I can leave out a lot of magical stuff because there will be a magical section. There is also a Chi section so I can leave out Chi attacks.
That still leaves, frankly, an infinite number of possible attacks to choose from.
Now, Of Course It's Not Like That
I'm not literally going to do Red Energy Beams vs. Blue Energy Beams unless I can think of a very different way to model them and there's a reason for it. However, I am going to try to have a bunch of fairly obvious attack powers (Sonic Scream, Power Blast, Flame Blast) and then give them a lot of variations on the theme in the "what you buy" section.
Is That Like Champions?
The Hero system is one of the most brilliant RPG systems ever developed (Champions was the original name and now is the name for their super-hero supplement). Their idea was to take a basic power ("Energy Blast") and then apply enhancements ("continuing attack"--keeps burning) and disadvantages ("not under water, not in space") to make a specific power ("Flame Blast").
While there are possibly some drawbacks to this it's frankly brilliant and I'm going to use the basic idea as a guiding principal in doing the JAGS Energy Attacks list. I plan to separate out stuff like Flame Blast from Power Blast (our term for Energy Blast) but a lot of the modifiers (is it explosive? Does it fire once per Round?) will be folded into the actual power description rather than occupying a chapter somewhere else and having you multiply.
There are a couple of reasons for this (one being that JAGS usually deals with far fewer numeric points than Champions did making small modifiers either fractional or not changing the cost) but essentially I'm also doing it because it fits my vision: I want to be able to sell Fire Blasts and Freeze Rays as specific powers rather than having Energy Blast and a Chinese menu of modifiers that let people build them.
Aside: I do plan on having a way to modify the existing powers so if you need to do something I didn't think of, you can. My current plan is that rather than reducing the cost (if your modifier increases it, it just increases it) you will get some number of Damage Points in exchange for the defect.
So What's This Post About?
So the question I have now is this: I plan to have a fairly "standard list" of "common modifiers" for a lot of these abilities. Things like "Explosive Radius" and "One Shot Per Round" or "Long Action To Fire" or "Acts as Damage Field" and so on. I'm not clear on precisely what this list of modifiers ought to encompass, however and that will require some thinking. What are the common modifiers I should test each attack for?
- Slow (Long Action either 5 or 8 REA)
- Charge Up (1 or 2 Rounds)
- Cool Down (1 or 2 Rounds)
- Breath Weapon (only active every-other round or so but requires 1 or 2 rounds of Cool Down after fired--this is meant for powerful Fantasy attacks)
- Power Up (Costs 5 REA to 'charge' and must be charged for a Round before it can be used)
Is that enough? Am I missing anything?