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#1 |
Join Date: May 2010
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I'm statting out a supers-type character (more for my own amusement than for an actual game, so I'm not that worried about the point cost) that uses the suggestion on Powers pg 118 to use Altered Time Rate to simulate stopping time. For this particular character, it costs FP. So adding the Costs FP limitation, it would be
Altered Time Rate 5 (Costs FP, 1/minute, -5%) [475] But if I wanted to make it cost 1 FP per second, it seems that it would be Altered Time Rate 5 (Costs FP, 1/second, -10%) [450] This doesn't seem right. I know ATR isn't supposed to be switchable; is this mucking with the numbers somehow? For flavor reasons, I don't think that FP per minute is appropriate (she's supposed to be using it as a time stop, so it should only last for the one turn/second), but it doesn't seem much more points-efficient, even though you would have to use 60 FP to make it last a minute under the latter option. Am I doing something wrong? Furthermore, if I would like it to only last one second and require a recharge time as well as a FP cost, how would Requires Recharge fit into this equation? |
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#2 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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PK uses -10% and -20% in his House Rules - I used it too, otherwise Costs Fatigue is...not worth it.
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#3 | |
Join Date: May 2010
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From the website you linked:
Quote:
Altered Time Rate 5 (Costs FP, 1/second, -40%; Takes Recharge, 5 seconds, -10%) (-50%) [250] |
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#4 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Yes, you spend 5 FP and then for 1 second you have six maneuvers and then you can't activate the ability again for another 5 seconds. You can optionally convert those five seconds over to 1d+1 seconds if you want a variable range - from 2 to 7 seconds.
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#5 |
Join Date: May 2010
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All right, that's just about what I was looking for. Thanks muchly!
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#6 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Glad I could help. :-)
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Tags |
altered time rate, powers, time stop |
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