Power
Versatility in the Hero System and Fuzion by Don Jensen Fuzion System
conversion by Bruce
Harlick.
Editor's
Note These options,
like everything in Digital Hero, are
strictly optional rules. Please make sure your gamemaster wants to
use these variations before you use them in a game.
The Hero System has always been one of the most versatile systems
for character creation. Unfortunately, with a few notable
exceptions, the character’s "versatility" stops at character
creation. Once you have purchased a power such as Teleportation or
Force Field, and set its options, you are locked into those options
for a long time. Fortunately for us, the Hero System’s overall
flexibility allows us to correct this oversight.
There are some methods in Hero of giving your character
versatility after creation. The Power Modifiers Variable
Advantage and Variable Limitation allow the
character to choose how his power works each time he uses it. The
power framework Multipower allows the character to,
not only, choose from several powers but also to adjust the leve l
of power he is using in some cases. The Variable Power
Pool (VPP) framework allows the ultimate in
flexibility, by allowing the character to use almost any power in
the game, within the confines of his powers’ special effects.. All
these methods add versatility to a character.
With the exception of Variable Power Pool, the flexibility
allowed is generally limited to changing one aspect of a power. If
you buy a 10 PD/10 ED Force you could vary how much of the field you
use; i.e. you could use it as a 10/10 Force Field or a 4/4 Force
Field But the ratio must remain the same as the original power. You
couldn’t have a 15/5 or 6/3 Force Field for example. A power
advantage that allowed you to vary the way you allocated the points
in a power would add even more versatility to a character.
Therefore, I have created a new Power Advantage, Versatile,
to do this.
Variable Power Pool allows a character to build powers on
the fly. Scaleable is like a VPP for a single power, for this reason
I built the advantage based on VPP. The VPP control cost is a +1/2
advantage on the pool base. Advantages and limitations can only be
placed on the control cost; i.e. the +1/2 advantage. To arrive at a
net advantage value for the Scaleable advantage I applied the
modifiers of ‘No Skill Roll Required (+1)’, ‘Change as a 0 phase
action (+1)’, and ‘Only one power allowed (-2)’ to the +1/2
advantage of the control cost. The result of +1/2 is what I use for
the Scaleable value.
If you want to require a half phase action, using the above
process comes out as .5 * 2 (1+1) / 3 (1 +2) = .333333. Since Hero
doesn’t do well with a 1/3 advantage I decided to make it cost +1/4
instead.
Fuzion Notes: The VPP control
cost is a +2 Adder on the pool base. Adders and Limiters can only be
placed on the control cost; i.e. the +2 Adder. To arrive at a net
Adder value for the Versatile Adder I applied the modifiers
of ‘No Skill Roll Required (+4)’, ‘Change as a 0 phase action (+4)’,
and ‘Only one power allowed (-8)’ to the +2 Adder of the control
cost. The result of +2 is what I use for the Versatile Adder
value. (Editor’s Note: This is a little too cheap for this Adder
in Fuzion, so I am going to double the cost, to make it a +4 Adder
for a Zero Phase change, and a +2 Adder for a Half Phase
Change.)
Versatile This Power Advantage (or Adder)
allows the character to re-allocate how they spent the points in a
power. The only points that can be re-allocated are points spent on
the base power plus any advantages (Adders), limitations (Limiters),
or modifiers that are part of the power cost description. These
points are then spent to rebuild the power from scratch. Only
modifiers, advantages and limitations listed in the power
description can be purchased with these points. The resulting power
must be a legally constructed power and is subject to GM approval.
All modifiers, limitations, and advantages that are not part of the
powers description remain unchanged and affect the resulting power
normally.
For a +1/4 Advantage (+2 Adder) the character can re-allocate the
points in a power as a Half Phase action. It can be done anytime a
character has a Half Phase action to use. At a +1/2 Advantage (+4
Adder) the character can re-allocate a power as a zero phase action,
which can be done any time such actions are allowed.
Hero System Example: Adept
buys 30" Teleportation with a +1/4 Versatile advantage for 60 + 15
= 75pts. Later he needs to teleport himself and a fallen comrade
to safety. He takes a half phase action and changes his power to
be 25" (50 pts) Teleport with x2 Mass (+5pts) and x2 Distance
(+5pts) for a total of 50+5+5 = 60pts (not 75pts because the extra
15pts came from an advantage outside the power description). With
his remaining half phase he can do a half move (13") teleport with
his unconscious friend.
Fuzion Example: Adept buys
60 meters of Teleportation with a +1Versatile Adder for 12 + 2= 14
PPs.. Later he needs to teleport himself and a fallen comrade to
safety. He takes a half phase action and changes his power to be
50 meters (10 PPs) Teleport with x2 Mass (+1 PP) and x2 Distance
(+1 PP) for a total of 12 PPs (not 14 PPs because the extra 2 PPs
came from an Adder outside the power description). With his
remaining half phase he can do a half move (25 meters) Teleport
with his unconscious friend.
The Versatile Advantage only works on powers that have optional
components in their descriptions. Versatile would not, for instance,
work on Energy Blast because there are no variable components to it.
However, it would work on Force Field because the purchased defense
can be either PD or ED (KD or EKD). This advantage cannot be
applied to a power framework but may be applied to a slot inside a
power framework.
- Versatile (Hero System):
+1/4 allows the character to adjust the points in a power as a
half phase action. For +1/2 the character can adjust a power as a
zero phase action. Versatile does not increase the END cost of a
power.
- Versatile (Fuzion): A +2
Adder allows the character to adjust the points in a power as a
half phase action. For a +4 Adder the character can adjust a power
as a zero phase action.
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