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Post by turnagealfonsojermaine on Sept 19, 2016 15:39:03 GMT -5
I often try to create/doodle various MURPG characters for practice when I start GM'ing again. Anyway, I have a character already tele-empathic, but I want some clairvoyance. I mentioned before when I came here more often an option called: Elongated Danger Sense/Prescience. Normally, the few games I played I usually give 1 (2 if generous) panel warnings for prescience & Maybe if relevant the very general type of danger --- explosion, ranged attack, hand-to-hand, environmental disaster, so on & etc. Now when a PC or NPC has elongated dangers sense the short version is longer lengths of time & more space to maneuver to stop the threat/danger --- BUT the vulnerability is (see the title) only at my discretion. They can ask & the city (Detroit) may have a giant bomb underneath it (God forbid), but if I chose no warning none is given. If a cousin is in danger however & I want said person to address (be distracted by such) then I will tell them info as the sheet describes. This (I can be bad at charging prices for options) I say maybe a +1 Cost Level advantage for clairvoyance. What do you out there think? In general, if a player too buys an GM Discretion option for other actions/modifiers, what should they cost? In general?
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Post by leska on Sept 19, 2016 17:01:11 GMT -5
Prescience I always played it as a reaction modifier that lets people shift stones around last minute to dodge or do something that would keep them from taking damage or dying. It's spidey sense, so I use it as such. Clairvoyance is a different matter altogether as it allows a character some information they didn't have before about what can happen. So, you have a player ask a question about a bomb in the city and you can give them little bits of info if where the bomb is, scene wise, where the bomb will go off in a city. The action itself is already dictated by the GM so not really sure what you're trying to get at here.
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Post by turnagealfonsojermaine on Sept 19, 2016 18:21:11 GMT -5
Sorry. For example . . . normal prescience --- danger around you. An explosion, you got 2 panels. Elongated Prescience . . . You are going to die in one hour, an explosion. The explosion will occur w/n 100 yards, killing many innocents besides you. Find the cause. Normal Prescience --- you cousin is dead. She was killed by Bulls-Eye. Read the paper. (Prescience does not warn concerning others.) Elongated Prescience/with a little precognitive flash thrown in. Your cousin has one hour to live & her killer is 100 yards from where you are now. Stop him/her/it. I mean no shade, sometimes I do not make myself clear (sound confusing/cause baffled looks) on boards like this. I hope I helped understanding.
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Post by kito on Sept 19, 2016 20:09:01 GMT -5
is this power in the spider guide i thought it was?
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Post by kito on Sept 19, 2016 20:28:22 GMT -5
as far as as an advantage and to what power I would think +2-3 min as it like adding a hole different power to a power (like adding a power to telekinesis if you want to take a big power like say psi-weapon because your hero can focus there telekinesis into a solid form you don't get to add it on for +1 you might take-1 of the cost of psi-weapon to make it +2) as far as how the power works spider guide has a good system i dont see a reason to change what they got.
The power I think you mean is called Precognitive Flashes in the book?
as to my knowledge prescience is just the ability to change stones after enemy attack? (at least in text unless you got a house rule on it)
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