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Katherine
Dec 22nd, '06, 11:17 AM
Do multipowers have to have unifying special effect like Elemental Controls and Variable Power pools?

Sean Waters
Dec 22nd, '06, 11:58 AM
No, but they proabably will if you think them through and they fit the concept in-game.

Sean Waters
Dec 22nd, '06, 12:00 PM
Technically a VPP does not have to have a linking sfx either, but the same comment applies and according to the book 'typically' the powers ARE linked by a common sfx.

archermoo
Dec 22nd, '06, 01:37 PM
Do multipowers have to have unifying special effect like Elemental Controls and Variable Power pools?

Nope, just an explaination as to why they are linked at the "I can only use x number of points worth of this group of powers at a time" level. Which is pretty much the same as with VPP.

gojira
Dec 23rd, '06, 08:51 AM
I probably would require one as GM, however. This can be your own personal energy due to how your mutant power works, but it should be explained somehow. If OAF or OIF is taken on the reserve, it should all be one gadget.

ghost-angel
Dec 23rd, '06, 11:18 AM
I probably would require one as GM, however. This can be your own personal energy due to how your mutant power works, but it should be explained somehow. If OAF or OIF is taken on the reserve, it should all be one gadget.

A variant on the Focus Lim for MPs I like is "Must take at least X Level of Focus Limitation" where X Level is the smallest Focus Lim you can apply to any of the Powers. This way you can have varying gadgets in one MP.

As I agree, if the MP takes a specific Focus Lim such as OAF it should be one gadget.

Sean Waters
Dec 23rd, '06, 05:01 PM
Or it could be lots of different gadgets, but with only one power source you have to swap between them to make them work :)

Dust Raven
Dec 24th, '06, 07:41 AM
Do multipowers have to have unifying special effect like Elemental Controls and Variable Power pools?
No, but many players do.

ghost-angel
Dec 24th, '06, 09:18 PM
Or it could be lots of different gadgets, but with only one power source you have to swap between them to make them work :)

That too. I like that one BTW, inventive.

Lucius
Dec 24th, '06, 09:24 PM
No, but many players do.

Many players have to have unifying special effect?

Lucius Alexander

Oddly, the Palindromedary was just defining Lucius Alexander as a special effect...

Dust Raven
Dec 26th, '06, 06:16 AM
Many players have to have unifying special effect?

Yes, and you're a perfect example. :p

Mike W
Dec 27th, '06, 09:20 PM
It depends on how you look at it. They all have a unifying idea. The classic example is battlesuit weapons. They all have the same special effect of being technology based powers, but a flame thrower and a laser beam are totally different energy types.

PhilFleischmann
Dec 28th, '06, 04:48 PM
To be precise, they usually have a common mechanism, but frequently have different special effects. For example a gun with many settings might shoot regular bullets, flames, laser beams, sleep gas, and quick-drying glue. These are all different SFX, but they have the same mechanism: a multi-setting gun.

Tauman.EXE
Jan 1st, '07, 04:45 AM
I would rather say that a multipower should be used if the character of some obvious reason can't use all of the at once.

The two best multipowers in my champions campaign is one mentalist that can't do to many different things at once, his mental capability simply doesn't allow him to fly, use telekenetic shields and strangle someone with his telekenesis at one time, thats out of his limits. The second is a powered armor where all components has no endurance and the reason that all can't be used in the same time is that the power generator won't allow the character to do to many things at the same time.