• In total there are 2 users online :: 0 registered, 0 hidden and 2 guests (based on users active over the past 5 minutes)
  • Most users ever online was 56 on Mon Aug 27, 2012 12:14 pm
  • Users browsing this forum: No registered users and 2 guests

Welcome Anonymous !

MWP Forums
 

Margaret Weis Productions, Ltd.

Rules Q&A Discussion

Logical Resistances (Technopath v Telepath)

Logical Resistances (Technopath v Telepath)

Postby PhantasyIV » Tue May 29, 2012 11:15 am

So as an exercise I decided to make Megaman and Zero as characters to test the utility of the system.

Towards the end when I was looking over the sheet, I had to wonder if characters needed to explicitly state the "unsaid" resistances. For example, making robots, do I have to give them an Immunity SFX against telepathy/mind control since thos imply human minds? Or does the loophole exist that if it's not starkly stated, it doesn't work?

Conversely, how does Technological Control affect sentient technology (Vision for example)? Do Technopaths need to take Psy powers and give it the limit (and probable Extra Effective SFX) of "Machines only"?
"The difference between Genius and Insanity is a measure of success."
PhantasyIV
d4
 
Posts: 24
Joined: Mon May 21, 2012 10:24 pm
Location: Pennsylvania, USA

Re: Logical Resistances (Technopath v Telepath)

Postby PhantasyIV » Sat Jun 02, 2012 1:04 pm

Did I ask a question so dumb it doesn't even get snark? I know people are looking at the thread, so I would appreciate some feedback.
"The difference between Genius and Insanity is a measure of success."
PhantasyIV
d4
 
Posts: 24
Joined: Mon May 21, 2012 10:24 pm
Location: Pennsylvania, USA

Re: Logical Resistances (Technopath v Telepath)

Postby Duck Call Lass » Sat Jun 02, 2012 1:29 pm

I missed it myself.

Easy Answer: It depends on if it's narratively possible.

More Detailed Answer: To ensure that it's narratively and mechanically possible or impossible, limits and SFX can be useful.

C.f. the discussions about Daredevil's Immunity/blindness.
User avatar
Duck Call Lass
d8
 
Posts: 319
Joined: Wed Apr 18, 2012 12:06 pm

Re: Logical Resistances (Technopath v Telepath)

Postby Mystrich » Sat Jun 02, 2012 3:09 pm

It depends on a couple things:

1. Are MegaMan and Zero advanced enough that they count as human minds? They certainly aren't the typical robots.

2. How common will it be that they encounter these things? In Megaman, Telepaths aren't very common and therefore uneeded (see part 3), however, if you're doing a crossover game, I'd say give it to them. "Immunity: Spend 1 PP to ignore any attack that causes complications or stress through attacks on human physiology (such as nerve gas and telepathy)."

3. If they will be rare/nonexistant, then just describe it as a stunt or narrative ability.
User avatar
Mystrich
d10
 
Posts: 506
Joined: Sat May 26, 2012 9:27 pm

Re: Logical Resistances (Technopath v Telepath)

Postby PhantasyIV » Sat Jun 02, 2012 10:45 pm

Creating them is what made me think of the question in the first place, which is why I cited something more canon (Vision). Currently I have the immunity SFX, but I'm just wondering how far it would go if someone were to introduce/encounter certain powers.
"The difference between Genius and Insanity is a measure of success."
PhantasyIV
d4
 
Posts: 24
Joined: Mon May 21, 2012 10:24 pm
Location: Pennsylvania, USA


Return to Rules Q&A Discussion

User Menu

Login