Chrysalis VPP proposal

'This page is part of a powerup proposal. Please do not make any unauthorised modifications.'

'''Lyssa, with much practice, is finally beginning to learn to do more things at once. She's also learnt a number of new tricks, from practice, study of plant and animals and exposure to metahumans.'''

'''Increased from a 60-pt pool. I added a Limitation to requiring that balance rules are followed at time of power selection (this makes the VPP simpler to create and review - and ironically probably easier to play too: it will require less memory work about how my defences are constructed in the VPP. Total powerup cost: 3 XP.'''

'''The VPP itself is to be changed as follows. (All appropriate powers may be used at lower than the maximum level, and SFX are variable to the extent that is appropriate to the shapeshifting, as agreed to be the case for VPPs generally in staff discussions.) Lines in italics indicate no change has been made from the current VPP.'''

'''I see no reason why Lyssa shouldn't, now she's had practice be able to raise her physical characteristics to the maximum allowed by the various balance limitations (adjusted by her having 20 XP), as shown above. (STR that might have been an exception, but she's encountered enoguh metas now with superhuman strength she can have learnt the trick.) Exceptions are DEX and SPD (it's hard to raise these without having time to get used to one's body) and COM (there's a certain amount of art in raising that, so I'm capping it at 30 unless she's using the Imitation Adder). The +10 PRE reflects that she can give herself confidence with a large or comfortable form; the +15 for PRE attacks only reflects the ability to assume impressive forms, use frightening roars, and the like.'''

'''Lyssa has learned from Jackie the trick of absorbing and shedding mass to and from "elsewhere", removing the "food" requirements of Growth and Shrinking. There's something of a continuity problem here, in that Chrissie can now do much less when bigger or smaller (and while we can imagine this might be because getting mass to and from elsewhere should be harder, it doesn't seem reasonable to leave the old versions on the character sheet, both because of clutter and because they're not really limiting any more). But I don't think this is a problem - she seldom uses these powers anyway, and only once got up to full size, so the gap probably won't show. Stretching has been increased to the maximum that will fit, as seems to make sense. I've altered "Chameleon" so it can be used on the move but requires a roll to reflect the skill of continually changing to match the environment. Match Environment is considerably enhanced - I've decided it makes sense she can, when stationary, fool any sense she can have but touch - but of course there's still a Fringe. Bioluminescence is new.'''

'''I've removed the original "Club Limb" HA, because I've found there's a rule against adding STR to HAs in same framework for some reason (this can now be simulated with STR alone anyway, or by "Natural Weaponry"). I've also removed "Encase Target" - holding ability can be simulated with Clinging. "Transmute Organics" still only works vs unliving mechanics, but given that she can extrude organic material to be transformed (the total quanity is large but limited - the mass of her body on maximum growth less whatever she's using) the Limitation is probably -0 now. New attacks include electric (like the eel) and the Drain (representing the fact that her body can logically produce a number of different drugs, or in some cases a leechlike attack). Several attacks have a Damage Shield variant. I've settled on two types of Entangle (one with variations) after much deliberation (I was tempted to dozens of varieties!). The first uses a lot of mass (pulled from the extradimensional(?) reserve if need be) and can be used to make barriers and block senses as well as entangle. The second is more a spider-web approach - a small amount of strong material, useful for binding limbs, etc. (The former involves "active shapeshifting" and so draws on the END Reserve while the latter is produced by the form and so draws on normal END.)'''

'''I recently met the fact that there are trees that eject their seeds at several hundred miles an hour, which is the inspiration for most of the ranged attack: a very rapid stinging dart which loses power quickly over distance. Damage comes either from the impact or from what the dart is tipped with - the NND toxin, a Draining drug or a hallucinogen (logically there could be a HTH version of this last too, but it didn't seem to be worth building separately). I've added a heavier, slower projectile (for knocking things at a distance), a directed and a directed blinding spray (originally I had only an omnidirectional defensive one).'''

'''I've combined the defensive powers on one line for brevity (PD and ED are always separately variable). Non-exotic defences are all taken at the maxima (they're always capped at 30 anyway, by -0 Lim on the VPP. I've added some hardened defences and the exotic defences (Lyssa should have no trouble doing shielded versions of her senses, or failing that have redundant sense organs; similarly though Power Defence is vaguely defined it makes sense she should be able to achieve it generally, whether by fighting back against a Transform, hiding nerve endings, holding her energy reserves far from her surface, or whatever else SFX require. It's built as a Force Field because FF is a standard power and so legal within a VPP; no actual force field is implied. Squid Ink added.'''

'''I've taken basic movement powers to their limits - as with the Characteristics it makes sense. Flight Usable As Gliding represents birdlike wings (I always used to have the trouble with winged shapes that I had to pull both Flight and Gliding from the pool, which was a lot of points for something mostly taken for SFX reasons). Fast flight was "learned" from Jackie. Digging is increased to reflect higher possible STR, but not too much so as to contrast with the "swim through organics". STR+30 seemed a reasonable level to reflect possible adhesives (and other methods of hanging on, such as shapeshifting round the object).'''

'5th Revised says that Telescopic for one sense is 1 for +2, but I think this is a typo for 2 for +2 as in the unrevised.'' There are a lot of possibilities here, so I'm rolling things into one line where possible for brevity. Otherwise this should be mostly straightforward. I've capped general enhanced perception at +3, because she not only has to sense things but to make sense of the data, which requires practice. On the other hand Telescopic and Microscopic senses should be manageable physiologically simple enough, so I put them at high levels. Blue text was omitted when I applied for the powerup - apologies if you'd already looked this over before the addition. For clarity, I suggest you explictly say in approval or rejection whether this power was considered. '''

Only changes are in increasing number of dice.