Any reason not to?

Postby vitruvian » Sun Apr 08, 2012 8:00 pm

As for the earlier question about introducing brand new Specialties, I can see it being appropriate in certain circumstances, so long as they're of similar scope to existing ones and it's understood that there can certainly be overlap between them... kind of like how Specialty characters can have their own Specialties. The aforementioned character who's good at riding horses but not piloting jumbo jets is a good example, although I'd make the specialty broader than Riding or even Animal Handling - let it be a profession-based Cowboy or Cowgirl Specialty, covering riding, roping, tracking, survival on the trail, maybe even shooting with traditional cowboy weapons. Another broad one I introduced in one of the Lost Files writeups was, IIRC, Wilderness or Survival for Ka-Zar and Shanna - covers some of the same ground as Covert in terms of stealth, tracking, etc. in the jungle, but it won't help with spy stuff like shadowing somebody on the street or picking a lock.
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Postby vitruvian » Sun Apr 08, 2012 8:02 pm

MidnightBlue wrote:I'm not disagreeing with anyone that likes the use of adding the d6 version of powers that weren't there before, but I personally haven't seen a need for it yet.

Most of the characters that I've heard discussed for this rule, I'd probably handle in a different way via powers. Namely, I'd want to tie them to their most signature traits.

Take the Angel example. I probably wouldn't worry about giving him a version of strength to signify an attack. I'd give him an attack power tied to his wings...like "Dive Bomb" or "Aerial Combat."

But that's just how "I'd" handle the character.

Whatever you can do (and your group and watcher agree with) to make the character you want to play...more power to ya!

:)


You would be writing up a different character, because the original Angel never had wings. How about the original Patriot?
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Postby MidnightBlue » Sun Apr 08, 2012 8:09 pm

With the specialties, I just think this is another area where narration and up front limitations can work well enough for my tastes.

For example, I made a Ghost Rider based off of a particular Ghost Rider Heroclix piece and character card. I gave that datafile Vehicle Expert (Motorcycles). [At least I know that the qualifier was on my note paper...not sure if it made it into the post or not.]

As a player making this character, I'd explain my premise to the watcher and let him know that I expect this character to be really good on motorcycles, but I don't see him flying jets or anything. Therefore, I'll only be rolling my Vehicle Expert die into rolls dealing with motorcycles.

You could probably do the same thing to any of the other specialties. Tech Expert (Photography)...Business Master (Accounting)...Science Expert (School Teacher)...for the "Nature" skill mentioned above - Science Expert (Nature...or Earth Science...or Botany/Biology). Whatever you need.

Of course this is only if you want the limitations.
Last edited by MidnightBlue on Mon Apr 09, 2012 7:24 am, edited 1 time in total.
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Postby MidnightBlue » Sun Apr 08, 2012 8:14 pm

vitruvian wrote:
MidnightBlue wrote:I'm not disagreeing with anyone that likes the use of adding the d6 version of powers that weren't there before, but I personally haven't seen a need for it yet.

Most of the characters that I've heard discussed for this rule, I'd probably handle in a different way via powers. Namely, I'd want to tie them to their most signature traits.

Take the Angel example. I probably wouldn't worry about giving him a version of strength to signify an attack. I'd give him an attack power tied to his wings...like "Dive Bomb" or "Aerial Combat."

But that's just how "I'd" handle the character.

Whatever you can do (and your group and watcher agree with) to make the character you want to play...more power to ya!

:)


You would be writing up a different character, because the original Angel never had wings. How about the original Patriot?



Ahhh...not the Original X-Men Angel? You're right...we're talking about different characters.


But my point is still the same.

Just name a power trait something appropriate and give it the die you think it should have. "Training of the Bat D8." "Iron Determination D10." "Death from Above D12."

I see a lot of focus on "strength" in regards to it as a benchmark. I think the narrative nature of this game can circumvent that focus entirely.

At least it does for me.
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Postby Doc Hydrogen » Sun Apr 08, 2012 8:20 pm

vitruvian wrote:You would be writing up a different character, because the original Angel never had wings. How about the original Patriot?


Angel, Warren Worthington III, whose first appearance was X-Men #1 had wings in that first issue. Which Angel are you talking about?
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Postby vitruvian » Sun Apr 08, 2012 8:32 pm

Doc Hydrogen wrote:
vitruvian wrote:You would be writing up a different character, because the original Angel never had wings. How about the original Patriot?


Angel, Warren Worthington III, whose first appearance was X-Men #1 had wings in that first issue. Which Angel are you talking about?


The original.
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Postby Doc Hydrogen » Sun Apr 08, 2012 8:34 pm

vitruvian wrote:
Doc Hydrogen wrote:
vitruvian wrote:You would be writing up a different character, because the original Angel never had wings. How about the original Patriot?


Angel, Warren Worthington III, whose first appearance was X-Men #1 had wings in that first issue. Which Angel are you talking about?


The original.


That's amazingly useful, thanks.
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Postby QuestionAuthority » Sun Apr 08, 2012 8:44 pm

I summon my Soup elemental! It will smite you with its delicious wrath!
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Postby vitruvian » Sun Apr 08, 2012 9:04 pm

Doc Hydrogen wrote:
That's amazingly useful, thanks.


Sorry, teenager decided to restart Internet without telling anybody. Told him he had to read my mind and restore my post by typing it back in, but he doesn't seem to have developed telepathy yet.

Anyway, I described the guy earlier in this thread, and it's nothing 10 seconds on Google wouldn't turn up for you. The original Angel debuted in 1939, and was a Doc Savage/Mr. Terrific 'good at everything' type, with the twist that he learned his skills from the convicts in the jail where his father was warden. He is definitely part of MU continuity, having been the narrator and appeared in the recent Marvels Project miniseries.

The problem with having a 'Training' power set with a bunch of D8s in it for these sorts is that by and large, not only aren't they as strong as Cap is due to the super-soldier serum, they aren't as good in other ways either. Therefore even just Enhanced Reflexes D8 and so on like the Black Widow has is a bit much. Well, the Angel might just barely be able to justify it, but not the original Patriot, who was pretty much just an everyman newspaper reporter with a really good right hook. On the other hand, the problem with just leaving the physical stats alone rather than giving them D6s is that, unlike a lot of the villains in Breakout, they don't have regularly carried weapons or body armor to use as power sets and get that fourth die for their dice pools, so they're either working with only three dice or have to do something like split their Specialty die.
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