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Smokeless Joe

HERO Member
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Posts posted by Smokeless Joe

  1. I'm trying to work on a disadvantage for schizophrenia. I see two possibilities, but I’d like to get more creative:

     

    1. Psychological Limitation: schizophrenia is an obvious choice. There are lots of options depending on how severe I want the symptoms to be.

     

    2. Dependence: anti-psychotic medication. I’m thinking such a prescription drug could be Common/Difficult To Obtain (10 points) and the effect should be Incompetence (+5 points). Maybe have the time increment be every 6 hours so the disadvantage is worth something.

     

    What I’d REALLY like to be able to do is have the effect of the Dependence BE the Psychological Limitation. If they don’t take their Dependence medication, the Psychological Limitation kicks in.

     

    Could I keep in Incompetence effect of the dependency but lower the Psycological Limitation to “Uncommon†frequency? Any other ideas?

     

    Thanks!

  2. I’ve been away from the Hero System for a LONG time so please be gentle. I’m trying to understand some of the basic game mechanics better.

     

    Question: Why is the active point cost for a power in a multipower limited to the number of points in the multipiower reserve? Is it a game balance issue? Do I not understand this rule?

     

    Example:

     

    Master Blaster has a multipower with a 50 point reserve. He wants three slots in this multipower:

    1. Kiloblast: 10d6 Energy Blast

    2. Megablast: 15d6 Energy Blast with 0 DCV Concentration limitation (+1/2)

    3. Gigablast: 20d6 Energy Blast with Concentration (+1/2) and 2x Increased Endurance (+1/2)

     

    My understanding is that this is an illegal multipower because slots 2 and 3 have active point costs greate than the 50 point reserve. Slot 2 has 75 active points and slot 3 has 100 active points.

     

    But why is this illegal? Why is this active point limitation in place?

     

    Thanks!

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