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Post by Revan on Feb 21, 2009 21:48:08 GMT -5
One solution I was thinking is to make the knock out factor be vs durability. If the amount of energy drained exceeds your durabiltyor reduces your energy pool to 0, you are KO'ed. Again people with high duability would likely shrug it off, IE Hulk, Juggy, Various other power types. This also allows once again for allocated defense to be worth something.
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Post by Neros on Feb 22, 2009 7:37:56 GMT -5
Hmm.. I liked the last part of the idea, but draining energy seems.. Don't know how to explain it.. If thats how the "base" would work, then rouge would have one hell of a modifier.. I belive she has touched some of her teammates from time to time and they where knocked out instantly for.. Well, a good deal of time, and they would have around atleast 20 in energy (9 and over in 1.0)..
One way to reflect his, could be to give her and option that ignored that rule..
EDITED: I do admit that it does give the power a more balanced look for normal players... No more "I touch you, and you are now KO'ed and i have your powers and.... Eeeew.. So thats what you're grandma looks like naked.... No wonder you became a villain..."
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Post by Revan on Feb 22, 2009 8:17:35 GMT -5
LOL.
If Rogue touched one of her teammates and they were knocked out instantly, the should have allocated to defense. Look at that instant KO as an unopposed attack. If Rogue walked up behind you and you didn't know she was there, you have no defense allocated, of course you are going to get knocked out. My intention was not to get rid of the instant KO, but rather to make the defense you have actually worth something. None of this as you put it:
However, if you have nothing allocated to defense, I could see an instant KO against most people.
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Post by Neros on Feb 22, 2009 12:34:25 GMT -5
But you would first be KO'ed when you're energy pool reaches 0.. As I said, that would mean you're attack would have to be incredibly high since targets will generally have 9+ energy (following the old system that is)..
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Post by Revan on Feb 22, 2009 17:41:08 GMT -5
But you would first be KO'ed when you're energy pool reaches 0.. As I said, that would mean you're attack would have to be incredibly high since targets will generally have 9+ energy (following the old system that is).. If you got touched and had 9 in your EP, but only had a durability of 3, and 4 stones got through your defense... you become KO'ed for a panel. Getting KO'ed can happen in 2 ways, the number of stones that are drained exceed your durability, or your energy pool is reduced to 0. Or would you prefer going back to the instant KO without having any chance to defend?
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Post by de5pa1r on Feb 23, 2009 10:00:54 GMT -5
If you got touched and had 9 in your EP, but only had a durability of 3, and 4 stones got through your defense... you become KO'ed for a panel. Getting KO'ed can happen in 2 ways, the number of stones that are drained exceed your durability, or your energy pool is reduced to 0. Or would you prefer going back to the instant KO without having any chance to defend? With 1.0 Steal Superpower, the target must be touched. Therefore the defensive stones the target allocates count. Maybe the attack negates Toughness or armor, but any stones in Close Combat, Acrobatics, Force Field, etc. or Reflexive Dodge could go toward defending against Steal Superpower. Just FYI, for my newest game I've made Steal Superpower: 1. Knock out the person who's using it for a number of panels equal to AN absorbed. This simulates their brain/body absorbing and adapting to the power. 2. Only able to take one superpower at a time. 3. Thrown out the rule that the victim is knocked out upon success. Balance and simplicity are key. In my opinion, the original mechanic itself wasn't broken, so there's no need to fix it by revamping the whole thing.
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Post by Revan on Mar 1, 2009 1:15:37 GMT -5
If Steal superpower wasn't broken, then why did you houserule it in your game? You can come out and say balance, but then you would be contradicting yourself.
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Post by de5pa1r on Mar 1, 2009 9:23:39 GMT -5
If Steal superpower wasn't broken, then why did you houserule it in your game? You can come out and say balance, but then you would be contradicting yourself. I never said Steal Superpower wasn't broken. I said the mechanic wasn't. Read first, then post.
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Post by bikermatt on Feb 12, 2010 14:13:18 GMT -5
"looking" at the comics I've seen for the power, this seems to be how I saw the power work for rogue(with examples and using 1.0):
Each action spent holding the character drains 3 energy +1 per action previously spent holding the current grip. Should an action be spent draining someone with no energy left, the subject enters a coma, and the powers gained become permanent, on top of the mind of the subject.
All drained points (as well as ALL regenerated points) are automatically spent in the powers as the GM decides. This takes effect at the beginning of the next page.
Example 1: Rogue kisses a boy for 1 panel. Action 1, boy loses 3 energy (0 remaining). Action 2, boy enters coma.
Example 2: Rogue grabs Thor's face, and Thor merely refuses to be moved. Action 1, Thor loses 3 stones. Action 2, Thor loses 4 stones. Next page, Thor tries to break free, but Rogue refuses. She now has 7 + whatever points she would recover to maintain the grip and withstand any blows. Thor has 17 points left, and tries to act. Action 1, Thor spends 10 on breaking free, but so does Rogue, using 3 from her own pool. Rogue also drains 5 more points, leaving Thor with 2 points. Action 2, Rogue drains the remaining points from his pool, knocking him out. On the third Page, Rogue gains his powers permanently. Thor had the ability to use his abilities because while they were magic, they were an inherent part of his form.
Example 3: Rogue hs been put in a coma and Wolverine has some light damage remaining, but needs to heal her fast, so he touches her. He has 15 energy and 4 health left. Action 1, he reaches for her. Action 2, he loses 3 energy, and has 12 left. ext page he gains the three energy back. Action 1, he loses 4 energy, leaving 11. Action 2, he loses 5 energy, forcing him to remove his hand, as he would only regain 4 energy, bringing it to 6. If he'd been healthy, he could have held on for 1 more action, but without his healing, he can't recover it as fast s he should.
I'll leave anything else up to the others on here to judge/fine tune.
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