Revision [1282]

This is an old revision of MMVariable made by GilbertoLeon on 2010-10-03 14:09:52.

 

Variable


A Variable structure contains every trait of an appropriate type or descriptor! Variable structures approach the level of plot devices or X-traits (see X-Traits, M&M, page 211) and are about as close as the Gamemaster should let player characters get to those sorts of powers. Variable structures are generally used for creating powers with highly situational or indeterminate effects, where a set list of effects just won|t cover everything the power is supposed to be able to do. However, they come with their own drawbacks, including both complexity and cost.

With a Variable structure, you have a pool of (rank x 5) power points you can use to acquire certain other traits. The cost per rank determines what types of traits you can acquire:

It takes a standard action to change the configuration of your Variable structure|s points. The allocation of those points is sustained, so if you stop maintaining your Variable structure for any reason (failing a Concentration check, for example), your allocated points "reset" to a "null" value: you lose any acquired traits and you must take the action to reconfigure your Variable points again to regain them.

Any Variable points you are unable to spend due to your effect|s limitations are "wasted" and not usable. So, for example, a character with Variable 1 (any one skill, 4 points/rank) can acquire 1 rank in any one skill at a time (since the trait is limited to the power|s rank). This costs only a fourth of a power point, but the remaining points can|t be allocated to anything, since the effect is limited to one skill at a time. The same is true with feats and some low-cost powers. Variable structures simply pay a premium for them.

You must also place a particular descriptor on your Variable structure, limiting its scope to traits suited to that descriptor. For example, a Variable structure that mimics other|s traits is limited to the traits its subject(s) possess, a Variable structure providing adaptations is limited to the stimulus to which it adapts, and so forth. This descriptor does not reduce the cost of a Variable structure unless it|s particularly narrow, and the GM is the final arbiter of what constitutes a suitable Variable descriptor and what descriptors are narrow enough to be considered flaws. Use the powers based on the Variable structure in this book for examples of descriptors.

Power Feats


Power feats within a particular Variable structure configuration are considered part of it and not feats of the effect itself. Thus power points from the Variable structure must be assigned to those feats.

Some power feats apply to the Variable structure rather than any of its configurations. These feats are "outside" the effect|s power point pool and apply equally to all of its configurations. The GM should carefully scrutinize any such overall feats, ensuring they do in fact apply to the Variable structure as a whole. The effect|s power points do not need to be applied to these power feats.

Extras


Generally, extras are applied to the various effects in a Variable structure|s configurations rather than to the effect itself. If a particular extra applies to all of a Variable structure|s configurations equally, the GM may wish to note it as applying to the effect itself for simplicity. This should be limited solely to extras that always apply; given how this is rarely the case with any set of configurations, it shouldn|t be often.

Some power extras also apply specifically to the Variable structure itself, rather than any of its configurations:

Flaws


Variable configurations can have their own individual flaws, which reduce the cost of the configuration (and the number of power points that must be allocated to it from the Variable structure|s pool) normally. If a particular flaw applies to all of a Variable structure|s configurations, the GM may allow it to reduce the cost of the Variable structure rather than the points applied to a particular configuration.

Drawbacks


MMEstructuras
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