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Variable Power Pools in M&M?
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<blockquote data-quote="Michael Tree" data-source="post: 2468511" data-attributes="member: 1455"><p>Here`s a preview of the Magic power from 2nd edition. Itś not exactly a VPP, but it has the same basic function. And bear in mind that this power is relatively cheap, so the character could have this and a few other powers besides. Alternate Power feats are feats you buy that let you substitute another power without having to spend a hero point.</p><p></p><p><strong>MAGIC</strong></p><p><strong>Effect:</strong> General</p><p><strong>Action:</strong> Standard</p><p><strong>Range:</strong> Ranged</p><p><strong>Duration:</strong> Instant</p><p><strong>Cost:</strong> 2 points per rank</p><p></p><p>You are a sorcerer, witch, or wizard, able to cast a variety of magical spells. Choose one of the power feats below or any other power with a total cost of (power rank x 2) points as the default power your Magic grants you. You can acquire others as Alternate Power feats. All powers obtained using Magic have the magic descriptor. So a magical flame blast is both fire and magical in nature.</p><p></p><p>Characters with Magic often have a Power Loss drawback (see Drawbacks): if they are unable to freely speak and gesture to cast spells, they cannot use Magic (or any related magical powers reliant on spellcasting). This drawback, although common, is not required.</p><p></p><p><strong>Sample Power Feats (Spells)</strong></p><p></p><p><strong>• Fog of Forgetfulness:</strong> Swirling mists rise up around the target and blank out a particular memory if the target fails a Will saving throw (DC 10 + rank). Good magicians typically use this spell to protect innocents from truths too terrible or dangerous for them to know while evil magicians use it to cover their tracks.</p><p></p><p><strong>• Light of Truth:</strong> A beam of blazing light radiates from the magician’s outstretched hand, nullifying any Concealment, Illusion, or Obscure effects it touches (roll d20 + Magic rank vs. d20 + power rank).</p><p></p><p><strong>• Mystic Blast:</strong> A bolt of magical force strikes as a ranged attack, inflicting damage equal to your power rank.</p><p></p><p><strong>• Mystic Binding:</strong> Bands of magical energy entrap the target of this spell, like a Snare at your Magic power rank.</p><p></p><p><strong>• Mystic Passage:</strong> This spell teleports you across a distance, like Teleport at your Magic rank.</p><p></p><p><strong>• Alternate Powers:</strong> You can acquire virtually any other suitable power as an Alternate Power feat of Magic, although such powers are limited to a cost and rank no greater than your Magic power, as usual. Common Alternate Powers suitable for Magic spells include: Concealment, Dazzle, Element Control, ESP, Force Field, Healing, Illusion, Mind Control, Nullify, Obscure, Possession, Super-Movement (dimensional), and Telekinesis.</p><p></p><p></p><p><a href="http://www.mutantsandmasterminds.com/phpBB2/viewtopic.php?t=10450" target="_blank">http://www.mutantsandmasterminds.com/phpBB2/viewtopic.php?t=10450</a></p></blockquote><p></p>
[QUOTE="Michael Tree, post: 2468511, member: 1455"] Here`s a preview of the Magic power from 2nd edition. Itś not exactly a VPP, but it has the same basic function. And bear in mind that this power is relatively cheap, so the character could have this and a few other powers besides. Alternate Power feats are feats you buy that let you substitute another power without having to spend a hero point. [b]MAGIC[/b] [b]Effect:[/b] General [b]Action:[/b] Standard [b]Range:[/b] Ranged [b]Duration:[/b] Instant [b]Cost:[/b] 2 points per rank You are a sorcerer, witch, or wizard, able to cast a variety of magical spells. Choose one of the power feats below or any other power with a total cost of (power rank x 2) points as the default power your Magic grants you. You can acquire others as Alternate Power feats. All powers obtained using Magic have the magic descriptor. So a magical flame blast is both fire and magical in nature. Characters with Magic often have a Power Loss drawback (see Drawbacks): if they are unable to freely speak and gesture to cast spells, they cannot use Magic (or any related magical powers reliant on spellcasting). This drawback, although common, is not required. [b]Sample Power Feats (Spells)[/b] [b]• Fog of Forgetfulness:[/b] Swirling mists rise up around the target and blank out a particular memory if the target fails a Will saving throw (DC 10 + rank). Good magicians typically use this spell to protect innocents from truths too terrible or dangerous for them to know while evil magicians use it to cover their tracks. [b]• Light of Truth:[/b] A beam of blazing light radiates from the magician’s outstretched hand, nullifying any Concealment, Illusion, or Obscure effects it touches (roll d20 + Magic rank vs. d20 + power rank). [b]• Mystic Blast:[/b] A bolt of magical force strikes as a ranged attack, inflicting damage equal to your power rank. [b]• Mystic Binding:[/b] Bands of magical energy entrap the target of this spell, like a Snare at your Magic power rank. [b]• Mystic Passage:[/b] This spell teleports you across a distance, like Teleport at your Magic rank. [b]• Alternate Powers:[/b] You can acquire virtually any other suitable power as an Alternate Power feat of Magic, although such powers are limited to a cost and rank no greater than your Magic power, as usual. Common Alternate Powers suitable for Magic spells include: Concealment, Dazzle, Element Control, ESP, Force Field, Healing, Illusion, Mind Control, Nullify, Obscure, Possession, Super-Movement (dimensional), and Telekinesis. [url]http://www.mutantsandmasterminds.com/phpBB2/viewtopic.php?t=10450[/url] [/QUOTE]
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