Post by wayne on Sept 23, 2003 15:42:12 GMT -5
I strongly suspect someone's come up with something like this before, but I'll give it a try. I'm basing it loosely on Good Luck/Bad Luck, as well as Phoenix Force.
ENERGY TAP
Cost = Action Number + 8
Description
This gives a character his Action Number in free stones each panel. The source is any virtually-unlimited energy store that the character is able to tap; extradimensional energy, an energy generator back at his base, zero-point energy, etc. It's up to you to decide how the character gets his energy. For smaller values, it may even just be that the character has such endurance that he can always push himself a little further.
These stones can be allocated among any of the character's physical Actions, but you still cannot allocate more stones into an Action than that Action allows (including any Ability bonuses.) You can choose to not use some stones in any panel, but you cannot save them for later. Stones cannot be allocated to Telepathy or Telekinesis.
Options
Comments
This gives you more than a power like Good Luck, but you pay for the extra benefits. You also must allocate the stones along with those from your Energy Reserve; you can't wait to see if you need them or not. However, many players will probably just like the idea that they'll always have a few stones available to use.
Rule for Modifier Box:
Example
Flare is a mutant who has discovered he has interdimensional access to a fraction of the sun's energy. Specificially, he has Energy Tap at level 5. He also has Mastery of Sunlight at level 6 (including a Solar Blast) and Concentration at level 3.
He's been in a fight, and only has 3 stones in his Energy Reserve to allocate. He wants to fire one last Solar Blast at his attacker, who is also wounded and ready to drop. Flare puts his 3 stones into his Solar Blast, and can put up to 3 more (the Action Number is only 6) from his Energy Tap into it as well. Note that even though his Concentration is at level 3, he can't put his remaining 2 Energy Tap stones into Concentration to boost the blast further, since it's a mental action. (Had he planned it better however, he *could* have put all 5 stones from his Energy Tap into his Solar Blast, and his 3 Reserve stones into Concentration, for a total of 8.)
ENERGY TAP
Cost = Action Number + 8
Description
This gives a character his Action Number in free stones each panel. The source is any virtually-unlimited energy store that the character is able to tap; extradimensional energy, an energy generator back at his base, zero-point energy, etc. It's up to you to decide how the character gets his energy. For smaller values, it may even just be that the character has such endurance that he can always push himself a little further.
These stones can be allocated among any of the character's physical Actions, but you still cannot allocate more stones into an Action than that Action allows (including any Ability bonuses.) You can choose to not use some stones in any panel, but you cannot save them for later. Stones cannot be allocated to Telepathy or Telekinesis.
Options
- +1 to Cost Level to be able to allocate tapped energy toward Strength (lifting, etc.) and/or Speed (running faster, etc.) as desired.
- +1 to Cost Level to be able to allocate stones above the Action Number of power-based Actions (Force Blast, Masteries, etc.)
Comments
This gives you more than a power like Good Luck, but you pay for the extra benefits. You also must allocate the stones along with those from your Energy Reserve; you can't wait to see if you need them or not. However, many players will probably just like the idea that they'll always have a few stones available to use.
Rule for Modifier Box:
- Energy Tap: (+X) free stones per panel; apply to physical Actions
Example
Flare is a mutant who has discovered he has interdimensional access to a fraction of the sun's energy. Specificially, he has Energy Tap at level 5. He also has Mastery of Sunlight at level 6 (including a Solar Blast) and Concentration at level 3.
He's been in a fight, and only has 3 stones in his Energy Reserve to allocate. He wants to fire one last Solar Blast at his attacker, who is also wounded and ready to drop. Flare puts his 3 stones into his Solar Blast, and can put up to 3 more (the Action Number is only 6) from his Energy Tap into it as well. Note that even though his Concentration is at level 3, he can't put his remaining 2 Energy Tap stones into Concentration to boost the blast further, since it's a mental action. (Had he planned it better however, he *could* have put all 5 stones from his Energy Tap into his Solar Blast, and his 3 Reserve stones into Concentration, for a total of 8.)