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Concerning a not-that-cosmic VPP


Whitewings

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This is for a character like, say, a slightly inept sorceror, or a Green Lantern in training. They can do almost anything with a VPP, but if the skill roll to change the pool fails, the pool still changes, and something still happens, just not what was intended. Clearly this is some sort of limit on the control cost, but how much, and how would you summarize it on a character sheet?

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Re: Concerning a not-that-cosmic VPP

 

In our games, we've long ruled that "Uncontrollable" is equally limiting to "Doesn't Work." So for example, "Uncontrollable Underwater" would get the same Limitation as "Doesn't Work Underwater."

 

If you adopt that outlook, and consider that the default effect of a failed Required Roll is "Doesn't Work," then you could decide that the default effect could be made "Uncontrollable" for no change in value. :)

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Re: Concerning a not-that-cosmic VPP

 

Probably the best way would be for the player to have a randomizing chart, and to do the relevant calculations, except when the GM specifically wanted something different to happen.

 

Could be as simple as:

1) Same effect, random target

2) Same effect, reverse target (hits teammate if aimed at foe, for example).

3) Reverse effect, same target

4) Reverse effect, random target

5) Sound and fury, accomplishing nothing.

6) Big shockwave of energy.

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