Given the thread over Elemental Controls, which remain in some ways even more controvertial than VPPs, I decided to try to come up with a less controvertial alternative to them. I ignore the concept of thematic unity, since no one can agree on that anyway and just went for rule mechanics instead:
Power Group (warning sign)
A Power Group (PG) is a group of powers, considered to be linked together in some fashion or sharing some common element. In return for a discount on all powers in the PG, all powers in the PG are affected when a single power is affected by an Adjustment Power.
A Power Group has a Power Group Base . The base is a pool of points that may be used to discount powers. The base must be 1/5 the size of the largest size power. Only 1/5 of the points of any power in the PG may be paid for by the base. If 1/'5 of a power falls short of the base, the rest of the base's points are wasted. A PG may never exceed 1/5 of the AP cap in the game, period.
Almost any power or characteristic may be put into a Power Group. Primary Characterstics so discounted may not be used to add to the bonus of Figured Characterstics. If the GM so allows, the base of a Multipower or Variable Power Pool may also be put into a Power Group. The slot costs and control costs are not discounted. The GM should remind the player that placing a power framework in a Power Group makes the player more vulnerable to Adjustment powers and that enemies, Hunteds in particular, will be taking advantage of that. Skills may be placed in a Power Group only with explicit GM permission.
GMs should be very careful of any player with an Aid or Transfer that can affect the Power Group, as well as Healing or Regeneration for the Power Group. Likewise if teammates have these Adjustment powers, the GM should pay close attention as to the extent the player will be boosted and any power caps in the game.
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Design notes: I eased up the 1:1 benefit so I could widen the number of powers put into it. I chose 1:5 because it approximates a -1/4 disad on the whole. Sticking the base of a Multipower or VPP as well as characteristics into the PG is somewhat munchkinesque, but during the character design period the GM should simply come up with a Drain or Suppress power within the AP limits of the game and demonstrate it on the character and ask the player if they can deal with someone that crippled during a fight.
Starting characters can and probably will stick a lot if not all of their powers in a single PG. That's sort of cheesy but not really if they're willing to accept the consequences. A starting Defender might well have linked all of his systems in his power armor together for efficiency. As time goes on he'll decouple these systems so a failure in one place isn't going to affect other systems. Sapphire or Witchcraft which have Power Group: Mutant Physiology and Power Group: Magical Gift are going to have a harder time justifying decoupling their PGs, and may simply not do so.


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