06-20-2013, 05:24 PM | #1 |
Join Date: Dec 2007
Location: Brooklyn, NY
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[Horror] Corrupting Limitation for Continuing Effect Abilities
Corrupting works on a per use basis.
For abilities that produce instantaneous effects (e.g., Innate Attack), this makes sense. But what about abilities like Flight or Possession, where the abilities have continuous effects? The Costs Fatigue and Costs Hit Points limitations work differently for those types of abilities. How should Corrupting work for those types of abilities? Is having it work like Costs FP and Costs HP too harsh, or totally acceptable? The point is I'd like either to have Corrupting work on a continuing basis for such continuing effect abilities rather than once on activation. If that's not RAW, or not possibly too harsh, some advice on the best, least mean way to do that.
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-JC |
06-21-2013, 01:04 AM | #2 | |
Join Date: Mar 2010
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Re: [Horror] Corrupting Limitation for Continuing Effect Abilities
Quote:
Costs HP and Costs FP consider a "use" to be one minute in duration for abilities with a duration. Having the corruption apply every 10 seconds of use is reasonable. Having the corruption apply every minute of use is also reasonable. I'd say its' a GM call to be made when designing the setting in question. |
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06-21-2013, 01:08 PM | #3 |
Join Date: Aug 2007
Location: Rochester, MN
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Re: [Horror] Corrupting Limitation for Continuing Effect Abilities
Adding Costs FP or Costs HP sets a 1-min duration to a continuing ability. Seems fair to have Corruption add the same duration.
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06-21-2013, 01:35 PM | #4 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [Horror] Corrupting Limitation for Continuing Effect Abilities
This is how I handle it.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
Tags |
continuing effects, corrupting, corruption, limitation |
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