<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=337604.msg16028046#msg16028046">Quote from: Kathyan on 10-11-2021, 19:35:36</a></div></div><blockquote class="bbc_standard_quote">Hey everyone.<br/><br/>So we all form part of a team which also includes NPCs. How do we got recruited?<br/><br/>About the plot, what do we know the ritual did? Did it grant super powers to people, did it just made things hornier? I read something mentioning a show and fights but I'm still clueless on the cult.<br/><br/>I am fine with TFc switching between female and futa, would be nice to have some futa x futa interactions.<br/><br/>And I still don't fully get Multipower and VPP, although since VPP is restricted for magical abilities I won't be using it.<br/><br/>Oh do we post sheets on the character thread?<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Futa x Futa is OK with me as long as both are full futa, both sets.  Sorceress-to-be-named-later's futa change allows this to only come up at the right time for private/willing scenes, and never otherwise. :)<br/><br/>A Multipower works on the principle that if you can only use one power at a time, you shouldn't pay full price for others.  Say you can fire two energy blasts, a regular, single-target one and an area effect, and both are at the limit, 60 points.  You buy a "multipower reserve" of 60 points and then "slots" of different powers you can shift through, which are just a fraction of the power's full cost.  So...<br/><br/>Blasty Multipower.<br/>60 point reserve<br/>6f 12d6 blast (60 points)<br/>6f 6d6 area effect 32m radius (60 points)<br/><br/>So that's 72 points to have two blasts that you can only use one of at a time, instead of 120.<br/><br/>The F is for Fixed, so you have to put all of the points into one power or the other (you can switch once per phase).<br/><br/>To get a little fancier, it can represent a pool you can allocate different proportions to, like "all power to the shields."<br/><br/>Starburst Multipower.<br/>90 point reserve<br/>12v Energy Blast 12d6 blast (60 points)<br/>12v Force Field 30 Resistant PD, 30 Resistant ED  (60 points)<br/>12v Flight Flight 60m  (60 points)<br/><br/>So this lets you shift points between more than one slot at a time.  You have 90 points and can allocate the maximum of 60 on one, leaving no more than 30 for the other two.  So to fire a full power 12d6 energy blast, you could have your Force Field at 30 points (15 pd and 15 ed) and no Flight, so you have to be on the ground when doing it.  Or falling!  Or you can put some into each, giving you a 10d6 energy blast (50 points), 15/15 defenses and 10 meters of flight.   This gives you a lot of flexibility, but is a little more to keep track of.<br/><br/>A Variable Power Pool is something that lets you buy any power, but it usually takes more time to do, often not in combat or only back home.  An inventor having different gadgets or a mage preparing different spells out of a spell book are two examples.<br/><br/>You buy the base cost, say 30 points.  None of the powers you buy with it can be more than 30 active points.  The control cost is half of the base cost on top of that, in this case, 15 points.  You generally put Limitations on the control cost (nothing changes the base pool cost).  So if it was an arsenal of all Obvious Accessible Focus guns, and every power has to have the OAF limitation and "Only changed in armory" (A -1/2 limitation), it'd apply to the control cost, making it 15/2.5 =7 points.  So your "Lots of Guns" variable power pool would be 30+6 points.<br/><br/>You could have, say, a 9mm submachine gun, 1d6+1 Ranged Killing Attack, Autofire (+1/4), 32 charges (+1/4), OAF, 30 points/2 = 15 points, then a .44 Automag pistol, 2d6 RKA, 16 shots (0), OAF, also 15 points.  That's 30 points total for your weapons.  You can switch them out at your armory at home, or perhaps if you find one in the enemy base.<br/><br/>This is very flexible and good for people who like designing a lot of powers, it's good to have some common examples written up, as Witchfire does.<br/><br/>They have to stay in a theme, and it does overlap with Multipower to some degree, but it can give you a lot of flexibility.  A common modifier is "Requires Skill Roll to Change," where you buy a skill that specializes in controlling your power pool.  A gadget pool would have Gadgeteering, and it's usually -1 to skill for every 10 points of the power on your roll, so you'll want it high.