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Found 7 results

  1. Greetings all, I'd like to pick you brains on pricing a disad. I'm looking for some input on a power disadvantage. I have in mind a power that loses effectiveness the more it is used. Not Burnout as long as you have charges it still works, but charges that are less effective as they are used. Each use drops the effectiveness of the power by 10 active points. The idea is simple. I can use a custom power disad. I'm trying to figure out how to price it properly. Should it be costed similarly to Burnout, or should the disad be worth more? After 5 uses th
  2. I'd love for the community to weigh in on an argument I just had with a player. The character in question is a person possessed by a witch. The player has selected the Limitation, "Half Active Points During the Day" on most of the powers. He claims that refusing to play the character during daytime scenarios is a valid application of that Limitation, that the character is limited by only playing at night. I call BS by pointing to the rulebook which says that a Limitation that the character/player can choose to avoid isn't limiting, and thus worth no points. I say his interpretati
  3. As a rules lawyer in the other games I play, I have such a hard time with character creation when it comes to costing things that the real world normally provides. I still have not wrapped my head around these key concepts. I don't have the Hero System books, but I have CC6, Powers, and one Villains book. My latest headache is in regards to electricity. I have consulted CC6 and read about Electricity. I have looked at the preface to Electrical powers in the Powers book. I've searched this forums for answers, but can't find any with my search terms. So I still don't get it! I am c
  4. For a while now I've been toying with the idea of how to run limitations in my campaigns. I haven't messed with it much because usually I just end up having what happens reasonably in the story take place rather than trying to impose specific events but it seems like it could be at least a useful rule of thumb. Basically the idea is to use the limitation modifier as a rule of thumb for when it takes place. So if someone has an OAF (-1) then it hinders the character at least once a game session (it is awkward, gets taken away, broken, etc). The limitation total would guide this; so a -1/
  5. I have tried and failed to locate in my 6th edition books any definition for the "Spell" Limitation. It appears as a Limitation on many spells in the HSG, but I can't locate info about it in the books -- 6E1 or 6E2, FH, or the Grimoire. Can I get an indication where to locate a definition for this Limitation? Thanks!
  6. Several questions. I'm guiding my players through the initial processes of creating characters, and I've hit some snags. "Jake" and "Rick" are making a tech based minion master and a shadowmancer, respectively. Jake wants to make little hover-drones that work as multi-function allies- he can summon up to 16 of them, and I've placed a (-0) limitation that they can only be summoned 1 at a time, given that each one is a modular vpp automaton, (OAF, only changeable between scenes specifically in his laboratory) and being able to dump 16 of them in one phase strikes me as ludicrously broken, even
  7. Can Vehicles (or bases I guess) be purchased with limitations? I would normally say "no", but someone had an interesting idea to have a vehicle linked to themselves through a damage feedback loop... Whenever the vehicle takes damage, so do they. Whenever they take damage, so does the vehicle. I think this is worth some points, but I think giving limitations to vehicles can make a single CP go way too far. What do you think? Sorry if this has been discussed, but I could not find a thread on the topic.
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