Board index » SDC Worlds » Heroes Unlimited™

 


Post new topic Reply to topic
Author Message
 Post subject: super invention and HP
Unread postPosted: Sun Apr 25, 2004 10:23 am
  

Adventurer

Joined: Fri Apr 16, 2004 3:48 pm
Posts: 403
Location: Jacksonville, florida
In the super invention section under the limitations of which powers they are allowed to get, gun limbs, alter limbs, and weapon melding are allowed. However........they all use HP to fuel the powers.......how would (or should) this be handled using a machine that has no PE or HP? :rolleyes:

_________________
"There is no need to strugle to be free, the absence of strugle is itself freedom" - Beyond the known

"Coming together is a begining, staying together is progress, working together is success"


          Top  
 
Unread postPosted: Sun Apr 25, 2004 11:21 am
  

User avatar
Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 6350
Location: Jewdica
Comment: Non Impediti Ratione Cogitationis
It uses the PE and HP of the user. Think of it as having needles going into your skin when you wear the suit. (shudders)


Daniel Stoker

_________________
Judaism - More Old School than either Christianity or Islam.


          Top  
 
Unread postPosted: Sun Apr 25, 2004 12:42 pm
  

User avatar
Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Or you can use the rules I created for my game:

Quote:
Super-Invention:
Any aspect of a power that relies on PE instead refers to the level at which the powers operate +10. (Unless the device runs off of the character's bio-energy).

Or...roll a PE for the Super-Invention - 3D6 + the level at which the powers operate.

When the Invention becomes "fatigued", it has to shut down or operate at a lower level to rest/cool down/conserve power.

Super-Invention Power Source:

01-30%: The user's Bio-Energy: Any powers that rely on attributes (such as create force field) are figured from the user's own attributes. Using the device (and thus powers) is tiring - is considered heavy exertion. As the character gets tired, the powers are lessened (each time the character accumulates a penalty due to exertion, reduce the powers by one level of strength and/or a similar percentage of strength for those not level-based). Pushing the device too far can result in it (temporarily) draining the character's Hit Points and/or PPE as long as he keeps pushing it (but can still use the weakened powers if desired - even to the point where it could kill him). The character's strength returns normally with rest.

31-80%: Renewable Energy Supply: Roll or determine the Super-Invention's PE score (see below). Any powers that rely on attributes are figured from this (such as create force field, but not Extraordinary Attribute powers - they are not determined by the attributes - they augment them). Using the device eventually drains it of power - use the rules for Physical Exertion (considered to be heavy exertion). As the device loses power, the powers are lessened (each time a living character would accumulate a penalty due to exertion, reduce the powers by one level of strength and/or a similar percentage of stength for those not level-based. This is figured seperately from the user's fatigue). Pushing the device too far can result in it (temporarily) shutting down. The device's power returns normally with rest. Alternately the device could "heat up" and require a cool-down period.

81-00%: Unlimited power: Roll or determine the Super-Invention's PE score (see below). Any powers that rely on attributes are figured from this (such as create force field, but not Extraordinary Attribute powers - they are not determined by the attributes - they augment them). The device can be used continuously without fear of diminished power. However, such a large source of energy may make the device easier to detect while active (and could become rather dangerous to be around should it take damage or be destroyed).

Determining the Super-Invention "PE score":
A) 10 + the level at which the powers operate, or.......
B) 3D6 + the level at which the powers operate.


In the case of HP - determine a "HP pool" value for the Invention normally. I.e.: roll the Item's PE score, take this as the base HP and add 1D6 per level the super ability(s) operate.

So if your Gun Limbs invention/power operates at 6th level, determine the item's "PE score" and add 6D6 to it to determine the item's HP pool.

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


          Top  
 
Unread postPosted: Sun Apr 25, 2004 5:03 pm
  

User avatar
Supreme Being

Joined: Sun Nov 25, 2001 2:01 am
Posts: 2476
Location: On the threshold of a dream
Shadow wrote:
In the super invention section under the limitations of which powers they are allowed to get, gun limbs, alter limbs, and weapon melding are allowed. However........they all use HP to fuel the powers.......how would (or should) this be handled using a machine that has no PE or HP? :rolleyes:


See other topic: viewtopic.php?t=19218

_________________
There you go man, keep as cool as you can.
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.

-- The Moody Blues, In the Beginning


          Top  
 
 
Post new topic Reply to topic



Who is online

Users browsing this forum: No registered users


Display posts from previous:  Sort by  
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group