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Mutant Powers.

Posted by The GuardianFor group 0
The Guardian
GM, 30 posts
Sun 4 Dec 2011
at 06:17
  • msg #1

Mutant Powers

Here is a place to post mutant powers and to discuss them.
Element Zero
player, 6 posts
HP 13/13 - PP 69/69
+1 Hit / +1 Dmg
Mon 5 Dec 2011
at 08:24
  • msg #2

Re: Mutant Powers

Working out Element Zero's Mutant Power in a game right now.

E-Z can 'Dimension Travel' as a power, and I thought ... what if he travelled somewhere strange, and could (temporarily) bring that power back to this dimension?

This opened up a challenging creation that GM & I are figuring out.

I came up with a bunch of dimensions & possible associated powers, and then suggested he have "Adaptation" as a defense so he could go to really dangerous Dimensions without immediately dying.

GM came back with 'Magic Spells' version of power, saying maybe the character gets more and more abilities over time.  While I kinda liked this interpretation (and it's a lot easier), it didn't have the 'random element' aspect which I saw a dimension-hopping hero potentially having.

We are still working this out (and the GM is on this forum, too).   :D
Star Master
player, 3 posts
Thu 8 Dec 2011
at 21:24
  • msg #3

Re: Mutant Powers

You could make the 'mutant power' somewhat random, itself. Each time you jump to a dimension, you roll on one of the power charts to see what advantages you get. If you find one with great utility, you mentally mark the location and can retrieve that power set at will (it becomes a 'spell'). But the only way to find a new location to memorize is to use the power in game, because until stressed by actual conflict you can't know the full potential of the 'elements' you have obtained.
Element Zero
player, 7 posts
HP 13/13 - PP 69/69
+1 Hit / +1 Dmg
Sun 11 Dec 2011
at 01:41
  • msg #4

Re: Mutant Powers

I like this!!!
The Guardian
GM, 35 posts
Sun 11 Dec 2011
at 02:40
  • msg #5

Re: Mutant Powers

If the mutation gave both essentially magical spells and adaption it would already be giving two of the best powers in the game as the result of one mutation.

I would think it would require an invention point and a invention roll like magic spell to "memorize" ther location.

If you combined that with adaption only working in alternate dimensions then I think it would have some balance.

Even then it is access to powers at one IP each. That is pretty asesome even if your character only gets 1 IP per level.
Element Zero
player, 8 posts
HP 13/13 - PP 69/69
+1 Hit / +1 Dmg
Mon 12 Dec 2011
at 08:15
  • msg #6

Re: Mutant Powers

I pitched that power presented, but the GM was happier with the idea I'd come up with previously (namely roll a d20 & consult the 'Dimension Chart' I made (1 = Crit Success, 18 various dimensions & possible corresponding powers, and a 20 = 'Crit Fail') and then the GM or I can figure out a fitting power.  The power lasts 1 day.)

We added:  If Element Zero returns to that dimension, he won't pick up the 'power aspect' again.  It's only a 1-shot to each dimension, thus requiring visiting more random dimensions.)

I'm pretty happy with that.

(His other powers are:
Height Str B, Dimensional Travel - Device, Regeneration, Revivification,
so this Mutant Power really can make this character more 'interesting', IMO.)
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