I posted this early in the thread, but have made a few changes and added some examples.
I think this system has the advantage of keeping almost complete backward compatibility with the current system, while adding flexibility.
I don't think all three frameworks should be combined, but I think Multipowers and Variable Power Pools should be replaced with a more flexible Power Pool concept.
Currently Multipower is a pool of Active points, allocated via slots. VPP is a pool of real points, allocated via control cost. What I am proposing is to allow either (or both) types of allocation to either type of pool.
The following has parts heavily cribbed from various ideas I have seen on these boards. This is a rough draft. I'm not really happy with the term Pool Control that I use, but it was all I could think of at the moment.
Power Pools
A power pool gives you a pool of points that you can distribute between various powers. A pool can be either an Active Point Pool (APP) or a Real Point Pool (RPP). There are plusses and minuses to each type.
Active Point Pool (APP): An APP has a base cost of 1 character point per 1 Active Point in the pool. The total of Active Points of powers allocated in the pool can never exceed the base pool cost. Limitations may be put on the pool cost to lower its Real Point cost. Only limitations which affect every power in the pool may be taken on the pool.
Real Point Pool (RPP): An RPP has a cost of 1 character point per 1 Real Point in the pool. The total Real Points of powers allocated in the pool can never exceed the pool cost. No limitations can be taken on the pool cost.
Allocating Points
For either kind of pool, the points are allocated via slots and/or a pool control.
Slots- A slot is a specific power that can be used from the pool. A slot may be activated as a zero-phase action. To find the cost of a slot, determine what the Real Cost of the power would be if purchased outside the pool. This includes any limitations which affect switching slots, such as extra time to switch slots, or limited situations in which slots can be switched. Divide this number by 10 (for a fixed slot) or 5 (for a flexible slot).
Fixed Slots: A fixed slot must be allocated (but not necessarily used) at full power. So a fixed slot with a 10d6 Energy Blast with no modifiers would use up fifty points from the pool, even if only used as an 8d6 Energy Blast.
Flexible Slots: A flexible slot can be allocated with any number of points up to the maximum it was purchased for. So the above 10d6 Energy Blast would only use 40 points of the pool if it was only being used at 8d6.
Pool Control- A pool control allows a character to allocate points toward any power that fits the special effect of the pool. The base time to allocate points to a power with a pool control is one turn. If a character has a Power skill for the pool, he may make a skill roll to allocate points as a full phase action. This skill roll is at -1 per 10 active points in the power.
The base cost of the pool control is one half of the largest number of Active Points the character can allocate to a single power in the pool. In other words, the most Active Points that can be allocated to a single power within a pool control is twice the base cost of the Pool Control. GMs may want to limit a Pool Control to half the pool cost, when used with an RPP.
Pool Control Advantages:
For a +1/2 advantage on the Pool Control, points can be allocated as a half-phase action.
For a +1 advantage on the Pool Control, points can be allocated as a zero-phase action.
For a +1 advantage on the Pool Control, no skill roll is necessary to allocate points in combat.
Pool Control Limitations:
Any limitation that will be applied to every power in the pool may also be taken on the Pool Control.
Further, the following limitation may apply.
(See list of VPP limitations from 5ER)
_______________
This has the advantage of being (mostly) backwards compatible. A Multipower is just an APP with slots and no Pool Control, and a Variable Power Pools is an RPP with Pool Controls and no slots.
Examples:
Eric the Eldritch has the Amulet of Egon, which gives him magical powers. When he first starts his career, he has the following framework.
53 Eldritch Energies: 80pt APP; OIF (Amulet of Egon; -1/2)
8 m Eldritch Blast : 12d6 Energy Blast (60ap)
8 m Eldritch Flight : 20" Flight; Reduced Endurance (+1/2) (60ap)
6 m Eldritch Shield : Forcefield (15 PD/ED/Power Def) (45ap)
This construct acts like a regular Multipower. Eric can allocate the 80 active points of the pool among the three powers as he chooses.
As he becomes more skilled with the amulet, rather than adding additional normal slots, eric adds a pool control. The result looks like:
53 Eldritch Energies: 80pt APP; OIF (Amulet of Egon; -1/2)
8 m Eldritch Blast : 12d6 Energy Blast (60ap)
8 m Eldritch Flight : 20" Flight; Reduced Endurance (+1/2) (60ap)
6 m Eldritch Shield : Forcefield (15 PD/ED/Power Def) (45ap)
10 Cantrips Pool Control for 20ap powers; Can Be allocated as half-phase action (+1/2)
This construct acts like a regular multipower, except that Eric can allocate up to 20 Active points of the pool to any magical power he chooses by making an appropriate power skill roll and using a half-phase action.
____
Prestidigitator can pull ectoplasm from the air to form almost anything he can imagine. If he stops concentrating on a given item, it quickly dissipates. His player buys an RPP to represent this.
60 Ectoplasm : 60pt RPP
30 Ectoplasmic Control: Pool Control for 60ap Powers
This acts just like a VPP under current rules. He can any combination of powers so long as the total real points of the powers totals to 60 or less, and each power has 60 or fewer active points. To change powers in combat, he has to use a full phase and make a successful skill roll.
After being surprised one too many times with no offense or defense ready, he buys two dedicated slots:
60 Ectoplasm : 60pt RPP
24 Ectoplasmic Control: Pool Control for 60ap Powers; Physical Manifestation (All powers; -1/4)
6 u Ectoplasmic Sword : 3d6 RKA; Restrainable (-1/2), No Range (-1/2) (45ap/22rp)
3 u Ectoplasmic Mail : Armor (10pd,10ed); Physical Manifestation (-1/4), Activate (15-, -1/4) (30ap/20rp)
Now he can manifest his sword and armor as a zero-phase action. He still has to use a full turn and make a successful skill roll to manifest anything else.
Bookmarks