Morpheus Unbound  |  House Rules

Mass Alteration Powers
By Brian Rogers

The following powers all involve changes to your characters body - usually ones that can be readily turned on an off. These will often modify the characters weight, and stick fairly well to real world science (specifically the square-cube law) while keeping a comic book feel.

Mechanics are streamlined and math fudged a little to make these powers easier to use in play. For example, temporary weight modifications have no effect on the character's agility score. It is assumed that the power automatically compensates for the changes in mass (which keeps grown characters from being woefully inaccurate and slow).  Making a mass alteration takes the characters movement unless otherwise stated - both to change mass and return to normal

The Increased Mass Powers

The following chart handles all powers that let the character modify her weight on the fly: Growth, Density Increase and anything that lets her change her body from flesh to something else (usually Chemical Powers or Absorption). If the character can. t change her body back to flesh then simply increase her weight accordingly for her new state.

Characters who increase their mass multiply their Carrying Capacity and Weight by their weight multiple. Use the new Carrying Capacity to determine HTH damage, and the new weight to determine basic hits for knockback purposes.

Divide any damage taken by the characters Damage Divisor to determine the effective damage against the characters new . scaled up. hit points. Attacks whose damage is reduced to less than 1 are ignored. This means characters with high increased mass scores are very hard to hurt, which fits comics very nicely.

Characters with Mass Alteration powers are slowed when those powers are in use . their initiative intervals increases as they gains mass. Their first actions are determined as normal, but they may have to wait longer than 15 segments before her next action - characters with 8 times their normal mass must wait 18 segments for their next actions, for example. This maintains game balance while avoiding clumsy initiative roll re-figuring during the round.

1d6+1

Weight

Height

Structural Equivalent

Damage

Initiative

0

×2

×1.25 (7.5 ft.)

2 (ice, light plastic)

1.5

16

1

×4

×1.5 (9 ft.)

3 (hardwood)

2

17

2

×8

×2 (12 ft.)

6 (granite)

3

18

3

×16

×2.5 (15 ft.)

9 (bronze)

4

19

4

×32

×3 (18 ft.)

12 (tungsten)

6

20

5

×64

×4 (24 ft.)

15 (variant alloy)

8

21

6

×125

×5 (30 ft.)

18 (diamond)

10

22

7

×250

×6 (36 ft.)

19+ (super alloy)

12

23

 

Density Increase

The character can increase her density - her appearance doesn't change at all, but she will have more mass, which translates into increased strength and ability to resist damage. Use the weight column on the increased mass chart to determine her new weight, her initiative interval and her relative "structural rating" (for reference purposes only).

Growth

This power lets the character change her height, thereby increasing her mass, movement rates, carrying capacity and ability to absorb damage. Use the height multiple column on the increased mass chart to determine her maximum height, and therefore her new weight and initiative interval at that height. Increase the characters ground movement by her height factor.

You may have noticed that these heights don't seem like much in a comic book sense.  This is true, but they are a smidgen more realistic.  A six foot tall, 200 pound man with a 400 lbs. carrying capacity who rolled a 2 would be able to reach a height of 15 feet, would weigh over 3000 lbs. and could lift 3 tons.  In V&V terms, that's plenty big and strong enough.

Material Transformation

There exists a variety of powers that let a character alter the material her body is made of. The workings described below assume the character can assume the structure of a variety of objects, with a maximum based on the final structural rating. (If this is not the case, the GM and player should make alterations as needed). Affecting a material transformation takes movement, and gives the character the density and properties of the material being mimicked.

While the . properties. aspect of this is left to the GM to determine, the . density. aspect is handled as with other increases in mass: the ability gives the character a greater maximum mass, with translates into mimicking more durable materials for greater strength and durability. Use the weight column on the Increase Mass chart to find the characters structural equivalent. The character does not gain the . structural rating. of the object in a mechanical sense, but is considered equivalently tough.

Despite their new material form, the character still has a bio-aura, and therefore can. t be casually disintegrated, transmuted or chemically altered. Attempts to do so might do additional damage, ignore the damage reduction properties of increased mass, force the character back to a human state, knock her unconscious or any combination of the above. This is a boon for the player (well, Jill, looks like Vaporizer Lad just turned you to gas. Better roll up a new character) and the GM (who now has a way of handling a perhaps devastatingly powerful character).

When determining properties, the GM may usually assume the the mass increases are sufficient. He may also add new abilities and hindrances at a equal ratio (one new bonus for each new negative ability).Players might set aside other powers for their character to use as . free. bonuses of the new forms, implying that the character has a greater degree of control over her transformations. When used in its wholly unfettered state this is a truly potent power.

Common hindrances to Material Transformation include needing to touch an object of the material in question (the absorption version of this power), or being able to change into only one Material. In the latter case the GM should give the character every benefit when dealing with disintegration attacks and assume few or no significant hindrances to the characters new material form.

Here. s the structural rating chart, for ease of reference

SR Material

1 Water, Cloth, Flesh, Soft Wood

2 Glass, Wood, Ice

3 Hardwood, Plastic, Soft Rocks, Electronics

4 Rock, Earth, Rubber

5 Bone, Brick

6 Concrete, Granite, Machinery

7 Gold, Marble

8 Aluminum

9 Lead, Silver, bronze

10 Iron, Platinum

11 Steel

12 Tungsten, Bulletproof materials

13 Titanium

14+ Variant/Magical/Alien materials

18 Diamond

 

Density Decrease

This power lets the character decrease her mass, perhaps all the way down to an . ephemeral state. , while maintaining her normal appearance and strength. The more facets the character has in this power the more she can decrease her density. This isn. t so much a major power in V&V as it is a linking ability for a variety of other abilities, but here is the standard progression of if power

1d4+1

Mass Decrease

Power Effects

0

1/10

As ½ power facet of Ht. Movement . Leaping (x2 jump)

1

1/100

As full power facet of Ht. Movement . Leaping (x5 jump)

2

1/1000

As ½ power facet of Flight (fly at A) and 1d8 damage Impact Carrier attack (Putting density of whole body in attack suddenly at point of contact.)

3

Gas

Chemical Power defense, with assumption the character is gaseous.

4

Ephemeral

Non-Corporeality, but the character cannot partially re-solidify

5

Ephemeral

As full Non-corporeality.

 

Shrinking

This power lets the character reduce her height and mass, making her smaller, harder to see, and harder to hit. What it does not do is change the characters Hit Points or Carrying Capacity: shrinking lets you reduce yourself to the size of an ant while maintaining your full human strength. ("Woah! Careful Hulk, this guys as strong as a human!") Nor does it effect your ground or jumping movement rate . the characters greatly increased size : strength ratio gives her sufficient leaping/springing advantages as to counteract the effect of the reduced size. A chart of shrinking and its benefits follows.

1d6+1

New Height

Effective Weight

Detection

Ht. Defense

0

3 feet

1/8th original weight

-5%

-1

1

1 foot

2 lb.

-15%

-2

2

3 inches

2 oz

-30%

-6

3

1 inch

½ oz

-60%

-8

4

¼ inch

Oh come on! You're an ant!

-90%

-10

5

Cell

NA

NA

NA

6

Atom

NA

NA

NA

7

Particle

NA

NA

NA

The Detection modifier is applied as a penalty to anyone trying to notice the shrunk character. (Anyone whose detection scores are knocked below 0% have no chance of noting the character.) The Evasion modifier is applied tot he characters base evasion when shrunk, and applies even against attacks the character is unaware of. This can make very small characters almost impossible to hit.

Once a character hits the Cell/Atom/Particle levels she's become really small - she can no longer interact with the regular world, but gains whatever benefits the GM thinks appropriate to the situation - characters at the atomic and subatomic sizes can usually pass through solid objects for example.


Copyright © 2002 by Brian Rogers. All rights reserved.
Reprinted, with permission, by Morpheus Unbound.
Last updated 25 January 2002 by Patric L. Rogers.
Send comments and suggestions to morpheus_unbound@patric.net.