Morpheus Unbound | House Rules
Guidelines for Training and Inventing Points in Revised
Villains & Vigilantes
Training and Inventing
Points
can be used for any of the following:
- Gain
or lose weight
- +1
“to hit” with one attack
- +1
damage with one attack
- Reduce
the PR cost of one type of use of one power by 1 point. For example, the
cost to take control of an object with Magnetic Powers could be reduced from
PR=5 to PR=4, but the cost of a Magnetic Blast remains PR=5.
- +1
to any Characteristic
- Power
stunt (new use of an old power)
- Permanently
increase the range of one natural power by 25%
- Learn
martial arts training so foes are -2 “to hit” the character while she is
conscious and mobile. (A lesser version of Heightened Defense, inspired by the
Intercrime Assassins.)
- Train
an animal - teach an old dog new tricks
- Permanently
add “+1d10” to Initiative rolls. This is literally +1d10 and not a
one-time fixed value. For example, “Initiative = Agility +2d10, roll
each turn.”
Training
can be used for:
- If
a character trains in Inventing, she is able to add a number of
Inventing Points equal to 1/10th of her Inventing Percentage. Thus, a person
with an average Intelligence of 10 (and thus an Inventing Percentage of 30%)
gains 3 Inventing Points after training in Inventing for one level. A
brilliant scientist who has an Intelligence of 30 (and whose Inventing
Percentage is 90%) gains 9 additional Inventing Points when he trains in
Inventing for one level. (Source:
Doug Taylor)
- Education
- gain a new background
- Permanently
add +3 Hit Points (like a Body Power)
- Permanently
add +5 Power Points (like a Body Power)
Inventing
Points
can be used for creating devices. Devices created with inventing points
can provide any of the following, as long as the character still has access to
the device. If the character wants to improve or modify an existing
device, the new invention could be a modification of that device, or could be a
new piece of equipment that works with the device (e.g. a “power amplifier that
attaches to the barrel of my Power Blast device, but because it’s separate, I
could move it to my Disintegration Ray wristband.”).
- Increase
the range of a power (natural or device-based) by 50%
- +2
“to hit” with one attack
- +2
damage with one attack
- Duplicate
any existing power at one-quarter to one-third efficacy. Since V&V
is predicated on geometric progression, this usually means three or two die
steps smaller. For example, one-third of a Power Blast is 1d12, because
that is two die steps below 1d20 (aka 2d10).
- Duplicate
a Heightened Characteristic power at one-quarter to one-third efficacy.
As noted above, this means 1d12 or 2d8 for a Heightened Characteristic B
ability. As a general rule, I might allow players to roll 3d4 or45d4,
respectively, because those generate more satisfying results for the cost and
hassle of one or more Inventing Points (statistically speaking, a character
with an Int of 12 will burn 3 IP, on average, per invention). If a
character already has one or more Heightened Characteristic powers, I usually
let the invention stack, but restrict it to 1d12 and cap the final result at
8, in any case. This helps limit abuse without making players feel too
arbitrarily restricted (“I have Heightened Strength B twice, now I’m going to
burn a lot of IP on power armor with battle computer to give me more Strength
and Heightened Expertise and Natural Weaponry…”).
- Devices
that cannot be taken away from the character, e.g. secretly hidden brain
implants, can be developed with Inventing Points, but the benefits are
restricted. Because they are not really devices, the benefits are
limited to what can be gained through Training (e.g. +1
Intelligence).
- Permanently
increase the Hit Points of a Pet, Animated Servant or similar by +3 (like a
Body Power)
Copyright © 2011 by Morpheus Unbound. All rights
reserved.
Last updated 27
February 2011 by Patric L. Rogers.
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comments and suggestions to
morpheus_unbound@patric.net.
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