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[Inventing Points]
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Inventing Points
go a long way in the Ravensgate Campaign Setting. Don’t squander them.
With sincere thanks to Tim Hartin and the WebRPG Town Hall V&V Forum, here
are the possible uses of IP’s:
-
Change any
Automatic Fumble roll into a success.
Roll a 20 at the worst possible moment? You can ignore it, but it’ll
cost you.
-
Add a +4 Bonus
Modifier
to any single die roll (attack, damage, skill, etc) during a pivotal
dramatic moment. Bear in mind that the bad guys can do this, too.
-
Attempt a
significant breakthrough
in a chosen mundane profession, as per the standard V&V inventing
rules. This could be a first novel for a freelance writer, a big Vegas
weekend for a professional gambler, or a major published work for an
academic.
-
Attempt to
gain a clue or hint from the GM.
The character’s Inventing Percentage will then substitute for his or her
Intelligence.
-
Create
inventions, as per the standard V&V rules.
Think outside the box with this category. Metamorphic energy projectors
can’t carry utility belts, for example, but they can develop new power
stunts.
-
Develop a
highly useful contact, as per standard V&V inventing rules.
Personal relationships take time to cultivate, and prime examples
include Commissioner Gordon from Batman/Detective.
-
Escape death.
Regardless of how far past the negative of your Basic Hits, your
character somehow miraculously escapes death but is reduced to 0 Hit
Points and 1d6+3 Power.
-
Show some
chutzpah!
You can do one of two things with chutzpah, each of which demonstrates
unusual strength of character: You can either double your Charisma
Modifier for a turn, or you can do what you must. You
know how Bruce Willis gets pounded and then seems to have sufficiently
recovered in the next scene? Well, spend an inventing point and roll;
that’s how you do what you must. Your roll result, if
successful, is then subtracted from 100; the new result is the
percentage of PR and HP recovered.
Just because
your character has Inventing Points on his or her character sheet, does
not make the character Reed Richards. It all comes down to what the rules
themselves say--that inventions should be in line with character concept:...And,
finally, the GM should discourage inventions which conflict with the
inventor's motif by labeling inconsistent inventions impossible as well.
Tiger Man should invent things to augment his tiger powers, not a laser
rifle. (Section 6.3, Paragraph 12, "Predestined Failure")
In short, the
“invention” has to fit within the character’s concept, motif and origin:
a trick shot for an Energy Projector or Weapon Master, a perfected
maneuver or mystical trick for a Martial Artist, an investigative
breakthrough or a valued contact for a Detective, a new fashion accessory
for a Powered Armor Suit or a Cyborg. Also, the invention should be less
than a standard power.
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