+ Reply to Thread
Page 1 of 3 1 2 3 LastLast
Results 1 to 15 of 37

Thread: Special Powers in Power Frameworks

  1. #1
    Join Date
    Jun 2004
    Location
    the bottom of the bottle
    Posts
    2,311
    Rep Power
    0

    Think Special Powers in Power Frameworks

    While re-writing Nightveil, I made the following discovery. It's actually something I used to know, but had forgotten about. Namely, that you are not normally supposed to put Special Powers into Power Frameworks (Elemental Controls, Multipowers, and Power Pools): if you do, it requires GM permission.

    I think I am going to start enforcing this when I run: a character needs a good reason to have a Special Power in a Power Framework. I'm a reasonable guy, so I don't expect this to actually cause much of a problem. Actually, I expect it to affect me more than anyone else, since I'm the one who loves characters with huge Multipowers. I'll be reviewing my own characters with this in mind.

    For your reference, here are the Special Powers:

    Duplication
    Endurance Reserve
    Enhanced Senses
    Extra Limbs
    Find Weakness
    Flash Defense
    Knockback Resistance
    Lack Of Weakness
    Luck
    Mental Defense
    Power Defense
    Skills

    To give you an example, Nightveil does have an Enhanced Sense in her Power Pool: Detect Magic. I think that's reasonable. However, she won't be buying Sonar, Radar, Tracking Scent, or stuff like that. Similarly, while she won't be buying Mental Defense or Power Defense in her Power Pool, she can use Force Field to provide those defenses, which is permitted, probably because it costs Endurance and it's not persistent when it's purchased that way.

    So, this has me wondering: how many people actually comply with this restriction when creating your own characters? For the people who act as the GM from time to time, do you ever point out this restriction to the other players, and if so, how often does it come up?

  2. #2
    Join Date
    May 2003
    Location
    Philadelphia
    Age
    47
    Posts
    293
    Rep Power
    4517

    Icon27 Re: Special Powers in Power Frameworks

    I never have used any of these powers in any power framework. I also
    put limits on how many powers you can have in an Elemental Control and/or Multipower. They are too easily abused otherwise.
    So far I have not had much trouble with players adjusting to this "house rule". The NPC's I create for my own games follow these rules also.
    with great power comes a whole lot of disadvantages

  3. #3
    Join Date
    Jun 2005
    Location
    Washington, DC
    Age
    24
    Posts
    980
    Rep Power
    14722

    Re: Special Powers in Power Frameworks

    I once put a skill in my VPP (lockpicking) to represent a character with a "venom" like symbiot who could stick it in a lock and make the proper key with it. Other than that, always done it the right way.
    And that's Lord Roy the Ruthless to you!

    "steady men, here come those leaping skeletons of doom!"

  4. #4
    Join Date
    Sep 2003
    Location
    California, USA
    Posts
    6,113
    Rep Power
    41047

    Re: Special Powers in Power Frameworks

    I must admit to breaking this one occaisionally. It is usually with pretty Limited versions of the Powers, though. High End Cost for the defenses, for example. I'll break it quite frequently for spells in a fantasy setting, where I use VPPs most of the time. I sometimes even make a spell out of a Multipower, which I then put into the VPP. Like I said, though: highly Limited, and often under pretty tight GM control.

  5. #5
    Join Date
    Jun 2005
    Location
    Fairfax VA
    Age
    25
    Posts
    331
    Rep Power
    30

    Re: Special Powers in Power Frameworks

    Quote Originally Posted by Roy_The_Ruthles
    I once put a skill in my VPP (lockpicking) to represent a character with a "venom" like symbiot who could stick it in a lock and make the proper key with it. Other than that, always done it the right way.
    I remember that, stupid being shakled to the wall the first big fight of our campaign...grumble.

    Zekari is a sad sad dragon, look all the orksies go crunch without her.

    I've worked a lot with multipowers, but haven't put any of those things in them. Like for Zekari, my ligtning dragon. She has two. Her electrical powers (lightning bolt, damageshield, etc), and her dragonic attacks (you know teeth claws and what not).

    You might be able to swing a defenses multipower or power framework...
    I wouldn't suggest a multipower though, else they wont all be active at the same time. That's te other problem with frameworks.
    A: "Wait, he was hiding in the OVEN?! The Oven? He ninjaed his way out fo the Oven, flew across the room and killed me...Well I'll be damned."
    B: "If only I had needed to make cookies and preheated...then you'd still be alive."
    C: "And we'd be eating ninja!"

    Tasty toasty oven roasty ninja bread, try it now at your local dorm room kitchen. Now in new Spoon Assasin Comemorative Plastic Bags! Perfect for smothering your GM out of spite and revenge, oh wait, I ment honor!

  6. #6
    Join Date
    Apr 2004
    Location
    Clearwater, Florida USA
    Age
    42
    Posts
    5,752
    Blog Entries
    1
    Rep Power
    224972

    Re: Special Powers in Power Frameworks

    The only time I've ever stretched this particular rule is when building speedster powers.

    5u 1) Quickness I: Danger Sense (immediate vicinity, out of combat, Function as a Sense); Costs Endurance (Only Costs END to Activate; -1/4) 15- plus +3 Overall; Costs Endurance (Only Costs END to Activate; -1/4)

    Alone, this is a pretty powerfull combination for a 60 active point Multipower but it is best measured against the other more traditional or direct combat slots (actual movement and attack/defense powers) that it's use otherwise denies. How many combat related levels I would allow to be bought this way would depend largely on how much damage potential the character has when using it.

    HM

  7. #7
    Join Date
    Mar 2005
    Location
    Kentucky
    Age
    38
    Posts
    2,626
    Blog Entries
    2
    Rep Power
    475450

    Re: Special Powers in Power Frameworks

    I break it for my Ultra-Boy type character. He has Enhanced Senses in an Ultra Slot. I could find a case for several of these, though some like END reserve I feel should never be in one.

  8. #8
    Join Date
    Sep 2003
    Location
    Chicago, IL
    Age
    33
    Posts
    2,897
    Rep Power
    152598

    Re: Special Powers in Power Frameworks

    From memory, I've put Duplication, various Enhanced Senses, Extra Limbs, Flash Defense, Knockback Resistance, and Skills in Power Frameworks beore.

    Several of them were things that my Metamorph could grow with his vast shapechanging skill. And I often see skills and enhanced senses put in power frameworks for gadgeteer type characters.

    It's kind of odd that you can't put Mental, Power or Flash defense in a power framework, but you CAN put a Persistant Force Field with any or all of those defenses in said framework...?

  9. #9
    Join Date
    Feb 2003
    Location
    New Zealand (Once known as Godzone)
    Age
    43
    Posts
    1,270
    Blog Entries
    1
    Rep Power
    17559

    Re: Special Powers in Power Frameworks

    Agreed.I also find it ludicrous that Enhanced Senses are not permitted in Power Frameworks,as Enhanced Senses are not Persistent.
    ~~~~~~~~~~~~~Tin Foil~~~~~~~~~~~~~
    Add tin foil to your sig to stop the Orbital Mind Control Lasers of:
    The Conspiracy to Eliminate All Cost Breaks!

  10. #10
    Join Date
    Sep 2003
    Location
    Greensboro, NC
    Posts
    3,404
    Blog Entries
    4
    Rep Power
    77398

    Re: Special Powers in Power Frameworks

    Quote Originally Posted by bblackmoor
    So, this has me wondering: how many people actually comply with this restriction when creating your own characters? For the people who act as the GM from time to time, do you ever point out this restriction to the other players, and if so, how often does it come up?
    We ignore it as a special restriction. *Everything* on a character requires GM permission. If the GM's OK with it, who cares? As a GM, I'd be much more likely to veto abusive but "legal" powers than I would reasonable, "illegal" ones.
    Zombies allow GMs to give players practice in outsmarting things. Start with mindless things like zombies - if the players succeed in outwitting them, start working your way up.


  11. #11
    Join Date
    Feb 2003
    Location
    El Paso, TX
    Age
    51
    Posts
    5,400
    Rep Power
    31466

    Re: Special Powers in Power Frameworks

    In general I think these Powers should probably not be placed in Frameworks. Contingent on the sfx of both the Power and the Framework, I might allow it on a case by case basis.
    The government forgets that George Orwell's 1984 was a warning and not a blueprint. - Chris Hunhe, Liberal Democrats, UK

    Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly, and applying the wrong remedies. - Groucho Marx

  12. #12
    Join Date
    Jul 2003
    Location
    Edmonton
    Age
    44
    Posts
    13,405
    Rep Power
    119316

    Re: Special Powers in Power Frameworks

    Quote Originally Posted by bblackmoor
    Namely, that you are not normally supposed to put Special Powers into Power Frameworks (Elemental Controls, Multipowers, and Power Pools): if you do, it requires GM permission.

    I think I am going to start enforcing this when I run: a character needs a good reason to have a Special Power in a Power Framework.
    Everything requires GM permission, so I interpret "only with GM permission" comments in the rules as meaning "We don't have space for a caution/stop sign, but this is something you should look at carefully". M<y enforcement is pretty consistent with my enforcement of all "flagged" abilities - [retty lenient overall.

    I do, however, expect a rationale for powers in frameworks to begin with.

    Quote Originally Posted by bblackmoor
    For your reference, here are the Special Powers:

    Duplication
    Endurance Reserve
    Extra Limbs
    Find Weakness
    Luck
    Skills
    These are pretty tough to support in a framework, although I can certainly think of exceptions for most.

    Quote Originally Posted by bblackmoor
    Enhanced Senses
    Flash Defense
    Knockback Resistance
    Lack Of Weakness
    Mental Defense
    Power Defense
    These are a little easier to support as part of a framework conceptually, in my view. I can see where defenses could get overpowered ("A light character? Reallocate my Defense Multipower to Flash Defense.") Then again, I can have a Multi of PD and ED, since Characteristics aren't on the Special Powers list (or did they get missed?). I could also have a Multi of extra PD or ED, or damage resistance. Mind you, I'd be interested to see the concept justifying it.

    Which is one reason I'm pretty lenient on the "special powers" (and no END powers in an EC). I'd rather assess each construct on its own merits. If I set a hard and fast "no specials in a framework", or even pressured these significantly more than other powers, I'd probably have to accept "They aren't special powers" as justifying anything else. I think that's one reason why most of us (including yourself, if I read you right, BB) don't ban these, but just look at them for "fit" with the framework, and might allow a Special Power to stay in while banning a power which isn't "special".

    Some odd notes:

    - Duplication on the list; Summon not. I can Summon loyal creatures very similar to myself, but not create duplicates.

    - Multiform not on the list - I can shift form into something wi9th any of these powers.

    - You touched on the Force Field for unusual defenses issue. Can you buy Flash DEF armor? A Multi of Force Fields (PD, ED, Flash Def, PowDef,Mental Defense, maybe LoW) would be about as abusive as a multi of the raw defenses, wouldn't it?

    As far as VPP goes, I like to see a detailed writeup (almost power by power) of what can and can't be done in a given VPP. This also assits in determining the level of any "restructed choices" limitation.

  13. #13
    Join Date
    Jun 2004
    Location
    the bottom of the bottle
    Posts
    2,311
    Rep Power
    0

    Re: Special Powers in Power Frameworks

    Quote Originally Posted by Southern Cross
    I also find it ludicrous that Enhanced Senses are not permitted in Power Frameworks...
    That's probably to prevent characters from a having a Multipower with every possible sense, which is clearly abusive, yet extremely attractive.

  14. #14
    Join Date
    Jun 2004
    Location
    the bottom of the bottle
    Posts
    2,311
    Rep Power
    0

    Re: Special Powers in Power Frameworks

    Quote Originally Posted by Trebuchet
    In general I think these Powers should probably not be placed in Frameworks. Contingent on the sfx of both the Power and the Framework, I might allow it on a case by case basis.
    That's essentially how I'm suggesting that my group run it.

  15. #15
    Join Date
    Feb 2003
    Location
    Denmark
    Posts
    4,598
    Rep Power
    303869

    Re: Special Powers in Power Frameworks

    Actually as a GM I've allowed many of these powers into frameworks, and also used a few of them in framorks for my own characters. As noted by several other people, my criteria is "does this fit?" and "Is it unbalancing for the game?". I do tend to be resonably strict about framworks, though preferring them to be restricted to a very well-defined rationale. I rather have a well thought out framework with severl GM's permission powers than cheesy frameworks with standard powers simply defined by a very loosely-attached special effects.

    cheers, Mark

+ Reply to Thread

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Similar Threads

  1. Project XIII: images from my campaign
    By etherio in forum Champions
    Replies: 535
    Last Post: May 31st, '10, 01:15 PM
  2. New Power: Adjustment Reserve
    By schir1964 in forum HERO System Discussion
    Replies: 113
    Last Post: Jul 27th, '05, 04:01 PM
  3. Fantasy Campaign Guidlines: Please comment (stupidly long)
    By The Hyborian in forum Fantasy Hero
    Replies: 11
    Last Post: Feb 15th, '05, 09:15 PM
  4. Jet City Champions Campaign Log
    By jackalope in forum Champions
    Replies: 89
    Last Post: Dec 13th, '04, 08:55 AM
  5. Redefining Power Frameworks
    By zornwil in forum HERO System Discussion
    Replies: 68
    Last Post: Jul 12th, '04, 11:17 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts