Son of A Lich!
2018-12-10, 10:08 PM
Background
Mission statement?
I've been playing M&Ms since 1e. It's easily my favorite RPG system I've used due to it's flexibility and I ultimately just want my players to feel cool doing the things they want to do. M&M has always delivered on this front. Whether you use it to do a Dungeon Crawl, a gritty horror story, or an Anime UA (I had a lot of success getting people into M&Ms with a Pokemon game, for example), M&M always makes it fun and easy once you get past character creation. Now, that's not to say that there are specific games that are better for what you want to play... But with enough elbow grease, M&M will always deliver a size 12 boot of JUSTICE to kick in the door and ensure everyone has a fun time.
I personally use a 3d6 variant, in place of the D20, but that is largely because I tend to do lower PP point games. Aside from that, I use Popcorn initiative (Roll to see who goes first, they decide who goes next until everyone has gone) and that's about as far as house rules go. I've been wanting to try out a variant based on 5e D&D turn set up, but honestly, I can't be bothered. What's important for the 5e crowd to keep in mind here is that Reactions are NOT limited to once per round.
This power variant rules provided here are to allow players to use M&M with a limited resource pool. Think of it as Spell points, or Ki (for 5e monks), or Grit for Pathfinder Gunslingers. You have a pool of resources to pull from to do extra bits you normally can't.
M&M has always had a little snag in the fact that it has a really hard time with "Big Finishing Moves" and I admit, I don't like the 'Energy Draining' arch-type they generally provide (An affliction with a linked Boost effect). It's servicable, it works, but I'd like to see players have options to 'get to' pull off big important feats of power without asking why they don't just do that every turn. AP powers help, but the Flaws needed to balance the power tend to make the power crippling in execution, and Power Stunts are cool, but it doesn't match up with what the player wants the finishing move to feel like in game.
So, taking a note from 1e's Container Power, I made the Cookie Jar (working title for Play testing purposes) a set of powers at 5pp per rank. Then, with 2e, I learned to call a spade a spade and split it into 3 different powers, and now with 3e, I'm comfortable with seeing it critiqued by the audience at large.
The Cookie Jar!
1st Draft (Translated into 3e)
We always look upon our first creations as masterpieces,
no matter how hideous they may actually be. -Urza, MtG
Action: Reaction Range: Personal
Duration: Sustained Cost: 5pp/Rank
You have a personal Font of power that you pull from to do extraordinary things. Perhaps a Battery core that supplies a power suit, or battle hardened Ki that you expend into energy beams, Choose a power that cost 2pp/rank. Your rank in this power is equal to your Ranks in [The Cookie Jar]. For each rank in [The Cookie Jar] you gain access to a [Cookie]. This [Cookie] may be used to 'activate' powers within your [The Cookie Jar] power array.
For each rank in [The Cookie Jar] you gain 1 additional power of any cost. This power is part of [The Cookie Jar Array], and is inert until activated with a reaction and the appropriate amount of [Cookies]. For every point above 2pp, the power costs 1 [cookie] to activate. [Cookies] are gained over time; 1 [Cookie] per 2 hours at 1 rank, and that time scale is reduced per rank of [The Cookie Jar]. When the player has no more [Cookies], he no longer has access to the powers within [The Cookie Jar Array]
Example: Primary is a mecha-suit Hero with a Power suit container and 10 ranks in [The Cookie Jar]. His standard power is a blast. Every round, he may fire the blast with no cost in [Cookies], as it is simply 2pp per rank. While fighting his nemesis Ctrl-Alt-Del, He switches to a second power within the array, a Disintegration beam to help chew through the Villians plasma armor. The Plasma Beam cost 4pp/rank, and costs him 2 cookies. On the villain's turn, however, He launches homing missiles at Primary. Primary decides to use another power from [The Cookie Jar Array], a deflector shield. This power costs him 1 cookie, granting him impervious armor and a boost to his Defense rank.
On the start of Primary's turn, he gains 1 [cookie] (Due to having 10 ranks in [The Cookie Jar]). At this rate, he's going to run out of [Cookies] to keep the fight going!
Extras
Innate : The source of your cookies are not something someone can turn off; GM's should use discretion when allowing this extra, and it should only be allowed when it is something that truly cannot be taken away from the character (Like an elephant's size). +1 per rank
Feature : If you gain cookies through some other means that are not directly controlled by the character (Such as deflecting attacks, or getting critical hits, or when using extraordinary effort), That is a feature. +1 Flat (Rare or very occasional trigger) +2 Flat (Common Trigger)
Power Unleashed : This Extra is applied to the power in the array. This can only be used on instantaneous powers. The Rank of the power is increased by 2, even if it exceeds PL limits. It may be applied as many times as you would like, but each time it will increase the cookies necessary to invoke the power by at least 1, even if other flaws are placed on the power. For example; a strike may have two instances of Power Unleashed placed on it (Increasing it to 5pp per rank), but have the Action flaw applied twice and Distracting. At 10 ranks of [The Cookie Jar], this would be a rank 14 Strike that took a full round and leaves the user distracted for 2pp per rank. The Power would still cost 2 cookies to use (Due to Power Unleashed), but not the 4 it would cost without the flaws applied. +2 per Rank per application.
Affects others : This Extra is applied to the power in the array. When you spend [cookies] for powers in the array, you can affect others. This would be something like a Magician casting a magical ward on himself or his allies. If these [cookies] are only spendable on other characters, the costs cancel each other out (+1 per rank for Affects Others, -1 per rank for Limited: Only Affects Others). The Range of this power is Touch. +0 per Rank (Only affects others), +1 per rank
Range : Requires Affects Others. For each rank of Affects others, the range you can spend cookies on other characters goes up, from Close to Ranged, to Perception. Perception Range abilities don't need to roll to hit their target (But the target must be seen without the Indirect Extra). +1 per Rank (Ranged), +2 per Rank (Perception).
Variable : If you have multiple instances of [The Cookie Jar], the [Cookies] received from one power may not be the same as the other, Normally. Each of [The Cookie Jar] [Cookies] are independent and cannot be used to activate each other's arrays. This Extra allows you to choose, when the cookie is regenerated, what kind of Cookie it is. These Cookies can't be shared between each other freely (See the Unified, below). If your [Cookies] can ONLY be spent on another Cookie Jar's Powers, that is the Off Sync Flaw (See Off Sync in Flaws). +1 per Rank
Example : Detainer is a PL 12 Super Villain with Martial Arts powers and Magic. He is renown for using them in conjunction; He has two of [The Cookie Jars] Qua-si Martial Arts (Rank 7) and Spirit Arcana (Rank 10) which has the Variable Extra. Every round, Detainer receives 1 [Cookie] from Spirit Arcana, and every 10 rounds, he receives 1 [cookie] from Qua-si Martial Arts. Detainer can choose whether or not the [Cookies] received from Spirit Arcanas [Cookie] regeneration is a Spirit Arcana [Cookie], or a Qua-si Martial Arts [Cookie]. If Detainer uses or looses all of his Qua-si Martial Arts [Cookies], as normal, all his Qua-si Martial Arts powers are lost and inert until the cookie regenerates from Qua-Si Martial Arts (at 1 per Every 10 rounds), or he uses Spirit Arcana to restore a [Cookie] to The Qua-si Martial Arts [The Cookie Jar].
Unified : Your [Cookie Jar] powers all stem from the same resource. Perhaps mastery of multiple forms of martial arts, various combat modules working in tandem, or an alien hive-mind operating in tandem, the [cookies] of your [cookie jars] are all functionally identical. The regeneration of your cookies do not stack; just use the highest regeneration rank.
Flaws
Limited (Doesn't provide [Cookie] regeneration) : Ranks of [The Cookie Jar] with this flaw don't reduce the amount of time it takes for you to get new cookies back. 12 ranks of The Cookie Jar with 4 ranks of this flaw would only provide 8 ranks of cookie regeneration. -1 per Rank.
Limited (Regeneration Conditions) : [The Cookie Jar] only regenerates [Cookies] under specific conditions. This could be when in direct sunlight, moonlight, at base, when out of combat, etc. -1 per 2 ranks.
Limited (Doesn't provide new powers in the array) : When applied as a partial flaw, each Rank of [The Cookie Jar] with this limitation doesn't provide a new power for [The Cookie Jar Array]. -1 per rank
Limited (Doesn't add to [Cookie] total) : When applied as a partial flaw, each rank of [The Cookie Jar] with this limitation doesn't add to the maximum amount of cookies you can have at a time. -1 per rank
Limited (Doesn't add to the Power's Rank) : When applied as a partial flaw, each rank of [The Cookie Jar] with this limitation doesn't add to the base power rank of a power within the Array. -3 per rank
Removable : Your [Cookie Jar Array] can be removed from you. This flaw is separated into two different kinds; Removable and Easily Removable. A Removable power can only be removed when you are Stunned and Defenseless, and cannot be removed during Action Time. An Easily Removed power can be nullified with a disarm or grab action. -1 per rank (Removable), -2 per rank (Easily removable)
Activation : Normally, an inert power can be activated as a reaction. This can be done on anyone's turn as long as a player is conscious and able to act. With the Activation Flaw, this becomes a Free Action and can only be done on your turn. Applied twice, it requires a move action. Applied three times, it becomes a Standard Action. -1 per rank per application
Off Sync : The Cookies you gain from [The Cookie Jar] are not usable for it's own [Cookie Array]. If you have 2 or more [Cookie Jars], they can feed into each other normally, but natively they can't be used on each other. This means that if one cookie jar is nullified or boosted, the other is not. (Note: You still regenerate cookies even if you are out of the appropriate cookies). -2 per rank
Example: Sarah wants to play a Hero with Moon and Sun themed powers that are in balance of each other, so she creates Solarias. Solarias has two [Cookie Jars] Rank 10, both with limited [cookie] regeneration, and Off Sync. Her first Cookie Jar is The Sunwell ([The Cookie Jar] Rank 10, Limited Cookie Regeneration (Only in the Day), Off Sync [Moonwell Cookies])), and the Second Cookie jar is The Moonwell ([The Cookie Jar] Rank 10, Limited Cookie Regeneration (Only at Night), Off Sync [Sunwell Cookies])).
She fills each array with appropriately themed powers; Darkness, healing, flight and postcognition, mind reading, sleep and others for the Moonwell, and Blasts, leaping, protection, deflection, dazzles, regeneration and others for the sunwell. In play, Sarah has to balance the dark with the light; the more daylight she has, the more darkness powers she has to work with and vice versa. Her two different cookie jars play off of each other to create a character based on balancing the light and dark.
Fades : With each activation of a power in [The Cookie Jar Array], [The Cookie Jar] looses one rank. A 'Faded' power can be refreshed in some manner, as approved by the GM. It typically should take longer then an hour and be done outside of combat. You may be allowed to use a hero point to recover the effects instantly. -1 per rank
Side Effect : Using the [Cookies] from this [Cookie Jar] has consequences! When spending cookies, you suffer an effect as determined by you and your GM (Typically Strike, Affliction or Weaken). Alternatively, you could suffer a complication without receiving a hero point in return. -2 per Rank
So, that is the rough draft; the primordial form of the system. It's clunky, its definitely not elegant, but it's functional. This keeps all the powers and such in one easy to find location and covers a blanket area of powers into a singular form. But just like Containers went away in favor of Devices, Complications and Alternate Arrays, I'm going to re-imagine this as a new set of powers, extras and so forth. It's essentially an additional system to be amended into the base game itself for rounds to be used as a resource.
The Cookie Jar, v2.0
Or how to lose powers with Style!
Sounds like Fun...
-Rocket, Sucker Punch
[Cookie Jar] - General Power
Action: none Range: Personal
Duration: Permanent Cost: 2pp/rank
[Cookie Jar] is a power that allows you to collect portions of energy, power or some resource to fuel other powers you have with, called cookies. For each rank of [Cookie Jar], you can keep 1 [cookie] for use. If you would gain more [Cookies] then you have ranks in [Cookie Jar], they are simply ignored. So, if you had 4 ranks of cookie jar, and were to gain a 5th cookie, you would simply not collect it. Your [Cookie] collection can be refreshed, as determined by you and your GM, or with the [Cookie Regeneration] power. Refreshing your cookies should be done out of combat and take at least one hour. As with any cookie related power, they type of cookies stored must be specified.
Extras:
Trait Dependent : The number of Cookies you can have is limited by your levels in Cookie Jar and whichever Attribute you tie it to. So, if you chose Strength as your attribute, you would add your Strength and your ranks in Cookie Jar together. If your strength was reduced, you would lose extra, unspent cookies. If your Strength was increased, you would gain cookies equal to that amount and increase your maximum. +0 per rank
Variable : The cookies you can store and use are variable. With a single application, this should be a range of similar cookies (Fire, heat and Radiation energy, for example). with two applications of this extra, you can choose a wide selection of cookies (Electrical, Nuclear, and Fire Energy for example). Note that cookies costs are dependent on the power, not the cookie spent on them. +1 flat, per application
Conversion : if you gain cookies with a Descriptor you can't store, you can convert them into the descriptor you can store. For each application of this Extra, you can convert a similar cookie Descriptor into your specified cookie Descriptor (Example, Fire into Heat cookies). With two applications, you can convert a wide range of cookie descriptors into your cookie type (Electrical into Nuclear, for example). +2 per Rank (Conversion), +3 per rank (Wide Conversion).
Flaws:
Fades : Whenever you spend cookies, you lose a rank in this power. Recovery of the rank can be set by you and your GM, but should be out of combat and take at least 1 hour's worth of time. -1 per rank
Acquired : Perhaps you are a vampire, and need to drink blood to acquire cookies, or you have to build up a charge or can't maintain your cookies for whatever reason. With this flaw, you are assumed to have no cookies at the start of combat and can only gain them while in combat rounds. -1 per rank
Limited : Your total amount of cookies is limited. For example, only while you are in sunlight, or while you are badly hurt. You only gain cookies under these conditions. -1 per rank
Removable : Your [Cookie Jar] can be removed from you. This flaw is separated into two different kinds; Removable and Easily Removable. A Removable power can only be removed when you are Stunned and Defenseless, and cannot be removed during Action Time. An Easily Removed power can be nullified with a disarm or grab action. -1 per rank (Removable), -2 per rank (Easily removable)
Activation : Normally, an inert power can be activated as a reaction. This can be done on anyone's turn as long as a player is conscious and able to act. With the Activation Flaw, this becomes a Free Action and can only be done on your turn. Applied twice, it requires a move action. Applied three times, it becomes a Standard Action. -1 per rank per application
Side Effect : Using the [Cookies] from this [Cookie Jar] has consequences! When spending cookies, you suffer an effect as determined by you and your GM (Typically Strike, Affliction or Weaken). Alternatively, you could suffer a complication without receiving a hero point in return. -2 per Rank
Unified : The maximum Cookies you can have of any descriptor is limited by this power. -1 per rank
Uncontrolled : The Descriptors of your cookies are not under your control. For example, a druid-like hero who gains Cookies based on his environment can't choose what kind of cookies he pulls from the land he is standing on. Note; The variable extra is not required for this flaw, the descriptor of your cookies are changing based on something you aren't in control of. -1 per rank
Cookie Regeneration - General
Action : None Range : Personal
Duration : Permanent Cost : 1 per Rank
Over time, you gain cookies back without effort. For each rank in this power, you recover 1 Cookie per minute. As with any cookie power, the type of cookie must be specified. The maximum you can have at any one time is determined by your Cookie Jar. These Cookies may be used to fuel powers. If you have multiple instances of Cookie Regeneration, they stack (assuming they are all for the same Cookie Descriptor).
Extras:
Variable : You can change what kind of cookies you are gaining over time. With one application, you can choose similar cookie types (Celestial, Lunar, Stellar for example) and choose 1 whenever you are gaining cookies. With 2 applications, you can choose a wide range of similar cookies (Celestial, Alien or Divine for example) and gain cookies with those descriptors. Note that you have to have an appropriate cookie jar to keep these Cookies, as normal. +1 flat per application
Flaws:
Cookie Cost : You can spend cookies to get more cookies! With this flaw, you can activate your cookie regeneration with a cookie as a reaction. -1 per rank
Limited : You only regenerate cookies under specific conditions. For example, in sunlight, fire or in space. -1 per rank
Activation : you have to take some action to regain your cookies (Like reload a magazine from a weapon, or change out a power core). With one application it is a free action, 2 is a move action, 3 is a standard action, and 4 is a full round action. -1 per rank, per application.
Cookie Advantages
Cookie Array - A Cookie Array is similar to a standard Power Array. It is applied to a power, which is called the base power. From there, the player creates and chooses a new power which can exceed the base power's PP cost for no additional purchasing. However, for every 1 per rank over the Base Power's cost will require 1 cookie to activate. If the power does not cost more then 1 pp per rank, it still requires 1 cookie to activate. Unlike a Power Array, this activation can be done as a reaction, and both or all powers in the array can be active simultaneously (Assuming the character has adequate cookies to keep them all active). At the start of the players turn, he must spend cookies to upkeep his active powers. If he chooses not to upkeep them, they fade as though he had lost concentration on them. He can reactivate them as normal with the appropriate cookie cost. Like with all cookie related effects, the cookie descriptor must be specified.
Cookie Benefit - You may gain a cookie under specific circumstances (Such as getting a critical hit or by getting hit by an kind of attack). This is useful for designs that are supposed to draw their cookies from specific circumstances rather then coming from over time.
Cookie Related Extras/Flaws
Unleashed Power - This Extra can only be applied to a power in a Cookie Array. This Extra may only be applied to an instant effect. This Effect must be at the highest power level available. This extra increase the maximum Rank in the power by 2. For each application of this Extra, the minimum cookie cost has to be increased by 1. (Example; if a cookie array blast has two applications of Unleashed power and -4 per rank in flaws, the inert power still costs 3 cookies to activate; 1 for the cookie array power itself and 2 for the Unleashed Power extras) +2 per rank
Cookie Variable - You may choose to spend a cookie to change this power's descriptor to match the cookie you've spent on it. So if you had a Lighting Cookie, you could spend it on this attack to give the attack a lightning Descriptor. If the power requires you to spend a cookie on it to determain the descriptor but still costs a cookie, this is an uncontrolled flaw. +0 per Rank.
Cookie Accumilation - This advantage can only be applied to attack Powers. This allows you to gain a cookie upon successful hit or failed save. If this power requires a cookie to use, you can not gain cookies of the same descriptor, without an additional rank of this advantage. It's possible to gain multiple cookies this way, each costing 1 additional advantage (For an off sync cookie) or 2 ranks (For the same cookie). 1 Flat
Cookie Leech - This extra can only be applied to an attack power. On a successful hit or failed save from this attack, you gain 1 of your opponents cookies. This Extra may be applied multiple times. The target decides which cookies he gives up. If the target does not have Cookies, you do not gain anything. Cookies keep their descriptor when you acquire them from an opponent. +1 per rank, per application.
Case Studies
How this can be used
to create differring character builds
Saitama -One Punch Man
Shoto-Todoroki (AKA "Origin") Boku No Hero Academia
Goku - Dragon Ball
Superman - DC Comics
Bruce Banner (AKA The Incredible Hulk) - Marvel Comics
(I'll be back, with the earlier version done and start working on the sleeker design with multiple powers working with the same element. Following that, I'll go over some case studies to show popular characters with this build to take into account some of the extraordinary things they do that M&M has issues depicting. Thanks for Reading!)
Mission statement?
I've been playing M&Ms since 1e. It's easily my favorite RPG system I've used due to it's flexibility and I ultimately just want my players to feel cool doing the things they want to do. M&M has always delivered on this front. Whether you use it to do a Dungeon Crawl, a gritty horror story, or an Anime UA (I had a lot of success getting people into M&Ms with a Pokemon game, for example), M&M always makes it fun and easy once you get past character creation. Now, that's not to say that there are specific games that are better for what you want to play... But with enough elbow grease, M&M will always deliver a size 12 boot of JUSTICE to kick in the door and ensure everyone has a fun time.
I personally use a 3d6 variant, in place of the D20, but that is largely because I tend to do lower PP point games. Aside from that, I use Popcorn initiative (Roll to see who goes first, they decide who goes next until everyone has gone) and that's about as far as house rules go. I've been wanting to try out a variant based on 5e D&D turn set up, but honestly, I can't be bothered. What's important for the 5e crowd to keep in mind here is that Reactions are NOT limited to once per round.
This power variant rules provided here are to allow players to use M&M with a limited resource pool. Think of it as Spell points, or Ki (for 5e monks), or Grit for Pathfinder Gunslingers. You have a pool of resources to pull from to do extra bits you normally can't.
M&M has always had a little snag in the fact that it has a really hard time with "Big Finishing Moves" and I admit, I don't like the 'Energy Draining' arch-type they generally provide (An affliction with a linked Boost effect). It's servicable, it works, but I'd like to see players have options to 'get to' pull off big important feats of power without asking why they don't just do that every turn. AP powers help, but the Flaws needed to balance the power tend to make the power crippling in execution, and Power Stunts are cool, but it doesn't match up with what the player wants the finishing move to feel like in game.
So, taking a note from 1e's Container Power, I made the Cookie Jar (working title for Play testing purposes) a set of powers at 5pp per rank. Then, with 2e, I learned to call a spade a spade and split it into 3 different powers, and now with 3e, I'm comfortable with seeing it critiqued by the audience at large.
The Cookie Jar!
1st Draft (Translated into 3e)
We always look upon our first creations as masterpieces,
no matter how hideous they may actually be. -Urza, MtG
Action: Reaction Range: Personal
Duration: Sustained Cost: 5pp/Rank
You have a personal Font of power that you pull from to do extraordinary things. Perhaps a Battery core that supplies a power suit, or battle hardened Ki that you expend into energy beams, Choose a power that cost 2pp/rank. Your rank in this power is equal to your Ranks in [The Cookie Jar]. For each rank in [The Cookie Jar] you gain access to a [Cookie]. This [Cookie] may be used to 'activate' powers within your [The Cookie Jar] power array.
For each rank in [The Cookie Jar] you gain 1 additional power of any cost. This power is part of [The Cookie Jar Array], and is inert until activated with a reaction and the appropriate amount of [Cookies]. For every point above 2pp, the power costs 1 [cookie] to activate. [Cookies] are gained over time; 1 [Cookie] per 2 hours at 1 rank, and that time scale is reduced per rank of [The Cookie Jar]. When the player has no more [Cookies], he no longer has access to the powers within [The Cookie Jar Array]
Example: Primary is a mecha-suit Hero with a Power suit container and 10 ranks in [The Cookie Jar]. His standard power is a blast. Every round, he may fire the blast with no cost in [Cookies], as it is simply 2pp per rank. While fighting his nemesis Ctrl-Alt-Del, He switches to a second power within the array, a Disintegration beam to help chew through the Villians plasma armor. The Plasma Beam cost 4pp/rank, and costs him 2 cookies. On the villain's turn, however, He launches homing missiles at Primary. Primary decides to use another power from [The Cookie Jar Array], a deflector shield. This power costs him 1 cookie, granting him impervious armor and a boost to his Defense rank.
On the start of Primary's turn, he gains 1 [cookie] (Due to having 10 ranks in [The Cookie Jar]). At this rate, he's going to run out of [Cookies] to keep the fight going!
Extras
Innate : The source of your cookies are not something someone can turn off; GM's should use discretion when allowing this extra, and it should only be allowed when it is something that truly cannot be taken away from the character (Like an elephant's size). +1 per rank
Feature : If you gain cookies through some other means that are not directly controlled by the character (Such as deflecting attacks, or getting critical hits, or when using extraordinary effort), That is a feature. +1 Flat (Rare or very occasional trigger) +2 Flat (Common Trigger)
Power Unleashed : This Extra is applied to the power in the array. This can only be used on instantaneous powers. The Rank of the power is increased by 2, even if it exceeds PL limits. It may be applied as many times as you would like, but each time it will increase the cookies necessary to invoke the power by at least 1, even if other flaws are placed on the power. For example; a strike may have two instances of Power Unleashed placed on it (Increasing it to 5pp per rank), but have the Action flaw applied twice and Distracting. At 10 ranks of [The Cookie Jar], this would be a rank 14 Strike that took a full round and leaves the user distracted for 2pp per rank. The Power would still cost 2 cookies to use (Due to Power Unleashed), but not the 4 it would cost without the flaws applied. +2 per Rank per application.
Affects others : This Extra is applied to the power in the array. When you spend [cookies] for powers in the array, you can affect others. This would be something like a Magician casting a magical ward on himself or his allies. If these [cookies] are only spendable on other characters, the costs cancel each other out (+1 per rank for Affects Others, -1 per rank for Limited: Only Affects Others). The Range of this power is Touch. +0 per Rank (Only affects others), +1 per rank
Range : Requires Affects Others. For each rank of Affects others, the range you can spend cookies on other characters goes up, from Close to Ranged, to Perception. Perception Range abilities don't need to roll to hit their target (But the target must be seen without the Indirect Extra). +1 per Rank (Ranged), +2 per Rank (Perception).
Variable : If you have multiple instances of [The Cookie Jar], the [Cookies] received from one power may not be the same as the other, Normally. Each of [The Cookie Jar] [Cookies] are independent and cannot be used to activate each other's arrays. This Extra allows you to choose, when the cookie is regenerated, what kind of Cookie it is. These Cookies can't be shared between each other freely (See the Unified, below). If your [Cookies] can ONLY be spent on another Cookie Jar's Powers, that is the Off Sync Flaw (See Off Sync in Flaws). +1 per Rank
Example : Detainer is a PL 12 Super Villain with Martial Arts powers and Magic. He is renown for using them in conjunction; He has two of [The Cookie Jars] Qua-si Martial Arts (Rank 7) and Spirit Arcana (Rank 10) which has the Variable Extra. Every round, Detainer receives 1 [Cookie] from Spirit Arcana, and every 10 rounds, he receives 1 [cookie] from Qua-si Martial Arts. Detainer can choose whether or not the [Cookies] received from Spirit Arcanas [Cookie] regeneration is a Spirit Arcana [Cookie], or a Qua-si Martial Arts [Cookie]. If Detainer uses or looses all of his Qua-si Martial Arts [Cookies], as normal, all his Qua-si Martial Arts powers are lost and inert until the cookie regenerates from Qua-Si Martial Arts (at 1 per Every 10 rounds), or he uses Spirit Arcana to restore a [Cookie] to The Qua-si Martial Arts [The Cookie Jar].
Unified : Your [Cookie Jar] powers all stem from the same resource. Perhaps mastery of multiple forms of martial arts, various combat modules working in tandem, or an alien hive-mind operating in tandem, the [cookies] of your [cookie jars] are all functionally identical. The regeneration of your cookies do not stack; just use the highest regeneration rank.
Flaws
Limited (Doesn't provide [Cookie] regeneration) : Ranks of [The Cookie Jar] with this flaw don't reduce the amount of time it takes for you to get new cookies back. 12 ranks of The Cookie Jar with 4 ranks of this flaw would only provide 8 ranks of cookie regeneration. -1 per Rank.
Limited (Regeneration Conditions) : [The Cookie Jar] only regenerates [Cookies] under specific conditions. This could be when in direct sunlight, moonlight, at base, when out of combat, etc. -1 per 2 ranks.
Limited (Doesn't provide new powers in the array) : When applied as a partial flaw, each Rank of [The Cookie Jar] with this limitation doesn't provide a new power for [The Cookie Jar Array]. -1 per rank
Limited (Doesn't add to [Cookie] total) : When applied as a partial flaw, each rank of [The Cookie Jar] with this limitation doesn't add to the maximum amount of cookies you can have at a time. -1 per rank
Limited (Doesn't add to the Power's Rank) : When applied as a partial flaw, each rank of [The Cookie Jar] with this limitation doesn't add to the base power rank of a power within the Array. -3 per rank
Removable : Your [Cookie Jar Array] can be removed from you. This flaw is separated into two different kinds; Removable and Easily Removable. A Removable power can only be removed when you are Stunned and Defenseless, and cannot be removed during Action Time. An Easily Removed power can be nullified with a disarm or grab action. -1 per rank (Removable), -2 per rank (Easily removable)
Activation : Normally, an inert power can be activated as a reaction. This can be done on anyone's turn as long as a player is conscious and able to act. With the Activation Flaw, this becomes a Free Action and can only be done on your turn. Applied twice, it requires a move action. Applied three times, it becomes a Standard Action. -1 per rank per application
Off Sync : The Cookies you gain from [The Cookie Jar] are not usable for it's own [Cookie Array]. If you have 2 or more [Cookie Jars], they can feed into each other normally, but natively they can't be used on each other. This means that if one cookie jar is nullified or boosted, the other is not. (Note: You still regenerate cookies even if you are out of the appropriate cookies). -2 per rank
Example: Sarah wants to play a Hero with Moon and Sun themed powers that are in balance of each other, so she creates Solarias. Solarias has two [Cookie Jars] Rank 10, both with limited [cookie] regeneration, and Off Sync. Her first Cookie Jar is The Sunwell ([The Cookie Jar] Rank 10, Limited Cookie Regeneration (Only in the Day), Off Sync [Moonwell Cookies])), and the Second Cookie jar is The Moonwell ([The Cookie Jar] Rank 10, Limited Cookie Regeneration (Only at Night), Off Sync [Sunwell Cookies])).
She fills each array with appropriately themed powers; Darkness, healing, flight and postcognition, mind reading, sleep and others for the Moonwell, and Blasts, leaping, protection, deflection, dazzles, regeneration and others for the sunwell. In play, Sarah has to balance the dark with the light; the more daylight she has, the more darkness powers she has to work with and vice versa. Her two different cookie jars play off of each other to create a character based on balancing the light and dark.
Fades : With each activation of a power in [The Cookie Jar Array], [The Cookie Jar] looses one rank. A 'Faded' power can be refreshed in some manner, as approved by the GM. It typically should take longer then an hour and be done outside of combat. You may be allowed to use a hero point to recover the effects instantly. -1 per rank
Side Effect : Using the [Cookies] from this [Cookie Jar] has consequences! When spending cookies, you suffer an effect as determined by you and your GM (Typically Strike, Affliction or Weaken). Alternatively, you could suffer a complication without receiving a hero point in return. -2 per Rank
So, that is the rough draft; the primordial form of the system. It's clunky, its definitely not elegant, but it's functional. This keeps all the powers and such in one easy to find location and covers a blanket area of powers into a singular form. But just like Containers went away in favor of Devices, Complications and Alternate Arrays, I'm going to re-imagine this as a new set of powers, extras and so forth. It's essentially an additional system to be amended into the base game itself for rounds to be used as a resource.
The Cookie Jar, v2.0
Or how to lose powers with Style!
Sounds like Fun...
-Rocket, Sucker Punch
[Cookie Jar] - General Power
Action: none Range: Personal
Duration: Permanent Cost: 2pp/rank
[Cookie Jar] is a power that allows you to collect portions of energy, power or some resource to fuel other powers you have with, called cookies. For each rank of [Cookie Jar], you can keep 1 [cookie] for use. If you would gain more [Cookies] then you have ranks in [Cookie Jar], they are simply ignored. So, if you had 4 ranks of cookie jar, and were to gain a 5th cookie, you would simply not collect it. Your [Cookie] collection can be refreshed, as determined by you and your GM, or with the [Cookie Regeneration] power. Refreshing your cookies should be done out of combat and take at least one hour. As with any cookie related power, they type of cookies stored must be specified.
Extras:
Trait Dependent : The number of Cookies you can have is limited by your levels in Cookie Jar and whichever Attribute you tie it to. So, if you chose Strength as your attribute, you would add your Strength and your ranks in Cookie Jar together. If your strength was reduced, you would lose extra, unspent cookies. If your Strength was increased, you would gain cookies equal to that amount and increase your maximum. +0 per rank
Variable : The cookies you can store and use are variable. With a single application, this should be a range of similar cookies (Fire, heat and Radiation energy, for example). with two applications of this extra, you can choose a wide selection of cookies (Electrical, Nuclear, and Fire Energy for example). Note that cookies costs are dependent on the power, not the cookie spent on them. +1 flat, per application
Conversion : if you gain cookies with a Descriptor you can't store, you can convert them into the descriptor you can store. For each application of this Extra, you can convert a similar cookie Descriptor into your specified cookie Descriptor (Example, Fire into Heat cookies). With two applications, you can convert a wide range of cookie descriptors into your cookie type (Electrical into Nuclear, for example). +2 per Rank (Conversion), +3 per rank (Wide Conversion).
Flaws:
Fades : Whenever you spend cookies, you lose a rank in this power. Recovery of the rank can be set by you and your GM, but should be out of combat and take at least 1 hour's worth of time. -1 per rank
Acquired : Perhaps you are a vampire, and need to drink blood to acquire cookies, or you have to build up a charge or can't maintain your cookies for whatever reason. With this flaw, you are assumed to have no cookies at the start of combat and can only gain them while in combat rounds. -1 per rank
Limited : Your total amount of cookies is limited. For example, only while you are in sunlight, or while you are badly hurt. You only gain cookies under these conditions. -1 per rank
Removable : Your [Cookie Jar] can be removed from you. This flaw is separated into two different kinds; Removable and Easily Removable. A Removable power can only be removed when you are Stunned and Defenseless, and cannot be removed during Action Time. An Easily Removed power can be nullified with a disarm or grab action. -1 per rank (Removable), -2 per rank (Easily removable)
Activation : Normally, an inert power can be activated as a reaction. This can be done on anyone's turn as long as a player is conscious and able to act. With the Activation Flaw, this becomes a Free Action and can only be done on your turn. Applied twice, it requires a move action. Applied three times, it becomes a Standard Action. -1 per rank per application
Side Effect : Using the [Cookies] from this [Cookie Jar] has consequences! When spending cookies, you suffer an effect as determined by you and your GM (Typically Strike, Affliction or Weaken). Alternatively, you could suffer a complication without receiving a hero point in return. -2 per Rank
Unified : The maximum Cookies you can have of any descriptor is limited by this power. -1 per rank
Uncontrolled : The Descriptors of your cookies are not under your control. For example, a druid-like hero who gains Cookies based on his environment can't choose what kind of cookies he pulls from the land he is standing on. Note; The variable extra is not required for this flaw, the descriptor of your cookies are changing based on something you aren't in control of. -1 per rank
Cookie Regeneration - General
Action : None Range : Personal
Duration : Permanent Cost : 1 per Rank
Over time, you gain cookies back without effort. For each rank in this power, you recover 1 Cookie per minute. As with any cookie power, the type of cookie must be specified. The maximum you can have at any one time is determined by your Cookie Jar. These Cookies may be used to fuel powers. If you have multiple instances of Cookie Regeneration, they stack (assuming they are all for the same Cookie Descriptor).
Extras:
Variable : You can change what kind of cookies you are gaining over time. With one application, you can choose similar cookie types (Celestial, Lunar, Stellar for example) and choose 1 whenever you are gaining cookies. With 2 applications, you can choose a wide range of similar cookies (Celestial, Alien or Divine for example) and gain cookies with those descriptors. Note that you have to have an appropriate cookie jar to keep these Cookies, as normal. +1 flat per application
Flaws:
Cookie Cost : You can spend cookies to get more cookies! With this flaw, you can activate your cookie regeneration with a cookie as a reaction. -1 per rank
Limited : You only regenerate cookies under specific conditions. For example, in sunlight, fire or in space. -1 per rank
Activation : you have to take some action to regain your cookies (Like reload a magazine from a weapon, or change out a power core). With one application it is a free action, 2 is a move action, 3 is a standard action, and 4 is a full round action. -1 per rank, per application.
Cookie Advantages
Cookie Array - A Cookie Array is similar to a standard Power Array. It is applied to a power, which is called the base power. From there, the player creates and chooses a new power which can exceed the base power's PP cost for no additional purchasing. However, for every 1 per rank over the Base Power's cost will require 1 cookie to activate. If the power does not cost more then 1 pp per rank, it still requires 1 cookie to activate. Unlike a Power Array, this activation can be done as a reaction, and both or all powers in the array can be active simultaneously (Assuming the character has adequate cookies to keep them all active). At the start of the players turn, he must spend cookies to upkeep his active powers. If he chooses not to upkeep them, they fade as though he had lost concentration on them. He can reactivate them as normal with the appropriate cookie cost. Like with all cookie related effects, the cookie descriptor must be specified.
Cookie Benefit - You may gain a cookie under specific circumstances (Such as getting a critical hit or by getting hit by an kind of attack). This is useful for designs that are supposed to draw their cookies from specific circumstances rather then coming from over time.
Cookie Related Extras/Flaws
Unleashed Power - This Extra can only be applied to a power in a Cookie Array. This Extra may only be applied to an instant effect. This Effect must be at the highest power level available. This extra increase the maximum Rank in the power by 2. For each application of this Extra, the minimum cookie cost has to be increased by 1. (Example; if a cookie array blast has two applications of Unleashed power and -4 per rank in flaws, the inert power still costs 3 cookies to activate; 1 for the cookie array power itself and 2 for the Unleashed Power extras) +2 per rank
Cookie Variable - You may choose to spend a cookie to change this power's descriptor to match the cookie you've spent on it. So if you had a Lighting Cookie, you could spend it on this attack to give the attack a lightning Descriptor. If the power requires you to spend a cookie on it to determain the descriptor but still costs a cookie, this is an uncontrolled flaw. +0 per Rank.
Cookie Accumilation - This advantage can only be applied to attack Powers. This allows you to gain a cookie upon successful hit or failed save. If this power requires a cookie to use, you can not gain cookies of the same descriptor, without an additional rank of this advantage. It's possible to gain multiple cookies this way, each costing 1 additional advantage (For an off sync cookie) or 2 ranks (For the same cookie). 1 Flat
Cookie Leech - This extra can only be applied to an attack power. On a successful hit or failed save from this attack, you gain 1 of your opponents cookies. This Extra may be applied multiple times. The target decides which cookies he gives up. If the target does not have Cookies, you do not gain anything. Cookies keep their descriptor when you acquire them from an opponent. +1 per rank, per application.
Case Studies
How this can be used
to create differring character builds
Saitama -One Punch Man
Shoto-Todoroki (AKA "Origin") Boku No Hero Academia
Goku - Dragon Ball
Superman - DC Comics
Bruce Banner (AKA The Incredible Hulk) - Marvel Comics
(I'll be back, with the earlier version done and start working on the sleeker design with multiple powers working with the same element. Following that, I'll go over some case studies to show popular characters with this build to take into account some of the extraordinary things they do that M&M has issues depicting. Thanks for Reading!)