Call it narrative imperative. Call it hidden power. Call it wellsprings of potential. Call it what you will, but acknowledge that quite a few heroes have it. The Clutch. The burst of strength which only comes rarely, in despiration.
When a character is reduced to only one white stone (or less) of health remaining, they release the Clutch. Which translates to gaining the twice the Modifier # in stones in a single massive rush.
In addition, the character may also have certain 'trigger' events. Codes of ethics, megalomanical complexes, family and friends. For +1 to the Cost Level of the Clutch, the character may specify that upon exposure to the trigger, no more than once per Issue, they throw the Clutch, gaining the Modifier # (NOT twice the number) in bonus stones.
Cost: Modifier # + 3 levels (+1 per Trigger)
Or, as a modifier to another power- may only be used while in Clutch Mode (-2 to Cost). Which is highly appropriate for, say, a newly manifesting Mutant.
Written mostly cause I don't like death spirals in comics. Heroes have this tendency of discovering wellsprings of power they never knew existed and stuff- they win after getting the stuffing knocked out of them.
Methinks you haven't picked up the X-Men book yet. there are at least 3 things that can do this sort of thing already.
2) Luck (with various modifiers, including the new "backfire")
3) Limited Phoenix Force/Power Cosmic
Now #1 is almost exactly what you are suggesting... but taken to the extreme. It is a power that costs AR +13. But it allows you to manifest ANY power or ANY ability when needed... as long as you are directly saving a life (including your own).
Taking this as the model you could buy MANY powers with this as a standard trigger. So I like your Clutch idea. But the cost you may want to adjust after seeng a bit of whats in the new book.
Another option is the new Overstrain. For a +1 level modifier to cost you can add your rank in free stones to an action for one big push. This leaves you unable to use the power for WEEKS afterward, but really does simulate the big push you are looking at.
I think your Clutch should be closer to a +7 or so. It would be a limited form of Power Cosmic (do anything) and REQUIRE an overstrain to use it (those stones gotta come from somewhere). Why REQUIRE the overstrain? Because if not this power gets used on a weekly basis. That is too much. Cosmic is normally a +13 cost power... but we are dropping 6 to consider the Overstrain, limit it to pre-existant abilities or powers, and make it uncontrolled.
Just my take, as I am not a fan of giving players to big of a 'get out of jail free' in my campaigns.
Last Edit: Jun 8, 2003 1:28:32 GMT -5 by i3ullseye
The heros usally win in comics. Usally after getting beat the hell up, without seeming to have done like injury to the Big Bad. And that's when they win- a situation that just couldn't happen in the current Marvelly system. They wouldn't have the Stones left to do damage if they couldn't while they were at full health.
Not everyone, of course. That's why this is a modifier rather than general house rule.
And, given that it's a, y'know, purchased modifier and everything, why shouldn't it start getting used on a weekly basis? If a character is constantly Clutching, it means they are constantly getting thrown into Very Bad Situations- furthermore, they've paid for the privlege of being more effective then.
Also, consider the cost you'd like. Luck only costs Modifier # + 6, and can effectively add or subtract a stone from every Panel. Clutching is a one shot boost- useful for that come-from-behind umph, but not so persistantly.
I like those moments too. But I usually beat the players to a bloody pulp, and then I offer some nice gleam of hope and if they take it (or another equally valid and creative alternative) I am very generous with the bonus modifiers. Again, I just don't like the idea of giving them as points that the players cand ecide to use and force the system.... I prefer to excessively reward their creativity rather than let them have a numerical value they can realy on.
If they dive into a warehouse full of Ninjas to save the girl, I don't want them to do it because they know they have 3 or 4 miracles in their pocket.