freeze rays and vampirism and other stuff.

Postby Zuldan » Mon Jul 30, 2012 10:17 pm

i have a few questions. lol redundant huh?

1. player causes a villain to get encased into ice at a d12 complication can the villain move? and are we using the right term?

2. player uses sorcery to create a d6 barrier (assist) spending a plot point around a house to keep the supernatural in. rolled vs doom pool. got higher. d6 for effect.

3. person whats to play a vampire. and have it so when he deals damage based on emotion (or any stress type) is able to heal physical (soul vampire) how can i apply this so it works?

4. leech vs mimic is it a choice when power is taken or is it both at any given time?.
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Postby Doc Hydrogen » Mon Jul 30, 2012 10:34 pm

1. It depends on the narrative. If his feet are encased, it makes sense. Otherwise the target could move.

2. That's an asset, sure. Not sure if it would really stop them from leaving, make it d6 harder, sure.

3. You could rewrite the second wind SFX to stipulate you only use an effect die equal to the stress caused. This would step down your stress sometimes.

4. I'm not sure what you're asking here.
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Postby Spatula » Tue Jul 31, 2012 8:11 am

1. Yes, complication is the right term. If the narration says that Hero X is encased in a block of ice, Hero X probably can't move (unless he has some power that lets him) until the complication is gone. The die rating of the complication doesn't matter; that is more a measurement of how hard the ice block is to remove.

2. The barrier is there, but it's weak and will probably fall to the first attempt to breach it. Why did the player spend a PP?

3. There are a few ways. This question probably deserves its own thread. I would give the character the Healing SFX, with the stipulation that it could only be used after damaging someone emotionally (or whatever). I think you could design a good custom SFX around this concept, but Healing works in a pinch.

4. Stealing a power is really two different effects: shutting down the original and creating the copy. You can achieve two effects at once by spending a PP to keep an extra effect die, so that's one route. Or you can just say that Hero X's power can do both at once - ultimately, it's up to you what your hero's powers do. Until we see an official Rogue datafile, we're just stabbing in the dark on this one.
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Postby RoyMBar » Tue Jul 31, 2012 9:57 am

I would say that Rogue's power couldn't be modeled by spending a PP to keep an extra effect die - Rogue doesn't choose to steal the power or copy the power, she has to do both.

A SFX that forces both to occur whenever she touches someone would make more sense, thematically.
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Postby Leftahead » Tue Jul 31, 2012 10:08 am

RoyMBar wrote:I would say that Rogue's power couldn't be modeled by spending a PP to keep an extra effect die - Rogue doesn't choose to steal the power or copy the power, she has to do both.

A SFX that forces both to occur whenever she touches someone would make more sense, thematically.


Yes, as well as a Limit that caused Mental stress, or a complication, to reflect the flood of unfamiliar memories and sensations she's always so angsty about.

I guess I'm personally on the fence about whether the power drain from the target would be actually stepping back their power dice, or added on as a complication. Is it canon the extent to which her drain exactly matches how the powers return to the person she touched? It occurs to me that this is a cool place for an 'activate a Opportunity' end condition, given how we always see her powers working in the comics.
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Postby N01H3r3 » Tue Jul 31, 2012 10:21 am

RoyMBar wrote:A SFX that forces both to occur whenever she touches someone would make more sense, thematically.


Rogue
Affiliation
Solo d8, Buddy d6, Team d10

Distinctions
  • Southern Belle
  • Look But Don't Touch
  • Emotional Baggage

Power Sets
Power Absorption
Draining Touch d10, Mimic d10
SFX: Cause and Effect: On an action including Draining Touch to inflict physical stress against a living creature, add Mimic to your pool and keep an additional effect die as a Mimic asset based on that character's powers and memories.
Limit: Overwhelming Psyche: After failing an action using a Power Absorption power against a living opponent, gain 1PP and suffer mental stress equal to your opponent's effect die.
Limit: Uncontrollable: Gain 1PP and turn any Power Absorption power into a Complication. Roll against Doom to recover.
Limit: Mutant
Stolen Kree Genetics
Superhuman Strength d10, Superhuman Durability d10, Subsonic Flight d8, Superhuman Stamina d10
SFX: Second Wind: Before you make an action using a Stolen Kree Genetics power, you may move your physical stress to the Doom Pool and step up the Stolen Kree Genetics power by +1 for this action.
Limit: Overload: Shutdown a Stolen Kree Genetics power and gain 1PP. Recover power by activating an opportunity or during a Transition scene.

Specialities
Acrobatic Expert d8, Combat Expert d8, Covert Expert d8, Psych Expert d8
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Postby JesterOC » Tue Jul 31, 2012 10:40 am

For the freeze ray complication, I would say that if the complication is only at d12, then the target is slowed greatly, but can still move, once it is as d12+ then movement is halted and he is out of the fight.

OR are you looking for an effect that only restricts movement and nothing else?
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Postby Zuldan » Tue Jul 31, 2012 1:02 pm

with all of ya help i think i figured out how to utilize the freeze ray type of thingy better. thank you. think how i am going to do it is, as a complication is just "slows" the target down. however if used to cause stress/trauma and trauma is scored well target be stress out anyways.

i spent a PP to make it last a scene cause it was my believe that if you did something like that it only lasted a "turn" if you didnt spend a PP.

thanks also for you help on the vampiric power, think i well try customizing my own SFX. after all it does require damage to be done first.
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Postby Morik » Tue Jul 31, 2012 4:47 pm

Just remember that you don't have to cause Stress or Trauma to take someone out of the fight. You can remove them via Complications as well.

For example: If you were to 'Freeze XYZ in a Block of Ice' at d12+, then you have removed them from the fight just as effectively as if you had Stressed them out.
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Postby figurefour » Wed Aug 01, 2012 9:43 am

Zuldan wrote:i spent a PP to make it last a scene cause it was my believe that if you did something like that it only lasted a "turn" if you didnt spend a PP.


An asset lasts as long as it makes sense for it to do so. So an "Ambush" asset probably only lasts for the first attack, but a "Magic Force Field" lasts until you drop the spell, or someone breaks it.

You only need to spend a Plot Point if you want the asset to last until the end of the NEXT action scene.
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