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Old 07-24-2014, 08:34 PM   #1
twofortea
 
Join Date: May 2010
Default Altered Time Rate + Costs FP + Requires Recharge

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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Old 07-24-2014, 08:43 PM   #2
Christopher R. Rice
 
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Default Re: Altered Time Rate + Costs FP + Requires Recharge

PK uses -10% and -20% in his House Rules - I used it too, otherwise Costs Fatigue is...not worth it.
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Old 07-24-2014, 08:57 PM   #3
twofortea
 
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Default Re: Altered Time Rate + Costs FP + Requires Recharge

From the website you linked:

Quote:
If you have an advantage that would normally remain on indefinitely, you can take "Costs 1 FP per 10 seconds" for -20% or "Costs 1 FP per second" for -40%.
That feels closer to what I was aiming for. Can I then add Takes Recharge like this?

Altered Time Rate 5 (Costs FP, 1/second, -40%; Takes Recharge, 5 seconds, -10%) (-50%) [250]
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Old 07-24-2014, 09:03 PM   #4
Christopher R. Rice
 
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Default Re: Altered Time Rate + Costs FP + Requires Recharge

Quote:
Originally Posted by twofortea View Post
From the website you linked:

That feels closer to what I was aiming for. Can I then add Takes Recharge like this?

Altered Time Rate 5 (Costs FP, 1/second, -40%; Takes Recharge, 5 seconds, -10%) (-50%) [250]
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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Old 07-24-2014, 09:07 PM   #5
twofortea
 
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Default Re: Altered Time Rate + Costs FP + Requires Recharge

All right, that's just about what I was looking for. Thanks muchly!
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Old 07-24-2014, 09:09 PM   #6
Christopher R. Rice
 
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Default Re: Altered Time Rate + Costs FP + Requires Recharge

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Originally Posted by twofortea View Post
All right, that's just about what I was looking for. Thanks muchly!
Glad I could help. :-)
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