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Victor

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Everything posted by Victor

  1. If a Unit Forms Square, can it then Set vs. Charge from all directions (since all facings are now considered "Front" according to Form Square)?
  2. Feel free to move this if it belongs elsewhere... there's no FH Rules Questions forum. Under the maneuvers allowed to Units in mass combat, Block and Move Through are listed, but the new standard maneuver "Bind" is not, and Grab (or at least Martial Grab) is specifically excluded. Bind combines elements of the other three (Block in it's OCV vs. OCV mechanic, Grab in that it denies the use of the weapon/shield/hand/limb targetted, and Move Through in that a successful attack allows you to force an enemy back one hex). Should "Bind" be allowed for Units as well, or was the omission intentional? The primary use for Bind goes to my second question, can Units make use of the Shield Wall maneuver? It seems like it's pretty much inherant to the use of shields, as well as a pretty standard tactic for large groups of warriors, but it's not explicitly listed for Mass Combat, either. Bind (or Grab or Move Through) would be the primary counter(s) to this, as the shield bonus is denied when the shield is Bound/Grabbed, or if the Character/Unit leaves the line (voluntarily or not), or if the shield user is flanked by someone breaking through their lines. As an aside, when you attempt to Bind an opponent's shield, do they suffer a penalty on the OCV vs. OCV roll, according to the size of the shield? Thirdly, if the front ranks are capable of Binding (or Grabbing) eachother's shields, units in the second rank should still be able to attack with weapons listed as size "L" or "L2" (according to FH p.186, top of the second column, but contradicted by the notes at the bottom of p. 165, where it says only "L2"). Presumably this would be handled as a Multiple Power Attack by that unit, correct? Lastly, the description of the Form Square maneuver for Units (FH p. 205) reads in part, "... a unit cannot move more than 1" per Phase. It must Change Facing to face a specific direction if it wants to move more quickly." Does this mean that only it's movement in any direction other than forward is limited? Or was it meant that the unit needs to Change Formation instead? If neither of these is the case, I fail to see how their movement speed is increased by doing so.
  3. Re: Any experiences with "all-Focus" magic? The above could make use of "props" as well, if you desired... The shaman's defensive tattoos might require an application of basilisk blood (or something along those lines) upon them to harden his flesh. The tattoos are just there as a reminder of how to apply it. The wizard's submission stare could be magic runes carved into one (or more) of his own teeth, and activated by pressing his tongue against them, perhaps in a certain order. After use, he has to re-enchant them (and floss). Still not foci, but possibly restrainable with a gag. The enchantress' kiss effect is easy... magic lip balm. Or perhaps by dunking her face into a bowl of enchanted liquid. "An interesting -- but unlikely -- suggestion, m'lady. Perhaps it would have more merit if you soaked your head first?"
  4. Victor

    FH Bases

    Spells and monsters have been done to death, almost... so lets try our hands at some real estate. To kick things off, here is one I made for a low-point/low-fantasy game recently. You may want to replace the distinctive features with something more appropriate to your own setting. Cattle Ranch Val Char Cost 4 BODY 2 3 DEF 3 4 SIZE 8 Length 10.08", Width 5.04", Area 50.80" DCV -6 Characteristics Cost: 13 Cost Power END 0 Surrounding Fence for Grounds: 2 DEF, 2 BODY 0 Description: a 3"x5" House, a 4"x7" Barn/Stable with a 2"x3" overhead loft for feed and fodder, and a 1"x1" outhouse Powers Cost: 0 Cost Skill 3 Cattle Ranch: PS: Cattle Ranching 12- 2 Homestead: PS: Day-to-day living 11- 2 Barn/Stable: Animal Handler (Bovines, Equines) 8- Skills Cost: 7 Cost Perk 12 Pasture & Fields: Grounds (x3237 Base Size) (approximately 300"x540", or 160 acres) 5 Livestock: Money: Well Off 0 "Little House on the Prairie": Location: Distant; Difficult to defend Perks Cost: 17 Total Character Cost: 37 Val Disadvantages 10 Vulnerability: 1 1/2 x BODY Fire (Common) 10 Distinctive Features: Colonist Dwelling (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 5 Dependent NPC: Cattle Herd 8- (Slightly Less Powerful than the PC) Disadvantage Points: 25 Base Points: 12 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  5. You could always use the Opposed Skill Rolls option of RSR, too. Buy it for all of the spell's effect, or just part of it, and you're all set. It doesn't need to be based on the same skill used to cast the spell, either. You could have the caster using their Magic Skill roll, and the target make a DEX/CON/Acrobatics/Whatever roll. You could also build an AVLD attack, and specify the defense as "how much the target makes a DEX roll by", or something similar. The biggest argument against adding in lots of "defensive" die rolls, IMO, is that it makes combats take that much longer to resolve. Especially when you start applying them to Area Effect powers.
  6. How about making monster writeups be more easily scaled to different point levels? It would be handy to have a base set of stats and powers, followed by one or more packages to upgrade them (or downgrade them, if it's easier to go that route) to other power levels. That way there would be ready made monsters for a wider variety of campaign point spreads.
  7. Victor

    FH Everquest

    I don't know about that. I always thought the background setting for EQ had more potential than the online version could possibly take advantage of. Frex, the Iksar... humanoid lizards, a former slave race and followers all of the faceless god of Fear. Their former masters were pretty much wiped off the face of the planet by angry gods, and the Iksar filled the power vacuum by taking over their former master's cities, and becoming the enslavers themselves. Their civilization expanded to cover most of the continent, but eventually fell to predations by dragons, giants, goblins, frogloks, and sarnaks. They now inhabit Cabilis, their last stronghold of the many old Iksar cities, and struggle to recover the lost power of their ancestors by raiding the other ruins of their homeland, and warring against it's other denizens. Personally, that sounds like much more fun as a basis for a FH campaign than logging on, running to Trakanon's Teeth, and hoping to find room in a group headed to Old Sebilis, just to fight the same frogloks over and over for experience points. So, anyone who's interested might want to look at the d20 EQ stuff... but IMHO you're better off without most of it, as it seems largely just a conversion of the online EQ's system (and items/class abilities) to d20 mechanics. Everything except for rules on respawn times and drop rates, at least. Making "regular" FH characters (as opposed to converting EQ d20 ones, or trying to write up EQ characters in FH) to play in that background would probably be much more satisfying, even if it did require more setup.
  8. You're absolutely right. I would have sworn and/or put money down that it DID mention Healing specifically, but looking again, it doesn't. Thanks for saving me the trouble of a bad bet. However, I'd still rather have the option of buying a small amount of Healing with an increased Maximum Effect, though. I mean, 1 die of BODY Healing (with 2x, or even 4x, ME) to one target per action phase (especially with limits that reduce the maximum rolled on that single die, frequently to 0) just plain doesn't seem abusive to me. If it were 6 dice of Simplified Healing with double it's normal ME, then sure... it's fully deserving of the big red pen. Too bad that adjudication wasn't left in the hands of GM's. On the subject of making "house rules", mentioned several times above, that isn't always the answer either. If this were for an NPC for my own game, or written to the existing house rules of someone else's campaign, it would likely not an issue in the first place. If, as in this case, I were trying to build this spell for a generic character to play in "spur of the moment" sessions where house rules had not been clearly defined ahead of time, or at conventions (fat chance), I want something that is at least within the boundaries of the optional rules, as printed. If I want to argue over petty little details, I'd rather do it here, rather than waste the precious "at the table" time during a game session.
  9. Nice work. The fact that all the weapons aren't multipowers, and especially that the sensors aren't a VPP, are definite and very big plusses, to me. I've never cared for writeups in that style. The Tactical Communication Network as a Mind Link gives me a bit of pause, though it's perfectly fine. It does limit some of the potential for fun with EW/ECM/ECCM, though. HR Radio sense/transmit with Telescopic, Rapid, and Concealment, plus Spatial Awareness with Telescopic and Affected as Radio, perhaps? For Military craft, Difficult to Dispel might be handy on sensors/communications too, regardless of how they're written. One Megascaled Suppress/Dispel against a SFX of "sensors" (with personal immunity, natch) could silence the guns of an entire fleet... Power supplies, too. Ick.
  10. No, I don't think it's too expensive in general. However, if optional rules are in use that increase the average BODY per wound, which makes those wounds even harder to heal, then yes, it is too expensive, because it's not keeping pace with the effect/point of attack powers. I guess you could arbitrate that healing a wound in a x2 body location is 2x as effective as well, which seems fair. I just object to the special case for Healing's maximum effect. Everywhere else, 5th edition goes to great lengths to leave as many options open as possible. I shudder to think how many times something is described as being subject to the GM's discretion in that book. There are also a lot of things it describes, more or less, as "be very careful about allowing this", or "you probably don't want to do this, but...". In the case of raising the maximum effect for healing, however, it just says "You can't do this". THAT is the source of my ire.
  11. I tried it with Regeneration, but with the mandatory advantages, it got way too expensive with too little effect. Buying down the reuse time at least makes use of printed rules now (in the new FH) as opposed to some online document. It's still too expensive, IMO, in terms of Active Points and END. Nor does it really make any sense. An "official" variation on transfer that required Transfer/Drain damage to be healed back normally, and that allowed Transfer additions to be treated as Healing (i.e. permanant, up to normal maximum) would solve the problem for this particular spell, but until there's a "legal" way to buy up Healing's maximum Effect (instead of lowering re-use time), the power is still broken in a fundamental way, IMO. The optional damage rules like doubling hit location multipliers for BODY make the situation even worse, since individual wounds will be larger, and there will be more damage taken in general. There's no way Healing is worth 10 points per die, under those circumstances. At this point, I'll probably just buy extra dice of healing with a -2 "only to raise maximum healed". That raises the maximum by 6 character points (or 3 BODY, in this case), with a -1 on the skill roll, and 1 END more per casting, for 3 real points. Strangely enough, that's what it costs to buy up the maximum for other adjustment powers, although you're penalized less on RSR's, END Cost, and active point limits for buying up the other adjustment powers. Those who playtested (and wrote) 5th Edition and let this slide "as is" have forever earned a cold, dark place in my heart. Shame on you.
  12. Yes, exactly. It draws life force out of the target, and transfers some portion of it into the caster or another being. That, in itself, isn't difficult. The problem I was running into was with the way Healing caps out, as it makes very small amounts of healing effectively useless after the first application (or two, if the roll is low). I really hope the next version of Hero at least offers an optional means of raising the cap for Healing.
  13. Ah, I don't know why, but regen never occurred to me... but that would do it. Thanks. As far as the "living targets", it won't affect weapons, armor, doors, rocks, furniture, dirt, etc. Nor will it affect trees (though they're technically alive), or skeletons/zombies/golems, or any other animated but soul-less construct, perhaps including some demons or minor elementals. "Living Targets" is probably a bit vague, so perhaps "beings with mortal or immortal life-essence" would be better, ahlbeit cumbersome. There's nothing in the 5th Edition description of Healing that says it can't be used on inanimate objects, nor on both inanimate and animate targets. I know there's been some discussion about the latter (which I admittedly haven't followed), but "by the book" that's a legal use of the power, and hence a legitimate limitation.
  14. Okay... after a lot of wailing and gnashing of teeth, I finally managed to write up a spell that does what I want it to... Cost Power END 9 Lifetap: (Total: 45 Active Cost, 9 Real Cost) Killing Attack - Ranged 0 1/2d6 (vs. ED), Attack Versus Limited Defense: Magical Defenses (+1 1/2) (25 Active Points); Requires A Necromancy (or other magic at -3) Roll (RSR Skill is subject to Skill vs. Skill contests -3/4), Limited Power Only vs. Living Targets (-1/2), Cannot Use Targeting (-1/2), No Knockback (-1/4), Beam (-1/4), Gestures (-1/4), Incantations (-1/4), Limited Power Not vs. Divine or Holy/Blessed targets (-1/4), Limited Range: 10" (-1/4), Limited Power: Not on sanctified ground (-1/4) (Real Cost: 5) plus BODY Healing 1d6 (max. Healed Points: 6), Cumulative (x4 max.) (+1) (20 Active Points); Limited Power: Healing is Limited to damage done by Killing Attack (-1), Linked to Killing Attack - Ranged (-1/2), Requires A Necromancy Roll (-1/2), Limited Power Not vs. inanimate objects (-1/2), Does Not Work On Some Damage: Damage from Divine/Holy attacks (-1/4), Gestures (-1/4), Incantations (-1/4), Limited Power: Not on sanctified ground (-1/4) (Real Cost: 4) 4 Which is great except for one minor detail -- it's not legal. Cumulative isn't supposed to be bought for Healing, and there's no way to buy up the maximum... which together make it impossible to heal large wounds incrementally, rather than all at once. It might be simpler on the face of it to buy this spell as a body transfer (since you can buy up the maximum), except for the fade rate. Whatever healing it does should stay healed, and whatever damage it does should have to be healed normally (with or without magic). The only other thing I can think of would be to buy extra dice of healing only for the purpose of raising the maximum amount healed, but that really seems clunky (not to mention expensive -- END cost goes sky-high, and so do active points). I haven't gotten the new FH yet, but hopefully will tomorrow. Since I doubt it changes the rules on Healing, I'm hoping someone will read this and have a better idea.
  15. This would be my only quibble, at the moment. Extreme Reaction is... well, a bit extreme.
  16. Or even multiple clips per charge. A cannon may have 1 charge in 2 or 3 clips (one or more for the powder, one for the projectile, and maybe one for the fuse as well, if there is one). Instead of having one soldier taking a couple turns to do this, you get several of them each spending a phase to load their clip, perhaps delaying until a lower dex so everything gets done in the right order. A matchlock musket might also have multiple clips per shot, to simulate needing to load powder and ball separately, as well as having to load the primer pan, and set the match.
  17. Warning, long setup A few years back, we had a Star Hero game with heavy Traveller influence, that ran for many years, in which my character developed a reputation for firing "mouth torpedos". One of the major antagonists during the campaign was Duke Isstvan Von Losch, who had a side business of creating artificial people, primarily for the elaborate theatre acts aboard his ship (where many of these AP's were actually killed during the performances), but also creating AP assassins and duplicates of people in positions of authority (okay, one that we're sure of -- sort of -- who was killed publicly by a PC who was either unknowingly an AP, or the person later AP's were modelled on). One of the NPC's in the ship's crew was an AP who had escaped. Despite her extensive skill at all things combative, and the fact that she joined the crew under an assumed identity, she was eventually accepted by the rest of the crew. She did, at least, have a passionate hatred of Isstvan (or pretended to), and an enemy of our enemy was good enough for us. At one point the group was attacked by a couple of competent bounty hunters who had stowed away aboard their ship, and after defeating them, stashed them in an airlock. A long argument (20+ minutes of roleplay) over their fate ensued, with my character wanting to put them off at the next port, and the NPC arguing that the only thing that would stop them from coming after us again would be to kill them. The more unrelentingly she argued for their death, the angrier my character got with her, and when she finally issued an ultimatum that if he didn't order them killed, she'd do it herself. He hissed at her, "Isstvan made you well", and stomped off to the bridge. She went back to her quarters, grabbed her 20mm Light Assault Gun, and put a hole in the head of the first "person" she saw (which happened to be one of the ship's security 'bots, much to the chagrin of the Android PC who was trying to uplift it to sentience). To this day, anytime someone in that group says the worst possible thing in a situation, it gets a response of "Isstvan made you well." In my mind, though, a good runner up was him telling The Emperor, "In the game of chess, the King and the Pawn both go back in the same box when the game is over." Luckily, The Emperor conisdered the group in a friendly manner at the time, but that strained things a bit.
  18. I'd suggest making two types of "basic" infantry, myself... a 2 SPD one for fresh recruits and garrison troops, and a 3 SPD for better trained and more experienced troops. If the Imperial Army's training is anything like today's, then BCT is giving them STR, DEX, and CON (in addition to a couple Familiarities, and an extra bit of Running), whereas SPD is probably aquired in actual combat or field exercises. The last thing a Drill Instructor wants is for his 'cruits to screw up faster. Which makes me think it might be amusing to have a small group of 75+75 Star Hero PC's in active service train a few squads of 0 point normals into their package deals... if for no other purpose than to see how fast the PC's stop distinguishing the recruits by anything other than what they've failed at.
  19. Agreed, with respect to the telepresence. The exception being, perhaps, when/if they perform an inspection of the ship prior to docking... in which case they're already on board, so they may as well bring it in themselves manually. I guess both methods have the potential for interesting things to happen. The telepresence control may force the ship to do something hazardous, or maybe start raiding/trashing the ship's computer files. The boarding crew might be looking for bribes, "planting" contraband, or even be pirates in disguise. Even if the boarding party IS on the level, there may be irate and unreasonable passengers who refuse to leave the lounge, or decide they need to get some piece of baggage off the ship in a hurry, or that the boarding crew get into some other hassle with.
  20. This might be useful for thinking of tasks to keep characters occupied during those long space travels, as points of interest to narrate, or just points where something can go wrong (or dramatic, same thing ). Additions are welcome. Pre-Flight [ ] Medical Evaluation(s) [ ] Navigation Programming [ ] Cargo Check [ ] Provisions Check [ ] Systems Test [ ] Fuel Check [ ] Engine Test (except when docked) GTO (Ground to Orbit) Transit (Launch) [ ] Guidance Check [ ] Ascent Corrections [ ] MECO (Main Engine Cut-Off) Docking (Performed by smaller/most-manueverable craft) [ ] Approach and Maneuver to ZRM (Zero Relative Movement) [ ] Attitude Maneuver to match rotation [ ] Maneuver to Docking Port [ ] Engage Docking Clamps [ ] Engage and Pressurize docking collar Undocking (Performed by smaller/most-manueverable craft) [ ] Depressurize and retract docking collar [ ] Disengage Docking Clamps [ ] Maneuver Clear OTS (Orbit to System) Transit (Departure) [ ] Navigation Check [ ] Attitude Maneuver [ ] Primary Thrust [ ] MECO Cruise (N-Space) [ ] Navigation Check [ ] Acceleration Burn [ ] Course Correction [ ] MECO [ ] Attitude Maneuver [ ] Deceleration Burn [ ] Course Correction [ ] MECO Cruise (Hyper-space or Jump) [ ] Astrogation Check [ ] Drive Power-up [ ] Field Activation [ ] Mid-course Field Adjustment (Hyperspace Only) [ ] Field Deactivation [ ] Drive Power-down [ ] Astrogation Check STO (System to Orbit) Transit (Arrival) [ ] Navigation Check [ ] Attitude Maneuver [ ] Primary Thrust [ ] MECO OTG (Orbit to Ground) Transit (Landing) [ ] Guidance Check [ ] Descent Corrections [ ] Deceleration burn [ ] MECO [ ] Maneuver to Surface Contact [ ] Systems Check [ ] Systems Shutdown As an aside: On modern cruise ships, the ship has one or more navigators as part of the crew, who guide it from port to port. When they come into port, a "pilot" who works at the port facility (or for the coast guard equivilant, in some cases) will come on board to perform the actual docking. I'm not sure it's practical in space, as it more than doubles the number of docking/undocking sequences required, but xenophobic, iron-fisted, and/or overly-cautious stations and ports may insist that only their people perform dockings or landings, and only after the ship has been given a cursory search/inspection by their forces. Whether there's an inspection or not, the passageways are generally required to be clear of all passengers during boarding, and often until the ship is docked. Starship navigators should be prepared for the possibility, but may well chafe at having to hand over controls of their ship to a stranger.
  21. Real Weapon is described in 5th Ed. on p. 328. Basicly, it's a catch-all Limitation that means that it requires periodic upkeep and maintenance in order to continue functioning without penalties, is affected by the environment in minor ways (blowing sand/dust makes firearms jam/misfire more often, lasers get reduced range, etc), and may be completely ineffective against certain limited types of targets (microwaves against targets containing no water or electronics).
  22. Victor

    Copping out

    It was more intended in response to the comments on power levels, but it ought to give a couple of quick scenario ideas too, f'rex'; 'Hessa discovers a nearby warren of dangerous creatures, makes friends with them in the way that kids and animals often do, and the characters go looking for her. How do they get her out safely? It may be too small for them to crawl in after her, provoking the critters might be messy, and "mama critter" might have temporarily "adopted" 'Hessa as one of her own. 'Hessa might also get captured by a passing band of orcs/barbarians/wood nymphs/whatever, and the PC's have to go negotiate (or otherwise obtain) her release. Or she might just lead them on a merry chase, all in the name of fun... which might be a good prelude to one of the other ideas, in terms of getting used to skill/characteristic rolls and such in a less dangerous setting.
  23. Victor

    Copping out

    It's all a matter of scale... I'd say the following, while perhaps not the traditional model PC Hero (and not using magic), is quite individual. She was created as a sidekick/DNPC for characters in a 0+25 or 25+25 Fantasy Hero game. Rahessa (AKA 'Hessa) Val Char Cost 0 STR -10 8 DEX -6 5 CON -10 5 BODY -10 7 INT -3 5 EGO -10 5 PRE -5 14 COM 2 1 PD 1 1 ED 0 2 SPD 2 2/10 REC 2 14 END 2 8 STUN 0 4"/5" RUN-40" SWIM-20" LEAP0Characteristics Cost: -51 Cost Power END 10 Short: +2 with DCV 4 Short: +2 vs. being perceived when trying not to be noticed 3 Bite!: Hand-To-Hand Attack +2d6, Penetrating (+1/2) (15 Active Points); Limited Power No Effect against locations with armor or non-luck based resistant defenses (-1 1/2), Hand-To-Hand Attack (-1/2), Limited Power Does no body (-1/2), Restrainable (-1/2), Required Hands Two-Handed (-1/2), No Knockback (-1/4), Real Weapon (-1/4) 1 10 See Tender Spot: Find Weakness 11- (w/ Bite!) 3 Owie all gone!: +8 REC (16 Active Points); Limited Power Only for wounds less than 2 BODY (-2), Limited Power Only for recovering BODY (-2) 3 Natural Eavesdropper: Enhanced Perception (+2 to PER Rolls for Normal Hearing; Telescopic (+1)) 1 Come back here!: +1" Running (4"/5" total), Reduced Endurance 0 END (+1/2) (3 Active Points); Limited Power Only for half-moves (-1) Powers Cost: 34 Cost Skill 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 0 TF: (Everyman skill for Equine), Equines 1 Play: Acrobatics 8- 1 Play: Breakfall 8- 1 Get Into Tight Spaces: Contortionist 8- 1 Curious Hands: Sleight Of Hand 8- 1 Cute Kid: Seduction 8- 2 +1 with Dodge 2 +1 with Bite! 3 +1 PSL vs. Lack of Proper Tools Skills Cost: 12 Cost Talent 3 Cat Naps: Lightsleep 2 Blasé: Resistance to Oratory (2 points) Talents Cost: 5 Total Character Cost: 0 Val Disadvantages 15 Physical Limitation: short -- 1m tall, 12.5 kg mass, +2 DCV, +3" KB (All the Time; Slightly Impairing) 0 Normal Characteristic Maxima 15 Age: 10- Disadvantage Points: 30 Base Points: 0 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Background/History: One of the youngest children in the settlement. Personality/Motivations: Inquisitive and curious, prone to wander off if left unattended for any length of time. Fond of animals, especially big ones. Quote: "Yeeeee! Gabba moo!" Powers/Tactics: Runs and hides, or cowers behind someone bigger. Bites when grabbed, or if the opportunity presents itself. Campaign Use: NPC/DNPC. "Little Timmy", in search of wells to fall into. Appearance: A very young girl, on the edge of moving from toddler to child.
  24. I almost forgot... you could also throw in a Triggered Summon of poisonous snakes, or scorpions, or something like that, if a person of "evil intent" attempts to defraud the guardian spirit. It might be better as a Drain of STUN, END, & REC so as to disable the fiend, however... and just make the special effect be that they're bitten/stung by a small plague of poisonous critters.
  25. "We need to open the door from the inside, again. Major Fantastic says he's double-parked, and can't get in." I second the notion for the teleport, although I'd probably go for the gate option. The Guardian of the Portal is probably best left as a special effect, perhaps for Trigger. Bought on the cheap, it might look something like this; Cost Power END 2 Guardian Portal: Teleportation 1", Usable By Other (+1/4), Trigger - Swearing of Oath/Answering Riddle (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance 0 END (+1/2), Continuous (+1) (7 Active Points); Can Only Teleport To Fixed Locations Fixed Locations (-1), Limited Power (Gate) (-1/2), No Noncombat Movement (-1/4) 1 Other side of wall: Teleportation: Fixed Location (1 Locations) If you want to enter from anywhere on the base perimeter, you need to buy it with a floating fixed location, and if you want to go to any point in the base instead of the other side of the outside wall, you need more inches of teleport to cover it (square root of the base's area should do it). However, those cost extra, and can be added later as the magic is strengthened.
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