Variable Power Pool: Variable You have a pool of X character points that can be used to buy any attributes, advantages or super-powers that you wish. Whether you can buy psi powers or skills is up to the GM. When the pool is first bought, the player should specify what the points are currently being used to buy. At any point during play, the player can decide to reconfigure his pool. To do so, he must take the Step and Concentrate maneuver for one turn, deciding what the new pool configuration will be. At the beginning of the next turn, he loses the old abilities and can use the new ones. Buy the pool as an advantage costing X points, with the +125% enhancement Variable Power Pool. For +150%, your Power Pool is instantaneous and does not require a second of concentration. You may take limitations to reduce the point cost. Only the limitations below, and new ones approved by the GM, may be taken! It is not permissible to take a normal limitation for the power pool, though you may take these limitations for the abilities you buy with the pool. Note: No matter what, the cost of the enhancement can never go below +25%. Takes Extra Time. Your pool cannot be reconfigured fast enough to affect combat. Ten minutes to reconfigure is worth -25%, one full day is worth -50%, and a week or more (i.e., it can only be reconfigured between adventures) is worth -75%. While reconfiguring, you do not have access to the old or the new abilities! Requires Special Circumstances. Your pool can only be configured under certain conditions. The value of this limitation depends on the circumstances and must be set by the GM. Must Sit In Lotus Position or Must Roll Against Poetry Skill would only be worth -10%. Must Have Spellbook would be worth -20%. Must Have Guitar would be worth -30%, for being much bulkier. Only in Gadget Lab would be -50% if the Lab is semi-portable, -75% if not. Only at Midnight With a Full Moon in the Sky in the Middle of Stonehenge would be worth -100%. Uncontrolled. You have no control over how your pool reconfigures. It may be up to the GM, or you may have to draw from a deck or roll on a table (as long as there at least a dozen or so different possibili ties). If you decide when the pool changes, this is worth -50%. If you have no control over when the pool changes, it's worth -75%. If there are only a few ways the pool can be configured, but you have no control over when the pool changes, it's worth -25% (and see Power List, below). Power List: Your pool is not truly variable; it can only take on specific configurations. Two different configurations is worth -125%. Three is worth -110%. Four is -100%. Five is -90%. Six is -80%. Seven is -70%. Eight is -60%. Nine is -50%. Ten is -40%. Eleven is -30%. Twelve or more configurations is worth -25%. Twenty-five or more is worth -20%. Fifty or more is worth -15%. One hundred or more is worth -10%. You may not take this with Restricted Abilities, unless the GM decides your pool is somehow restricted beyond just being a list. Restricted Abilities. Your pool may only be used to buy certain abilities. The value is set by the GM. Some guidelines: Only abilities with a certain special effect: -25% Only super-powers (no super advantages): -25% Only Physical super-powers: -50% Only attack super-powers: -75% Only Fireball powers: -100% Only Fireball powers with the Touch Only and No Knockback limitations: -125% Only super advantages: -25% Only protective super advantages (no Growth, Telescopic Vision, etc.): -50% Only DR/Reflection/Absorption: -75% Only DR: -100% Only DR vs. Everything: -125% A subset of this is Gadget Pool. The pool can only be used to create gadgets (at least one gadget limitation must be taken for each device), and requires the Gadgeteer advantage to modify. A gadgeteer other than yourself can modify your gadget by rolling against IQ-4 (IQ if you are helping). This may be combined with another Restricted Abilities limitation. -50%