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Jun 23, 2010 9:49:56 GMT -5
Post by takewithfood on Jun 23, 2010 9:49:56 GMT -5
Yes, Venom is a good example. He should really have Henshin and Shapeshifting, since he can throw on the uniform without any significant concentration. Good call.
Hopefully, Transform Self will be up today. Then I guess it will be time to start recruiting.
~TWF
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Jun 23, 2010 12:07:34 GMT -5
Post by Neros on Jun 23, 2010 12:07:34 GMT -5
Yaaay!!..
Just thought about something which I never saw the book covered: You are standing in an ally and want to get to the top of the building.. Its about 40 feet high.. You however only have a Acrobatic skill of 1 and Strength 2, which can only get you to 25 feet.. But shouldn't you be able to use Acrobatics to reach the top by jumping from ledges/ladders/ect? In short, not beating the difficulty right away?
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Jun 23, 2010 12:28:45 GMT -5
Post by takewithfood on Jun 23, 2010 12:28:45 GMT -5
Yeah, they never really covered climbing. Acrobatics works for climbing in general, though.
In the case you mentioned, with a dude with Acro 1, Str 2, I'd maybe let him get up to the second by climbing up ledges and drain pipes and stuff. Someone with Str 2 and Acrobatics 1 is about the bare minimum when it comes to athleticism, so don't expect too much from them. If there is a fire escape (and depending on the city, there probably is), then he can probably just use regular movement (Speed, or Acrobatics as movement) since they're essentially stairs. It's always helpful in these situations to toss in an extra stone or two if you anticipate problems, like a rusty or slippery ladder which might pose a sit mod.
~TWF
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Jun 23, 2010 16:11:18 GMT -5
Post by Neros on Jun 23, 2010 16:11:18 GMT -5
Okay, now add that to the jumping rules aswel The only example there is with Acrobatics is how to fall.. As fare as I recal.. How to jump is rather easy to understand, but some more examples would help new GMs and players better understand how to use it.. I mean, that was one of the flaws with the original system, very little examples and lots of interpetations, which could easily end up with allot of version
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Jun 23, 2010 17:55:44 GMT -5
Post by takewithfood on Jun 23, 2010 17:55:44 GMT -5
I'm not going to add that to the jumping rules, as it's too situational. It's really up to the GM. Another GM might decide that it's easier or harder to climb, and they wouldn't really be wrong. I dunno. Maybe we need formal rules for climbing or something. Something to think about/work on for later. But anyway, I think the leaping part is fine as is.
The falling rules were sort of explained in the original Acrobatics description, but not very well. I think the idea was that you can subtract 1 point of damage per Acrobatics AN if you fall when you aren't prepared, such as when shoved off a cliff or if the ground gives out beneath you. (Typically this messes up your action, too, if you haven't already taken it, as you spend time getting off the floor or whatever instead of shooting/running/punching.) If you deliberately jump down, you have to spend stones.
I've never had any complaints about this rule, but if I were to write it again I'd just make it so that if you fall when you aren't prepared, stones negated by your Acrobatics come out of your energy instead (sort of as though you had spent them on Acrobatics).
~TWF
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Jun 24, 2010 13:08:00 GMT -5
Post by takewithfood on Jun 24, 2010 13:08:00 GMT -5
Transform Self has been tricky to word, and it isn't great, but it's up for now. Tinkering with specific rules for Powered Armor (dealing with the whole "I carry it around in a briefcase" thing vs. "I keep it back at my lab"), but I don't think they're really necessary - really, it comes down to flavour.
~TWF
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Jun 24, 2010 16:28:48 GMT -5
Post by Neros on Jun 24, 2010 16:28:48 GMT -5
Great idea for Acrobatics.. But will it then count as if he had spend the stones himself, landing safely and ready for action (as if he activily had used the action), or as in the books as if he hadn't spend stones (not ready for action... Wasn't that the difference back then?)
Transform Self: Looks interesting and promising, but I think I have to try it out on a CAD since Im not sure how well it works yet..
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Jun 24, 2010 17:06:28 GMT -5
Post by Dionon on Jun 24, 2010 17:06:28 GMT -5
I like the Transform Self rules... I think I've used them before though lol... though there are a few new wrinkles thrown in this time. Oh... how do you define how many transformations you have, does your default form count as a "transformation" form, or is it Default + Transformations. IE Take Frieza from the anime Dragonball Z. Counting his default form he had 4 forms, but he only had 3 transformations... which one is the one you pay for?
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Jun 24, 2010 18:35:32 GMT -5
Post by takewithfood on Jun 24, 2010 18:35:32 GMT -5
Concerning acrobatics, if you are forced to fall, it typically won't happen during your panel. So, if you're shoved off a 5 story building, and you have Acrobatics 5, then you lose 5 energy (instead of taking 2 white!) and you wind up on the ground. The GM may describe it as you catching a flag pole or a street lamp, then tucking and rolling.
Now, if you haven't had your Action yet, it might not work. If your Action was to punch someone in the face, but now they're still up on the rooftop and you aren't, you're going to lose your Action (a nice GM will refund you your energy; a mean one won't). If your Action was to fly away at speed 5, then you can do so just as easily from the street as you could from the rooftop, so that wouldn't be a problem.
That's how I'd handle it, anyway. I think a lot of these details are up to the situation and the GM, though.
As for Transform Self with multiple forms, just count up ALL of your forms, including your default one, and pay that many stones. So, Wolfsbane would pay 3 white, since she has a default human, a hybrid, and a full wolf form.
~TWF
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Jun 25, 2010 1:45:24 GMT -5
Post by Neros on Jun 25, 2010 1:45:24 GMT -5
Acrobatics: Again, I feel such an example should be noted.. The more example we can give, the better calls GMS can make.. =====================
And now on to the transform self.. Made a normal 40w stone character with a rather normal form and a bigger brute form which rely on kinetic force..
ABILITIES 2,2w 2r - INT: 2 1r - STR: 1/6 1r - AGI: 1/2 1r - SPE: 1/2 1r - DUR: 1/5 1r - POO: 1/4 1r - REC: 1/4
ACTIONS 1,1w Close COmbat: 1 cost. 1r
Social Skills: 3 cost. 1w
MODIFIERS 20w Transform Self: * Default & Brute Form: 2w * Transform Speed: 3w (one action) * Trigger: When he suffers enough damage to fill his absorbtion by 3, he transforms)
Absorb Kinetic Energy: 3 +7 - All types of attacks cost. 15w ===================================
So, at the end of Step Four: 02,2 - ABILITIES 01,1 - ACTIONS 20,0 - MODIFIERS
Thats 24 and if he had 40 stones, that would be 16 left over.. Multiply by 1.5 that makes it 24.. Used to: * Increase Kinetic Absorbtion by 2 (10w) * Give him a force blast of 7 +1 (12w) * Increased Strength to 7 (2w)
Final Form
ABILITIES 2,2w 2r - INT: 2 1r - STR: 1/7 1r - AGI: 1/2 1r - SPE: 1/2 1r - DUR: 1/5 1r - POO: 1/4 1r - REC: 1/4
ACTIONS 1,1w Close COmbat: 1 cost. 1r
Social Skills: 3 cost. 1w
Vibration Blast: 0/8 Range: 4 Area Effect +1 (2 leves are free) Cost. 12w
MODIFIERS 20w Transform Self: * Default & Brute Form: 2w * Transform Speed: 3w (one action) * Trigger: When he suffers enough damage to fill his absorbtion by 3, he transforms)
Absorb Kinetic Energy: 5 +7 - All types of attacks cost. 15w (+10w extra stones to increase it) ==================
So fare, I like how it works.. But did I do it right or did i totally mess it all up?
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Jun 25, 2010 6:57:19 GMT -5
Post by takewithfood on Jun 25, 2010 6:57:19 GMT -5
Yeah, you messed it up, but you messed it up exactly where I was worried you would, based on the way I wrote it. There was a misleading part in my text, I think. Anyway, here's how you'd do it:
At the part where you're buying common Abilities, Actions and Modifiers, you basically just buy the lowest common denominator. So, if you want your end form to have Strength 1/7, you just pay for Strength 1. Then, after you multiply what's left over, you buy the rest of the Strength 7 (which would cost 5 white, 2 red).
Does that make sense?
The stones disappear quickly unless you toss in some challenges.
~TWF
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Jun 25, 2010 14:34:33 GMT -5
Post by Neros on Jun 25, 2010 14:34:33 GMT -5
Aaah, glad we cleared that up.. I was wondering if it could be right that I could just set a level for his "brute" form.. And it makes perfect sense.. and as you said, the stones can disappear really quick.. Maybe to quick.. Have you tried comparing two transform self characters with the same powers? I'l give it a go' myself when i have the time.. Im just worried thar it becomes an expensive shenshin (that change costume modifier).. But generally, I love it.. Much better than tge original rules
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Jun 25, 2010 14:51:12 GMT -5
Post by takewithfood on Jun 25, 2010 14:51:12 GMT -5
Yeah, transform self is really best for characters who either have a difficult transformation (so that they aren't spending many points up front on control and transformation speed, leaving them with a lot of stones to multiply and thus buy a massively powerful "second" form), or for characters who have very different powers in each form, like Emma Frost.
If your transformation is very minor, and you want lots of control/speed, it's probably best to just buy Power Up or Metamorphosis, as they have their own significant advantages.
~TWF
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Jun 25, 2010 16:41:07 GMT -5
Post by takewithfood on Jun 25, 2010 16:41:07 GMT -5
Dionon brought up Absorb Ambient Energy, which used to be an option for Energy Absorb/Reflect, in a PM. I had forgotten all about it! Thank you so much for the reminder!
I've added it to the front page - it is now an option for Recovery, plain and simple. Please let me know what you think.
~TWF
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Jun 27, 2010 12:11:16 GMT -5
Post by takewithfood on Jun 27, 2010 12:11:16 GMT -5
Powered Armor is up! Please take a look.
It is slightly different than Transform Self, but quite comparable, I think. The costs for having a really awesome, versatile suit are about the same as having a quick and easy transformation. By default, you have a suit that sits in a lab somewhere, that has to be manually donned, and only runs for 2 hours before you have to charge it back up (yikes). For 10w you can have a portable suit that you can don as a free action, that is exclusive to you (or anyone else you specifically allow to wear it), and never runs out of batteries. And of course you can choose something in between. If your "pilot" CAD is pretty buff - maybe it even has its own super powers - you may only need a little bit of battery life, tossing the suit on only when you really need it's unique capabilities. If your pilot CAD is a normal crappy human, you will probably want to go whole hog. ^__^
~TWF
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