AlabasterKnight wrote on Sep 20
th, 2012 at 12:48pm:
I also believe the current power score is to give a benchmark to character generation as to set up the power initially. Since powers are rolled up randomly in some cases, let's say that two different characters are being generated and both roll teleportation as a power. Character number one gets it first and has not rolled any heightened attributes... his power score during character gen is currently x...
You see where that could go right? A heightened attribute may be rolled after the establishment of the teleport's definition on paper. Now I as a GM wait until we know the character's attribute before final calculation. But what if the character gets a device that boosts his Endurance for his Armor but his Teleport is a Magical based power that draws on his actual biology? Should he get the bonus power from the End device? I'd say no, but there you can see where that current power score could be defined too...
I do like the idea of a dynamic that has it help set the distance at the beginning of each turn, but this would offer little limitation on the battlefield for any character who at generation bought an extra zero or two, so the benefit of creating new drama in the roleplay based on this limitation would be quite limited indeed.
That's why you gotta have a GM to play V&V - to figure out if a device that adds HGT STAT B (thus adding to power) would have an effect upon the character's teleport ability. OF COURSE IT WOULD! He has more POWER so he can use it more often (farther? who knows). So if said character received a power bonus of 10 from the device and his normal power was 50 - total 60. Now after a long fight he's down to 9 power - can he 'port? Where did the power from the HGT STAT go? How about this... he's on the ropes, down to 1 power, can he 'port now to escape to a safe place on the other side of the wall?
How about this: same character trains for four levels in Endurance, and gains 4 power. Should his teleport range change to 44" or remain at 40" as it was when he was generated (a difference of 10%)?
Now... How about Power gained from an Absorption attack, should that be available for teleportation? On a slightly different tack, how does Power gained from a heightened STR device add to power used for Cosmic Awareness, Illusion B, or Telepathic Mind Probes?
Okay, so the rule says the character can teleport up his current power score in inches per turn. The rule for Illusions B states that a character receives a number or "creation points" equal to twice his current power score. Would you set his "Creation Points" at the beginning of the adventure, when the character was created, or would it change as the character used his powers?
The other side of this is Power Blast. If the character was hit by a "weakness beam" that reduced his STR by 50%, would his power blast lose range? His movement, flight speed, HtH damage, and Carry Capacity all would. Or if he was hit with a "Stupid Ray" would the range of his Telepathy attack be reduced? In either case, would the resulting loss of Power have an effect upon other abilities?
The loss of distance due to loss of power during a battle would not have much of an effect upon a character with teleport, unless he wanted to open a portal to let in/out his friends or the "really big thing" on its way to destroy the Earth.
It sounds a lot like I'm being a jerk here, but I'm really just pointing out that the rules can be interpreted in a few ways. I see this as a game about Comic Book heroes and bad-guys, that being said pretty much anything can happen (and probably should). Some may see my points as evidence that the game has flaws or is "broken". Of course, I disagree, these ambiguities allow for flexibility which marks the difference between an RPG and a Tactical game.