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Confused about power frameworks


Basic204

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Hey everyone. I'm trying to build a powerframe work with a handful of powers in it. 

 

the vpp power pool is 120 power points and 120 control points for a total of 180 points to buy.

 

I wanted to know lets say I teleport using  teleport that cost 100 points can I do a second attack with blast that only costs 20 ?

 

or even if a teleport using the whole 120 control points can I just wait till my next attack phase to do something different ?

 

This is what is looks like right now before I start changing things to make it work better any tips ?

 

I have never used this system to build a character before and learning. 

 

180 Spatial Manipulation Variable Power Pool, 120 base + 120 control cost

Spatial Blasts 1) Blast 24d6 Real Cost: 120

 

Spatial Slicing 2) Killing Attack - Ranged 3d6 (Alterable Origin Point) Real Cost: 50

 

Spatial Tuning 3) Change Environment (Alterable Origin Point, Alterable Size, Long-Lasting Permanent,

Varying Combat Effects), Area Of Effect (40 2m Areas; +1 ½) Real Cost: 90

 

Spatial Tuning 4) Severe Transform 3d6, Alterable Origin Point, Area Of Effect (1 2m Areas; +¼) Real

Cost: 62

 

Redirected Missles 5) Reflection (91 Active Points' worth), Alterable Origin Point, Any Target (+½) Real Cost:

100

 

Tear 6) Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight,

Variable Special Effects (Any SFX; +½); Gate (Gate; -½) Real Cost: 60

 

Aportation 7) Teleportation 5m, x4 Increased Mass, Ranged (+½), Usable As Attack (+1 ¼),

MegaScale (1m = 10,000 km; +2) Real Cost: 71

 

Teleportation 8) Teleportation 1m, No Relative Velocity, Position Shift, x2 Increased Mass, Usable As

Attack (+1 ¼), MegaScale (1m = 1 million km; +2 ½) Real Cost: 100

 

Spatial Sense 9) Clairsentience (Mental Group, Spatial Awareness, Combat Sense, Danger Sense And

Detect), Discriminatory, Increased Arc Of Perception (360 Degrees) Real Cost: 50

 

Fake Reflection 10) Sight Group Images, Alterable Origin Point Real Cost: 15

 

Spatial imprisonment 11) Entangle 8d6, 8 PD/8 ED Real Cost: 80

 

Deadly Aportation 12) Killing Attack - Ranged 8d6 (standard effect: 24 BODY, 48 STUN) Real Cost: 120

 

Teleport Boxing 13) Blast 4d6, Area Of Effect (1m Radius; +¼), Autofire (10 shots; +2) Real Cost: 65

 

Space Manipulation Area 14) Telekinesis (24 STR), Affects Porous, Alterable Origin Point, Alterable Size, Fine Manipulation, Area Of Effect (4 2m Areas; +½) Real Cost: 93

 

Space Manipulation 15) Telekinesis (60 STR), Affects Porous, Alterable Origin Point, Fine Manipulation Real

Cost: 115

 

Blink Teleport 16) +8 DCV, Inherent (+¼) (Modifiers affect Base Characteristic) Real Cost: 57

 

Reflex Teleport 17) Teleportation 1m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, Trigger

(Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to

reset; +¼), Reduced Endurance (½ END; +¼), Safe Blind Teleport (+¼), MegaScale (1m =

1,000 km; +1 ¾) Real Cost: 73

 

Aportion Point Defense 18) Deflection Real Cost: 20

 

Portal 19) Teleportation 1m, Position Shift, x8 Increased Mass, Usable By Other (+¼), Area Of

Effect (1m Radius; +¼), Constant (+½), MegaScale (1m = 1 million km; +2 ½); Gate (-½) Real

Cost: 63

 

Teleportation Sense 20) Clairsentience (Sight Group), Increased Arc Of Perception (360 Degrees), Targeting, MegaScale (1m = 1,000 km; +1 ¾); Only to Perceive Teleportation Locations (-1), Instant (-½)

Real Cost: 38

 

Spatial Targeting 21) +6 OCV (Modifiers affect Base Characteristic) Real Cost: 30

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You can use up to 120 Points during each of your characters Phases.

 

 You could use 100 points for teleportation, and 20 points for an attack.  

 

However, while you could continue to use those power at those levels over and over again, any change to the powers or even their points level means taking Time and/or making a Power skill roll to do so unless you play for certain advantages on the Control Costs.

 

No Skill Roll is a +1 Advantage

 

No Time is a +1 Advantage, and combining it with No Skill Roll makes the VPP a Cosmic VPP 

 

You could buy a Half Phase Advantage (+1/2) which could mean that you could change the powers in a Half Phase

 

Hope this helps.

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One more question. If I do a power like lets say I use the power 

 

Spatial Tuning 3) Change Environment (Alterable Origin Point, Alterable Size, Long-Lasting Permanent,

Varying Combat Effects), Area Of Effect (40 2m Areas; +1 ½) Real Cost: 90

 

to change an area 

 

then lets say next phase I want to use another power that costs 120 will the change on the environment stop ?

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the vpp power pool is 120 power points and 120 control points for a total of 180 points to buy.

 

 

You meant 60 control points.  :winkgrin: But the math worked out anyway.

 

 

Don't forget that the max points allowed at any time is Active points, no matter the limitations.

 

i.e.:

No power in your pool (including all advantages) can ever exceed 120 points, even if you apply a zillion limitations on the power to bring its cost down to 10 points.

However, if it only used up 10 points of your pool, you still have 110 points to buy other powers.

 

eg.

You could buy a 12D6 Energy Blast Area Effect (+1), 1 Charge (-2) - which is 120 Active points, but only uses 40 Real points of your Pool.

Then you could buy 60" of flight (120AP), but with a x10 End limit (-4) to bring its cost down to 24RP
 
You still have 56 points left, but you can't put any more into flight because it would exceed the 120AP limit of your pool.
 
 
 
Also, don't forget, there is no reason not to write your powers as the maximum.
 
Example, you can buy your Spatial imprisonment as Entangle 12d6, 12 PD/12 ED Real Cost: 120
 
There nothing that says that, when you want to use it, you have to switch to a full power version of it.
When you go to switch, and you want to allot only half your Pool points to it, you simply announce that you're putting 60 points into it instead of 120.
 
This isn't a Multipower, you're not stuck with what you define at character creation time.
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I love VPP's but it's really best to start with Multipower's first and understand their use inside and out before moving to VPP's.

 

  • The VPP framework should be reserved for concepts that can't be modeled in any other way. 
  • It is as important to define what cannot be done (limits of scope) with a VPP as what can be done with it.
  • It's also important to build as many of the VPP slots ahead of time as possible.
  • On a simple level, a VPP can be thought of as a Multipower with an infinite number of slots.
  • On a practical level, a well constructed VPP will operate like a Multipower with a finite number of slots that each have the Variable Advantage tacked on for free* (not really free, the cost is just hidden as part of the Control Cost).

 

Here are some starting versions of famous comic characters illustrating various ways to use a VPP:

**Warning** these are complex builds!

 

Superman

Flash

Batman

Green Lantern & his Ring

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Something else worth noting.

A VPP with Active and Real Points at or above the campaign maximum and NO limitation on scope of use is effectively the ability to Alter Reality.

 

Tru dat. A VPP is tantamount to having ALL powers in the book. And with one this size, you essentially have those powers at "Cosmic" levels.

 

It is enough Transform to turn a normal into a toad. And then a phase or so later enough PD to withstand an impact from orbital velocities. Then a phase or so later, the STR of The Hulk.

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For the most part, it looks like you are going for a teleportation special effect.  That's a limited enough scope that a VPP is really overkill to start out with.  A Multipower will be fine to begin with (save up XP to upgrade to a VPP later).

 

Here are a couple of 5e rules teleportation themed power suites I've posted in the past that might give you some inspiration:

Wormhole Stan

52 Does Whatever A Wormhole Can: Multipower, 105-point reserve, (105 Active Points); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Side Effects (-1/4)
5u 1) Basic Gate: Teleportation 10", Position Shift, x2 Increased Mass, x4 Noncombat, Usable By Other (+1/4), Costs END Only To Activate (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (105 Active Points) 10
4u 2) Defensive Redirect Gate: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Line Of Sight (+1/2), Area Of Effect Accurate (One Hex; +1/2), Indirect (Any origin, any direction; +3/4), Full Range (+1) (105 Active Points); Will Not Work Against Heavy Missiles (-1/4), Visible (-1/4)
4u 3) You Can See What I See: Clairsentience (Sight, Hearing, Radio And Smell/Taste Groups), Targeting, Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; +1/2) (105 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2) 4
5u 4) Offensive Redirect Gate: Indirect (Same origin, any direction; +1/2), Line Of Sight (+1/2) for up to 70 Active Points of Any Ranged Attack, Usable By Other (+1/4), Reduced Endurance (1/2 END; +1/4) (105 Active Points) 4
5u 5) Acme Gate: Stretching 7", Does Not Cross Intervening Space (+1/4), Usable By Other (+1/4), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (105 Active Points) 5
5u 6) Watch Where You're Going!: Teleportation 8", Position Shift, x2 Increased Mass, Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Area Of Effect (One Hex; +1/2), Indirect (Any origin, any direction; +3/4), Usable As Attack (+1) (104 Active Points) 5

re: The Gate Limitation
Was not an option in HDv3 but an additional (-1/2) Custom Limitation on slot 1) would only save "1" real point.

and

The Deliveryman

75 Deliveryman Powers: Multipower, 75-point reserve
7u 1) Same Day Pickup & Delivery: Teleportation 15", No Relative Velocity, Position Shift, x4 Increased Mass, x4 Noncombat, Safe Blind Teleport (+1/4) (75 Active Points) - END=7
7u 2) Next Day Ground: Teleportation 10", No Relative Velocity, x32 Noncombat, x4 Increased Mass, Safe Blind Teleport (+1/4) (75 Active Points) - END=7
7u 3) Next Day Air: Teleportation 5", No Relative Velocity, x4 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points) - END=7
7u 4) Special Pickup: Teleportation 10", Ranged (+1/2), Area Of Effect Accurate (One Hex; +1/2), Indirect (Any origin, any direction; +3/4), Usable As Attack (+1) (75 Active Points) - END=7
6u 5) Special Delivery: Killing Attack - Ranged 1d6, Variable Special Effects (Limited Group of SFX; Whatever the material that is teleported into target; +1/4), Area Of Effect Accurate (One Hex; +1/2), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4), No Normal Defense ([standard]; +1), Does BODY (+1) (75 Active Points); No Knockback (-1/4) - END=7
6u 6) We'll Box It For You: Entangle 6d6, 6 DEF, Indirect (Same origin, always fired away from attacker; +1/4) (75 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Based on material used to create Entangle; -1/4) - END=7
7u 7) Let's Open That Package: Dispel 5d6, Variable Special Effects (Limited Group of SFX; Any focus or physical manifestation based ability; +1/4), Area Of Effect Accurate (One Hex; +1/2), Cumulative (+1/2), Indirect (Any origin, any direction; +3/4), all [special effect] powers simultaneously (+2) (75 Active Points) - END=7
7u 8) I'm Sorry, We Lost Your Package: Naked Advantage: Indirect (Any origin, any direction; +3/4) for up to 40 Active Points, Ranged (+1/2), Usable As Attack (+1) (75 Active Points) - END=7
7u 9) Let's See If We Have That In Stock: Clairsentience (Sight Group), x64 Range (14,400"), Analyze, Discriminatory, Targeting, Tracking (75 Active Points) - END=7

25 Tracking Labels: Teleportation: Floating Fixed Location (5 Locations)

Re: The Deliveryman
The first 3 slots are personal movement only and the differences between them is primarily the distance traveled.
Slots 4 & 5 are combat oriented. The one with UAA can be used to 'grab' nearly anything or anyone. The RKA represents literally teleporting something into something or someone else. Both the UAA and the NND still need to have a defense described.
Slot 7 is good against focus based characters
Slot 8 would allow the character to redirect someone else's power (like a teammate) of up to 40 active points at range and at any direction he chooses.
Slot 9 would allow the character to find something. (He could assign a "Tracking Label" to later teleport it).

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If it's really important to you that the character be able to use 2 different abilities at the same time consider building the Multipower (or VPP) with a Reserve/Pool twice as large as the highest Active Point ability. (Example: 120 Reserve with 60 point slots or a 90 Reserve with 45 point slots)

 

See my original 5e Superman for an example of the later.

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Another piece of advice. 

 

Give unique names to the slots of your framework.  Don't just have them be the base Power Name as that's boring.

 

Think of it this way.  Everyone who has every played D&D knows what a Magic Missile or Fireball is.

 

In HERO/Champions you can build them in a variety of ways with the mechanics of Blast (Energy Blast pre 6e) or Ranged Killing Attack but they are memorable because of the names, not the mechanics.

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So if I entangle some one and it costs 80 then I use another power that is 120 points the next phase will the entangle still be in effect ? or will it go away ?

You're going to have to read the description of the individual Powers I think, to answer questions like that.

 

In the case of Entangle, for example, the Entangle will remain in effect.

 

If you Teleport yourself somewhere and then shift the points to another power, you are still where you Teleported to; you don't snap back because the points change.

 

If you damage someone with a damaging attack Power, the damage does not automatically heal because you shift points out of that Power. People and things you hurt stay hurt, or heal at whatever rate is normal for them.

 

On the other hand, the Images Power needs the points to stay put; if the points are withdrawn from that one, the Images vanish.

 

In the case of Change Environment, you have bought it as "Long Lasting, Permanent" so the environment you change will probably stay changed until something happens to change it again (how exactly ARE you changing it anyway? you don't say.)

 

Lucius Alexander

 

The palindromedary bought an indoor heated Variable Power Pool.

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