Super Invention problem and solution

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Cardiac
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Super Invention problem and solution

Unread post by Cardiac »

Okay, I recently ran into a conundrum - one of my players was rolling up a Super-Invention character and one of the powers (Personal Force Field) would normally be based off of a character's PE. However, this didn't seem right considering the external nature of the invention.

So, I came up with the following solution; any aspect of a power that relies on PE instead refers to the level at which the powers operate +10. So if the Invention's powers operate at Sixth level and it provides the Personal Force Field power, the "effective PE" is 16 and thus the total SDC is 92.

What do you think?
"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
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Cardiac
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Re: Super Invention problem and solution

Unread post by Cardiac »

Misfit KotLD wrote:You could base it off IQ as well. He did design it after all.


Not really - there is only a 30% chance that he actually built it himself. Otherwise, he was given the invention or he found it. Basing it of of power level +10 makes it universal.
"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
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acreRake
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Re: Super Invention problem and solution

Unread post by acreRake »

The Baron vonClogg wrote:You could also have the character roll for a new attribute when necesary- Super power PE.
Do you mean roll a PE for the invention?
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Cardiac
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Re: Super Invention problem and solution

Unread post by Cardiac »

Hmmm...interesting concept. You cound even rule that when the Invention becomes "fatigued", it has to shut down or operate at a lower level to rest/cool down/conserve power.
"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
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Mr Scorpio
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Re: Super Invention problem and solution

Unread post by Mr Scorpio »

The Baron vonClogg wrote:You could also have the character roll for a new attribute when necesary- Super power PE.



Cardiac wrote:Hmmm...interesting concept. You cound even rule that when the Invention becomes "fatigued", it has to shut down or operate at a lower level to rest/cool down/conserve power.



I agree with these two. The invention should have it's own PE score to reflect how efficient the power system is.
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Cardiac
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Re: Super Invention problem and solution

Unread post by Cardiac »

How about THIS.......

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 (do ya feel lucky punk?).
"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
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