4th edition game. So do you need to drain/suppress 20 points of a power to prevent it from functioning? Drain 1 point of the power to prevent it from functioning? If the power is bought at 30 point version for a related group of dimensions, and drain 1 point does it prevent the related group of dimensions adder but not the 20 point version? I haven't found this explained in 4th, 5th, or 6th editions. Any help would be appreciated. Adam
  2. The GM ended up ruling cost was based on base plus complications. That works just fine. It just means that the character can't summon things with as many total points as he has.
  3. The way its running at my table, the penalties do stack if used w/in the same phase. The roll to change powers is penalized -1 per 10 active points. With limitations applied to the powers, the total active points can double for the character. So -14, for example, in an extreme case. I only played the character for one session so far, but that -14 has already come up.
  4. In a 4th ed game, I'm playing a character with some summoning ability that hasn't used it as of yet. The question has come up as to the actual limit of what could be summoned per summon level. Take for example, 50 points in summon elves. While it's clear that you can summon an elf with 80 character points, if those elves had any disadvantages, would they get any extra points for those disadvantages? And would said extra points count towards that 80 character point limit or not?
  5. On a related note, if I use a skill multiple times in a phase, like changing powers then activating a power, do the skill modifiers stack? My GM says they do but I can't find it in our 4th ed text.
  6. Thank you for the link Hyper-man. I should also note that according the 4th ed text that we're using, any limitations placed on the control portion of VPP applies to all powers within the power pool and I was looking at actually buying the control portion of vpp with requires skill roll. That was one of the reasons I had the concern about activating multiple powers quickly using that skill roll. One concern is the difficulty of a roll and the other is the time involved.
  7. I could use some help in understanding how a character set up would work and how it would effect what I might need to shore upon a character. I'm constructing a mage for 250 point 4th/5th edition champions game. I've chosen a 70 point vpp with requires skill roll to simulate the skill needed for magic use. What I'm worried about is how exactly the skill roll would be involved and how much time that would take. Which leads to if this is even viable. Here's the example. If someone could explain to me the rolls, and modifiers, involved and how many phases it would take to do so, I would appreciate it. I've left off the details of the powers since they aren't needed for this explanation and all powers have disability require skill roll. Magic skill (24-) (RC=real cost, AP =active points) RC 10 AP 20 HANDY HAVERSACK RC 2 AP 3 MAGIC SIGHT RC 13 AP 27 AMULET ENVIRONMENTAL ENDURANCE RC 9 AP 18 ARMOR 4/4 RC 7 AP 20 RING REGENERATION RC 11 AP 23 BOOTS OF LONGSTRIDER RC 3 AP 6 EYES OF EAGLE Needs to change to RC 5 AP 10 BOOTS OF SPEED (spd bonus) RC 5 AP 10 CIRCLET OF MENTAL SHIELDING (mental shielding) RC 10 AP 21 BRACERS OF LONG SHOT (helps with rangemods) RC 22 AP 45 FORCEFIELD 18/18 RC 22 AP 67 MAGIC MISSILE RC 6 AP 12 FLIGHT 5 LINKED W/FORCEFIELD I haven't been able to fully figure this out on my own, so I'd appreciate the help.
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