Re: VPPs -- what's the logic?
Whoops, er, hit the "post" button there by accident. I had gotten as har as writing:
Thanks for the responses guys.
My reasoning was going something like the following (I don't have the book with me, so if I screw up the exact advantage modifiers, bear with me... the general point will still hold.
Allow me to prevent you with ... Exxon Valdez Man, Despoiler of the Waters! SFX are water and toxic waste. (sorry, this just popped into mind.) He can do a bunch of stuff involving his SFX.
Now, we can build him with an MP:
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And I continue:
Now, we can build him with an MP:
60 Multipower -- Master of Sludge
12m Sludge Blast: 12d6 EB
12m Field o'Sludge: 30 PD 30 ED Force Field
12m Friend of All Things Putrid: Summon 300-pt. Sludge Monster
12m Swims Like an Oil Tanker: +60" Swimming
12m Toxo-Bomb: 8d6 EB Explosion
120 = Total Cost
Or, alternatively, we build him as having a VPP, 60 points Active Cost, 30 points Control Cost, doesn't require a skill roll (+1/2), no extra time to change powers (+1/2). Total Cost for VP: 120 points.
So, for the same cost as the Multipower, Exxon Valdez Man can have all of the slots in the Multipower, plus he can have Teleport (only into and from areas of toxic waste), Extra-Dimensional T-Port (to the Dimension of Toxic Filth), 30" Flight (riding upon a pillar of sludge), 12d6 Flash (hunk of sludge thrown in eyes) and so on and so forth. In fact he has every power in the book at 60 AP worth, as long as it can be tailored so as to follow his SFX, for the same cost as buying a mere five MP slots. This is not right.