Thursday, March 31, 2016

Extra: Charged Power and Blood Magic

The system includes a flaw "Action" which allows the player to get a discount on his power by moving it from a stadard action to a full round action, and further to 1 full round. From there you can have the complication if the power takes even longer to cast.

This is ideal for powers like boost that you could make cheap by giving a crazy time to charge up, then be able to go use it as needed, instead of a power you need to make use of in combat.

However, I think there's room for one more kind of power- a charged power.

Extra: Charged Power (+0)
A charged power has its power level modified by how quick an action it is. Consult the chart below. Whatever power level you buy the power at is the "base" power level. This power cannot be further modified in either direction by the action edge/flaws.

Free Action (once per round): Power can activate at PL 1.
Move Action: Power Can activate at 1/4 PL (round down, min 1).
Standard Action: Power can activate at 1/2 PL (round down, min 1).
Full Round Action: Power can activate at base PL.
1 Full Round: Power can be activated at PL +1 (can break PL limits).
For each step on time/progression table, power can be activated at a further PL +1. (Maximum PL x 2 or PL 20)

During the "charge" time, the character is using all his actions to charge the power. He cannot move, and he is flat footed (but not helpless). He can be moved (such as being in a car, or carried on a horse or by others), but any vigorous movement requires a Concentration Check DC 15+PL or the charge is wasted and the power is lost.

If he is damaged, he must make a concentration check DC PL of power used + Toughness save of damage dealt or he loses the power and charge is wasted.

This can allow you to do Dragonball esque battles with long charge times and massive effects.


Notes:

  • If you buy "Full Power" complication on this, you must charge up to maximum power in order to use the power at all. 
  • Feedback is a good flaw to use, with the idea that you are damaged or stunned or otherwise hurt if you lose the power prior to the charge being completed. 
  • You may want to limit this to combat powers (blast, nullify, snare, etc) rather than allowing characters to charge a long time for high level and high duration powers like boost or transform self, etc. It gets broken if a PL 10 character can charge in his house all day to gain benefits of a PL 20 transform or boost and run around with high level powers all day. 

Extra: Blood Magic (+0)

Blood Magic is a power that drains the caster of their essence as they use it. Basically this power has the constant side effect that the user must make a toughness save against the damage TN of the power when it is used, or they are damaged. The damage given is incurable, and can only be healed through natural healing, not through the healing power or regeneration. The power must be purchased at the maximum power level. If you die from this, you completely disintegrate and cannot be resurrected (though you might be saved by time travel or something)

However, the advantage is that you may set any power level when you cast the power. Of course, higher power levels mean you will likely be irreversibly destroyed. The plus side is the ability to demolish power level limits and defeat more powerful foes.

Notes:
  • You will certainly want to limit this to PC main characters, as this gets out of hand if they are used by summons, duplicates, minions, or other highly disposable characters. 
  • This should be viewed with distrust or as if it is evil, and public display will likely create penalties for public support rolls (or just outright villainy points). 
  • This makes for a great way for a hero to self sacrifice himself to beat a powerful villain, but keep in mind that this could have a huge party turnover of people willing to throw away a character to avoid a plot. This gets very powerful very quick. You've been warned. 

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