Can I have a variable limitation on a multipower and diffe..

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Archived from groups: rec.games.frp.super-heroes (More info?)

For instance could I have a -1/2 variable limitation on the
Reserve giving -1/4 disadvantage and then have a different -1/2
limitation on each slot?
For instance:
Base Act Real
Multipower (50) variable (-1/2) limitation 50 50 40
EB 10d6 (reduced penetration -1/2) 10 10 8
Flight 25" (Restrainable -1/2) 10 10 8
Killing attack 3d6 +1 (red. stun multiplier) 10 10 8

After all this is almost as limiting as having the same
limitation on all slots and gets only half the savings
on the Reserve.
Condition: No buying very similar powers with different
limitations so as to negate the effect of the limitation.
E.g. no buying Force Field (not against magic) and Force
Field (usable on others and self),(costs extra END) so as
to give defenses against anything. The "no free lunch"
rule applies.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

michael price wrote:
> For instance could I have a -1/2 variable limitation on the
> Reserve giving -1/4 disadvantage and then have a different -1/2
> limitation on each slot?
> For instance:
> Base Act Real
> Multipower (50) variable (-1/2) limitation 50 50 40
> EB 10d6 (reduced penetration -1/2) 10 10 8
> Flight 25" (Restrainable -1/2) 10 10 8
> Killing attack 3d6 +1 (red. stun multiplier) 10 10 8

From the FAQ at herogames.com:

Q: If a character has the same value of Limitations on each slot, even
if the Limitations themselves differ, can he take that value of
Limitation on the reserve, or apply the Variable Limitations Limitation
to the reserve?

A: No.

>
> After all this is almost as limiting as having the same
> limitation on all slots and gets only half the savings
> on the Reserve.

None of the limitations affects the Multipower as a whole. Each power is
completely self-contained.


--
Michael Sears armitage@mhcable.com
"No turning back where the end is in sight.
There's a job to be done, a fight to be won."



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Archived from groups: rec.games.frp.super-heroes (More info?)

On 23 Jun 2004 18:30:42 -0700, nini_pad@yahoo.com (michael price)
wrote:
> Condition: No buying very similar powers with different
>limitations so as to negate the effect of the limitation.
>E.g. no buying Force Field (not against magic) and Force
>Field (usable on others and self),(costs extra END) so as
>to give defenses against anything. The "no free lunch"
>rule applies.

I've always followed the following rule: If the player can justify it,
and it's not unbalancing, they can have it. For example, I once ran a
character who was a mercenary soldier from another planet who had been
stranded on Earth. A number of his powers were based on equipment he
would logically have; a multipower coming from a gun that had variable
loads (which gave a charges limitation), and a harness that had an
adjustable force field. Each setting was designed based on what an
interstellar mercenary soldier would need; for example, there was a
spacesuit mode, there was a combat mode, there was an exploration
mode, each with its own advantages and limitations. For example, the
spacesuit mode was designed for doing outside repairs on his
spaceship, so was designed to give life support in a vacuum, and to
stop fast-moving objects, but not slow-moving objects, and no energy
defense (except limited flash defense, to protect vision on sun side).
 
Archived from groups: rec.games.frp.super-heroes (More info?)

On 23 Jun 2004 18:30:42 -0700, nini_pad@yahoo.com (michael price)
wrote:

>For instance could I have a -1/2 variable limitation on the
>Reserve giving -1/4 disadvantage and then have a different -1/2
>limitation on each slot?
> For instance:
> Base Act Real
>Multipower (50) variable (-1/2) limitation 50 50 40

>EB 10d6 (reduced penetration -1/2) 10 10 8
>Flight 25" (Restrainable -1/2) 10 10 8
>Killing attack 3d6 +1 (red. stun multiplier) 10 10 8
>
> After all this is almost as limiting as having the same
>limitation on all slots

I don't think it is. If one attack doesn't work well because of the
reduced penetration, you can switch to the other attack,
 
Archived from groups: rec.games.frp.super-heroes (More info?)

On Fri, 25 Jun 2004 19:50:45 GMT, rgormannospam@telusplanet.net (David
Johnston) wrote:

>On 23 Jun 2004 18:30:42 -0700, nini_pad@yahoo.com (michael price)
>wrote:
>
>>For instance could I have a -1/2 variable limitation on the
>>Reserve giving -1/4 disadvantage and then have a different -1/2
>>limitation on each slot?
>> For instance:
>> Base Act Real
>>Multipower (50) variable (-1/2) limitation 50 50 40
>
>>EB 10d6 (reduced penetration -1/2) 10 10 8
>>Flight 25" (Restrainable -1/2) 10 10 8
>>Killing attack 3d6 +1 (red. stun multiplier) 10 10 8
>>
>> After all this is almost as limiting as having the same
>>limitation on all slots
>
>I don't think it is. If one attack doesn't work well because of the
>reduced penetration, you can switch to the other attack,

I still maintain that the key is the special effects. The best way to
do this is to define the power first, THEN worry about the numbers.
For example, I do not allow multipower unless there is justification
for connecting the powers together. For example, let's say that the
power listed above is based on the ability to create a jet of gas. A
short burst is the energy blast with reduced penetration. A continued
burst can be used for flight. A highly concentrated short burst could
be the killing attack.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

On Mon, 28 Jun 2004 15:57:49 GMT, Bart Lidofsky <bartl@sprynet.com>
wrote:

>I still maintain that the key is the special effects. The best way to
>do this is to define the power first, THEN worry about the numbers.
>For example, I do not allow multipower unless there is justification
>for connecting the powers together. For example, let's say that the
>power listed above is based on the ability to create a jet of gas. A
>short burst is the energy blast with reduced penetration. A continued
>burst can be used for flight. A highly concentrated short burst could
>be the killing attack.

That's more like the basis for an elemental. Multipowers are
(generally speaking) multipowers because they share a common
limited power source. Thus, if you were the Starship Enterprise,
then you'd have a multipower containing slots like FTL Flight,
Force Field, EB, and Senses, but your Photon Torpedos would
be an RKA you left out of your multipower.