Very Hot Topic (More than 25 Replies) Power Modifiers (Read 11267 times)
dsumner
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Power Modifiers
Jul 8th, 2010 at 5:39pm
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Power Modifiers

Okay, these have been popping into my head all day. In addition to the "Penetrating" I posted earlier, here's a few others.

Auto-fire: (You could simulate powers like Starfire’s energy blast). The character’s power works like an automatic weapon, firing multiple “shots” each time it’s used. The character would pay normal PR +2, for every “shot”. Each additional “shot” would have a -1 to hit, and -1 point of damage.

Explosive: The power has a burst effect that would inflict 1/2 damage to anyone caught in the burst radius. I could see it working for energy based powers, or things like telekinesis. I’d say the character would have to pay 2x normal PR to get a 1″ radius burst effect.
« Last Edit: Aug 5th, 2022 at 11:12pm by dsumner »  

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Re: Power Modifiers
Reply #1 - Jul 8th, 2010 at 5:58pm
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Each additional “shot” would have a -1 to hit, and -1 point of damage.

Shouldn't that read +1 to hit and -1 to damage.
  
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Re: Power Modifiers
Reply #2 - Jul 8th, 2010 at 7:06pm
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Duroon wrote on Jul 8th, 2010 at 5:58pm:
Quote:
Each additional “shot” would have a -1 to hit, and -1 point of damage.

Shouldn't that read +1 to hit and -1 to damage.


Actually, no. You'd be less accurate, not more, with each additional shot. Any other comments? Does this stuff sound reasonable?
« Last Edit: Jul 8th, 2010 at 7:57pm by dsumner »  

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Re: Power Modifiers
Reply #3 - Jul 8th, 2010 at 11:28pm
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Well in Secret in the Swamp, Swamp rat uses an automatic rifle and gets a -1 to damage every extra bullet he fires. No accuracy modifier per bullet though.
  
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Re: Power Modifiers
Reply #4 - Jul 8th, 2010 at 11:45pm
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Duroon wrote on Jul 8th, 2010 at 11:28pm:
Well in Secret in the Swamp, Swamp rat uses an automatic rifle and gets a -1 to damage every extra bullet he fires. No accuracy modifier per bullet though.


Yeah, that seems to the standard for automatic weapons in V&V. I prefer that a power with Autofire not work that way, as I think it'd make it to powerful.
« Last Edit: Jul 9th, 2010 at 3:45am by dsumner »  

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Re: Power Modifiers
Reply #5 - Jul 9th, 2010 at 1:24am
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In Mongoose Publishing's version of Traveller autofire weapons have a bonus to hit and a negative to damage per shot fired. This is supposed to model the possibility that, with more bullets in the air your more likely to hit something, and with the gun recoiling on you so much your less likely to hit exactly where your aiming. Guess I am kind of used to thinking of autofire weapons in this manner now. I will have to look at GURPS and see what sort of mechanic they use.
  
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Re: Power Modifiers
Reply #6 - Jul 9th, 2010 at 8:04am
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I like it D. That's a lot like the champions rule for auto fire. Are you thinking of trying these in your on line game?
  

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Re: Power Modifiers
Reply #7 - Jul 9th, 2010 at 12:18pm
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dsumner wrote on Jul 8th, 2010 at 7:06pm:
Duroon wrote on Jul 8th, 2010 at 5:58pm:
Quote:
Each additional “shot” would have a -1 to hit, and -1 point of damage.

Shouldn't that read +1 to hit and -1 to damage.


Actually, no. You'd be less accurate, not more, with each additional shot. Any other comments? Does this stuff sound reasonable? 


One thing to consider is whether this would be usable with a device (say, if a character had a Power Blast device).  If so, then the increased PR doesn't really hurt them (though in theory it could burn through more charges).
  
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Re: Power Modifiers
Reply #8 - Jul 9th, 2010 at 1:05pm
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Avatar wrote on Jul 9th, 2010 at 8:04am:
I like it D. That's a lot like the champions rule for auto fire. Are you thinking of trying these in your on line game?


I might let guys play test them after some additional details are worked out.
  

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Re: Power Modifiers
Reply #9 - Jul 9th, 2010 at 1:08pm
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Majestic wrote on Jul 9th, 2010 at 12:18pm:
One thing to consider is whether this would be usable with a device (say, if a character had a Power Blast device).  If so, then the increased PR doesn't really hurt them (though in theory it could burn through more charges).


For devices they'd have them have fewer charges for each additional ability built into the device, or they'd use additional charges. So a blaster that would normally have 20 charges if used normally, would burn 2 charges every time it fired on auto fire (and I'm making this up on the fly, so if it's to "out there", let me know).
« Last Edit: Feb 3rd, 2019 at 5:16pm by dsumner »  

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Re: Power Modifiers
Reply #10 - Jul 9th, 2010 at 4:21pm
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dsumner wrote on Jul 9th, 2010 at 1:08pm:
Majestic wrote on Jul 9th, 2010 at 12:18pm:
One thing to consider is whether this would be usable with a device (say, if a character had a Power Blast device).  If so, then the increased PR doesn't really hurt them (though in theory it could burn through more charges).


For devices, I'd have them have few charges, for each additional ability built into the device. Or use additional charges. So a blaster that would normally have 20 charges if used normally, would burn 2 charges every time it fired on auto fire (and I'm making this up on the fly, so if it's to "out there", let me know). 


That sounds pretty reasonable.
  
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Re: Power Modifiers
Reply #11 - Jul 10th, 2010 at 12:12am
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To help clarify things, here's a an example of how one of these would work, as well as a clarification. The additional PR cost, that a Power Modification would require, would be permanently added to the cost of a power. So if you have Power Blast, which normally has a PR of 1 per shot, and make it Explosive, it’d now have a PR cost of 2, and it’d have a 1” blast radius.
« Last Edit: Jul 10th, 2010 at 12:13am by dsumner »  

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Re: Power Modifiers
Reply #12 - Jul 16th, 2010 at 7:20pm
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Since I actually have the weekend off, I'm going to be tinkering with these, trying to come up with some coherent write-ups, that stay within existing game mechanics. If any of you have comments, of suggestions, feel free to post them, as I'm always open to feedback (well, most of the time Wink )
  

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Re: Power Modifiers
Reply #13 - Jul 17th, 2010 at 12:09am
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I really like the explosive modifier.   What would you do? Make the player drop another power to gain the ablity for his powerblasts to be explosive?  Or increase the power cost?

I assume all this would be at character creation.
  

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Re: Power Modifiers
Reply #14 - Jul 17th, 2010 at 12:44am
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John wrote on Jul 17th, 2010 at 12:09am:
I really like the explosive modifier.   What would you do? Make the player drop another power to gain the ablity for his powerblasts to be explosive?  Or increase the power cost?

I assume all this would be at character creation.


The PR would be increased. The larger the blast radius, the higher the PR. If the character wanted the ability, it'd be determined at character creation, the PR cost would be set, and then it'd be a permanent ability.
  

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Re: Power Modifiers
Reply #15 - Jul 17th, 2010 at 3:06am
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Okay, here's a slight re-write, that will hopefully clear up any questions. Plus an addition I can't believe I didn't think of before. Also, this is for the GMs, does this stuff sound like it's workable? Would it unbalance your games, are the PR costs to low, or to high?

Power Modifiers

Auto-fire: The character’s power works like an automatic weapon, firing multiple “shots” each time it’s used. The character would pay normal PR +2, plus an additional 2 points of power, for each additional “shot”. Each additional “shot” would have a cumulative -1 to hit, and do -1 point of damage. The additional PR cost would be factored in during character creation, and would be a permanent change, to the power.  So a character who wants to have an Auto-fire Power Blast would have a base PR of 3 for his Power Blast (although I may think about dropping the cost of additional shots to +1)

Explosive: The power has a burst effect, that inflicts 1/2 damage to anyone caught in the power’s burst radius. The character doubles the normal PR for each 1” of burst radius. The PR cost is permanent. So if you have Power Blast, which normally has a PR of 1 per shot, and make it Explosive, it’d now have a PR cost of 2, and it’d have a 1” blast radius. If he wanted a 2” burst radius, the PR would be 4 per shot, 3” would cost 8”, etc..

Increased Range: By paying double the standard PR, the character can increase the range/radius of any power by 50%. So if the character's Power Blast normally has a range of 30", and a PR cost of 1, he could increase the range to 45", at a PR of 2. Like the other modifications, the change is permanent.
« Last Edit: May 6th, 2021 at 1:55pm by dsumner »  

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Re: Power Modifiers
Reply #16 - Jul 17th, 2010 at 2:17pm
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I think as long as you're talking 1d20 (at the maximum) blasts, these should work fine.  If a character had a 2d20, though, I'd be concerned about the auto-fire and explosive versions.

PR 2 for the auto-fire is probably appropriate.  Testing it at 2 should let you know (it's always easier to change it from 2 to 1 than it is to start at 1 and increase it to 2).    Smiley
  
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Re: Power Modifiers
Reply #17 - Jul 17th, 2010 at 2:31pm
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Majestic wrote on Jul 17th, 2010 at 2:17pm:
I think as long as you're talking 1d20 (at the maximum) blasts, these should work fine.  If a character had a 2d20, though, I'd be concerned about the auto-fire and explosive versions.

PR 2 for the auto-fire is probably appropriate.  Testing it at 2 should let you know (it's always easier to change it from 2 to 1 than it is to start at 1 and increase it to 2).    Smiley


All of the modifiers are for powers doing standard damage rates. I could also see them being used if a character rolled the same power twice. So instead doubling the powers effects, you could choose one of the modifiers.
  

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Re: Power Modifiers
Reply #18 - Jul 17th, 2010 at 4:26pm
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dsumner wrote on Jul 17th, 2010 at 2:31pm:
Majestic wrote on Jul 17th, 2010 at 2:17pm:
I think as long as you're talking 1d20 (at the maximum) blasts, these should work fine.  If a character had a 2d20, though, I'd be concerned about the auto-fire and explosive versions.

PR 2 for the auto-fire is probably appropriate.  Testing it at 2 should let you know (it's always easier to change it from 2 to 1 than it is to start at 1 and increase it to 2).    Smiley


All of the modifiers are for powers doing standard damage rates. I could also see them being used if a character rolled the same power twice. So instead doubling the powers effects, you could choose one of the modifiers.


That makes sense.  Good options for players to have!
  
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Re: Power Modifiers
Reply #19 - Jul 17th, 2010 at 4:34pm
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Here's another one.

Indirect: The character can make a special attack allowing them to bounce/ricochet their powers off of walls, floors, etc. Or, a character with electrical powers could fire a bolt of electricity at a wall socket, and have it reappear from a a different light socket, wall socket, computer keyboard, etc., and hit their target from behind, allowing a +4 bonus to hit.

How's that sound?
« Last Edit: Feb 3rd, 2019 at 5:18pm by dsumner »  

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Re: Power Modifiers
Reply #20 - Jul 17th, 2010 at 4:39pm
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dsumner wrote on Jul 17th, 2010 at 4:34pm:
Here's another one.

Indirect: The character can make a special attack, allowing them to bounce/ricochet their powers off of walls, floors, etc. Or, a character with electrical powers could fire a bolt of electricity at a wall socket, and have it reappear from a a different light socket, wall socket, computer keyboard, etc., and hit their target from behind, allowing a +4 bonus to hit.

How's that sound? 


That actually sounds like a really cool power (and better than your average Heightened Expertise).  A fun way to get a +4 facing bonus!    Smiley
  
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Re: Power Modifiers
Reply #21 - Jul 17th, 2010 at 5:03pm
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Majestic wrote on Jul 17th, 2010 at 4:39pm:
That actually sounds like a really cool power (and better than your average Heightened Expertise).  A fun way to get a +4 facing bonus!    Smiley


And I think it's pretty consistent with the way you see some powers work in comics.
  

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Re: Power Modifiers
Reply #22 - Jul 18th, 2010 at 9:16am
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I could see someone using Heightened  Expertise,and making it expertise with Indirect attack. That could be used for skilled guys who bounce attacks. (Shield throws for a certain patriot come to mind)
  

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Re: Power Modifiers
Reply #23 - Jul 18th, 2010 at 4:52pm
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Cyclops too is supposed to be an expert at computing angles and bouncing his eyebeam off of other things to be able to hit his target.
  
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Re: Power Modifiers
Reply #24 - Jul 19th, 2010 at 6:26pm
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I've been giving all of this some thought, and instead of trying to just modify the PR, I'm seriously considering have the player drop a power to get one of these mods, or have it available as an option if the player rolls the power twice. Or for certain powers, have the character spend an inventing point, and then train with the power, to "discover" a new use for it.
« Last Edit: Dec 4th, 2016 at 2:11pm by dsumner »  

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Re: Power Modifiers
Reply #25 - Jul 20th, 2010 at 5:55pm
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I like the idea of spending Inventing Points to gain new uses of powers.  But then there's part of me that worries that our game will soon escalate too much, if I start allowing characters to do that (the PCs are already pretty powerful).
  
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Re: Power Modifiers
Reply #26 - Jul 20th, 2010 at 6:03pm
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Majestic wrote on Jul 20th, 2010 at 5:55pm:
I like the idea of spending Inventing Points to gain new uses of powers.  But then there's part of me that worries that our game will soon escalate too much, if I start allowing characters to do that (the PCs are already pretty powerful).


Well, over the years, I've discovered that as GM, I can curtail power creep by using a simple formula. If I think it'll make them to powerful, I just say no.  Wink
  

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Re: Power Modifiers
Reply #27 - Jul 20th, 2010 at 6:09pm
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Deleted.

« Last Edit: Oct 1st, 2010 at 5:35pm by dsumner »  

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Re: Power Modifiers
Reply #28 - Jul 21st, 2010 at 11:15pm
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Normally, if someone wants soemthing like this, I drop the damage level and/or increase the power cost.

Someone wants a Flame Blast with a 2" burst radius, it can do 2d6 Damage, with -1d6 per ".  So the main target will take 2d6 and the adjacent targets take 1d6 if hit.

And so on.
  
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Re: Power Modifiers
Reply #29 - Jul 21st, 2010 at 11:35pm
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Gigglestick wrote on Jul 21st, 2010 at 11:15pm:
Normally, if someone wants soemthing like this, I drop the damage level and/or increase the power cost.

Someone wants a Flame Blast with a 2" burst radius, it can do 2d6 Damage, with -1d6 per ".  So the main target will take 2d6 and the adjacent targets take 1d6 if hit.

And so on.


The "Explosive" option does less damage in the burst radius.
  

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Re: Power Modifiers
Reply #30 - Jul 22nd, 2010 at 8:48am
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That works too.  These all look like good ideas.
  
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Re: Power Modifiers
Reply #31 - Jul 23rd, 2010 at 8:30am
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dsumner wrote on Jul 17th, 2010 at 4:34pm:
Here's another one.

Indirect: The character can make a special attack, allowing them to bounce/ricochet their powers off of walls, floors, etc. Or, a character with electrical powers could fire a bolt of electricity at a wall socket, and have it reappear from a a different light socket, wall socket, computer keyboard, etc., and hit their target from behind, allowing a +4 bonus to hit.

How's that sound? 


I really like this power but wonder if a more appropriate name would be Redirect or Ricochet

When I think of a power being Indirect I think that the power does not originate from PC.

Examples:

Storm can create a tornado in the exact spot of the opponent.  She can have hail come down on them.  She can call down lightning from the opposite direction from where she is standing.  Non of her powers have to touch her first then go to the target.

The Invisible Woman can place a force field around a opponent or a field bubble around the opponents head.

Pyro can create a fire attack from anywhere.  He once used a lighter in the Blob's hand to shot out a fiery monster at the Blob

Terra could create earth columns anywhere which could ram an opponent.

So using these examples there would be two Power Modifiers.

Redirect: The character can make a special attack, allowing them to bounce/ricochet their powers off of walls, floors, etc. Or, a character with electrical powers could fire a bolt of electricity at a wall socket, and have it reappear from a a different light socket, wall socket, computer keyboard, etc., and hit their target from behind, allowing a +4 bonus to hit.

Indirect: The character can make a special attack, allowing them ignore the terrain between the character and their target.  The target gains no bonus from hiding, protecting powers which are not attached, or being prone. This modifier povides a +4 bonus to hit.
  

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Re: Power Modifiers
Reply #32 - Jul 23rd, 2010 at 6:11pm
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Those are really good points, Cougar!

I often let characters with appropriate powers to do this (like Weather Control characters).  In other words, a villain may or may not be able to tell which character is hurling lightning bolts at them.
  
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Re: Power Modifiers
Reply #33 - Mar 16th, 2012 at 4:57pm
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Bumping this up, as I'd like to know if anyone's made use of them.
  

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Re: Power Modifiers
Reply #34 - Nov 8th, 2013 at 6:36pm
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Bumping this up
  

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Re: Power Modifiers
Reply #35 - Dec 4th, 2016 at 2:15pm
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The Cougar wrote on Jul 23rd, 2010 at 8:30am:
dsumner wrote on Jul 17th, 2010 at 4:34pm:
Here's another one.

Indirect: The character can make a special attack, allowing them to bounce/ricochet their powers off of walls, floors, etc. Or, a character with electrical powers could fire a bolt of electricity at a wall socket, and have it reappear from a a different light socket, wall socket, computer keyboard, etc., and hit their target from behind, allowing a +4 bonus to hit.

How's that sound? 


I really like this power but wonder if a more appropriate name would be Redirect or Ricochet

When I think of a power being Indirect I think that the power does not originate from PC.

Examples:

Storm can create a tornado in the exact spot of the opponent.  She can have hail come down on them.  She can call down lightning from the opposite direction from where she is standing.  Non of her powers have to touch her first then go to the target.

The Invisible Woman can place a force field around a opponent or a field bubble around the opponents head.

Pyro can create a fire attack from anywhere.  He once used a lighter in the Blob's hand to shot out a fiery monster at the Blob

Terra could create earth columns anywhere which could ram an opponent.

So using these examples there would be two Power Modifiers.

Redirect: The character can make a special attack, allowing them to bounce/ricochet their powers off of walls, floors, etc. Or, a character with electrical powers could fire a bolt of electricity at a wall socket, and have it reappear from a a different light socket, wall socket, computer keyboard, etc., and hit their target from behind, allowing a +4 bonus to hit.

Indirect: The character can make a special attack, allowing them ignore the terrain between the character and their target.  The target gains no bonus from hiding, protecting powers which are not attached, or being prone. This modifier povides a +4 bonus to hit.


Sorry, apparently I never responded to this. But I like idea of Indirect and Ricochet (I prefer the name) being split.
  

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Re: Power Modifiers
Reply #36 - Dec 4th, 2016 at 3:00pm
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Area Effect: A power that normally affects only one target, would affect multiple targets in the same area, although doing less damage to each. The area affected would be determined by the PR cost, which is set at character creation.

<<< ADD TABLE >>>

Contagious: The character's power works on anyone coming into direct contact with its target. <<<PLACE HOLDER >>>

Continuous Damage: By expending an action, per turn, any power that's made a successful attack on a target, will continue to inflict a damage for as long as the attacking character pays the required PR cost, stops the attack, or is incapacitated. The target of the attack may attempt to stop it by <<<PLACE HOLDER>>>

Homing: Your power "locks in" on a particular target granting either a +2 or +4 bonus to hit (roll 1d6 - +2 on a 1-4, or +4 on 3-6).

Increased Knockback: Usable with any Power that inflicts knockback. +1 to the Power's base PR. Increases KB by 50%.

Lingering Effects: For each additional point of power expended, the modified power's effects last twice as long as normal. For devices, 2 charges are expended or the number of charges the device has are reduced by 2.

Selective: The character would be able to chose who his power affects on any power that affected a wide area or multiple targets.

I'm still tinkering with these, so I'll update as I work things out. As I do, feel free to post any comments, questions, or suggestions.
« Last Edit: Jan 1st, 2022 at 2:36pm by dsumner »  

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Re: Power Modifiers
Reply #37 - Feb 3rd, 2019 at 5:21pm
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Bumping this up.
  

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Re: Power Modifiers
Reply #38 - May 6th, 2021 at 1:54pm
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Added slightly reworked version of  Increased Knockback to the list.
« Last Edit: May 6th, 2021 at 1:55pm by dsumner »  

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Re: Power Modifiers
Reply #39 - Jun 9th, 2021 at 9:24pm
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This thread is eleven years old next month.  Just sayin'.  This classic RPG game *still* has dedicated fans!  Yay!  I tried to start a V&V campaign several years ago but it fizzled out because the "armpit of Georgia" doesn't have many paper-and-pencil RPG fans (not Atlanta, like John of "Centerville" fame!)

Sigh...  I wish John would come back...  I wish V&V would come back!
  
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Re: Power Modifiers
Reply #40 - Jun 11th, 2021 at 11:53am
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Just added a bit more information.
  

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Re: Power Modifiers
Reply #41 - Jun 16th, 2021 at 5:19pm
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Er...  I didn't quite read all of the posts, yet, but I have some questions about the "auto-fire."

1) Is it limited to character creation?  Can a person with, say, Power Blast as a Power and *not* a Device or Item "train" or "invent" a way to add auto-fire?  I would suggest "train" and require the character to spend an entire level for adding auto-fire to non-Device/Item Powers.  Maybe even make that to apply to Device/Item Powers, too for "balance?"  Invention can be rationalized by saying "when I wear these special gauntlets, I can auto-fire" or whatever.

2) Does PR=2 per additional shot apply to all powers or just Power Blast?  I mean, Magnetic Powers have a PR of 5.  Does this mean a reduced PR for additional shots?  I'm just clarifying.

3) Damage reduction sounds fair, but -1 seems a bit low.  I understand Power Blast could potentially cause zero damage with a lousy roll per additional shot but it doesn't cost a whole lot, either.  Vibratory Powers would become 2d8-1 per additional shot.  That's seems kind of overpowered...  Maybe half damage per additional shot instead?

4) Page 24 of the Revised Rules says +1 to hit per additional shot for automatic weapons.  I understand we're comparing apples and oranges when comparing automatic weapons to Powers, but does the same principal apply?

5) Which Powers are capable of auto-fire?  For instance: can Mind/Emotion Control have auto-fire?
  
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Re: Power Modifiers
Reply #42 - Jun 17th, 2021 at 8:39am
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Display Name wrote on Jun 16th, 2021 at 5:19pm:
Er...  I didn't quite read all of the posts, yet, but I have some questions about the "auto-fire."

1) Is it limited to character creation?  Can a person with, say, Power Blast as a Power and *not* a Device or Item "train" or "invent" a way to add auto-fire?  I would suggest "train" and require the character to spend an entire level for adding auto-fire to non-Device/Item Powers.  Maybe even make that to apply to Device/Item Powers, too for "balance?"  Invention can be rationalized by saying "when I wear these special gauntlets, I can auto-fire" or whatever.

2) Does PR=2 per additional shot apply to all powers or just Power Blast?  I mean, Magnetic Powers have a PR of 5.  Does this mean a reduced PR for additional shots?  I'm just clarifying.

3) Damage reduction sounds fair, but -1 seems a bit low.  I understand Power Blast could potentially cause zero damage with a lousy roll per additional shot but it doesn't cost a whole lot, either.  Vibratory Powers would become 2d8-1 per additional shot.  That's seems kind of overpowered...  Maybe half damage per additional shot instead?

4) Page 24 of the Revised Rules says +1 to hit per additional shot for automatic weapons.  I understand we're comparing apples and oranges when comparing automatic weapons to Powers, but does the same principal apply?

5) Which Powers are capable of auto-fire?  For instance: can Mind/Emotion Control have auto-fire?



1) Yes, but as GM, you can always allow a player to modify the way their character's power works. Say some "significant" event happens and changes the character's powers.

2) It depends on the power, there's a breakdown of the PR cost in one of the above posts that should clarify things for you.

3) That's a cumulative -1, so if you fire on 3 targets, the 1st shot does, normal damage, the second damage -1, the 3rd is -2, and so on.

4) This rule is completely separate from the automatic weapons rules in the book, as I don't want to give guys to much of an advantage. But, if you're running a game, and feel comfortable with changing things, have at it. Also, if you do, let us know how it works out, as I'd like the feedback.

5) If you want to give it a shot using them, feel free.
  

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Re: Power Modifiers
Reply #43 - Jan 1st, 2022 at 2:21pm
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I've added a bit more info as well as some clarifications to a few of these. I'd really like to hear anything you guys might have to say about them.
« Last Edit: Jan 1st, 2022 at 2:37pm by dsumner »  

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