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Post by malice on Feb 22, 2013 13:34:43 GMT -5
I've been very fortunate in my groups, but from what I've seen here and on other game forums I am very much the exception rather than the rule. The first group I joined at college was visibly going south and so I bailed, sometimes that's the most appropriate move you can make.
What you seem to have is an immovable GM, which can be a strength some times but a serious problem in others. It all depends on when the GM decides to put their foot down, because when they swing that power it's going to be serious whether it's good or bad. If the GM puts their foot down screwing your character and giving someone else's free reign, you need to really carefully examine the situation with yourself among the suspects, and then if you find you're not the problem then you need to go.
That group I joined at college I spent the entire first session correcting massive errors in their character creation (They were thankful for this), I spent the entire second session leading the charge and marginalizing the worst character (They all found this fun and funny), and then I spent the third session doing my best to make everything work even though the GM had thrown some ridiculous challenges at us. I didn't come back for the fourth session but heard they'd been almost completely wiped out by a monster well outside their power range, and then later heard the GM had started converting it into Final Fantasy Tactics. I've never been so glad to abandon a group of people.
Problems like that only get worse. Players and GMs who aren't doing a good job can often be helped/redeemed, but if they aren't open to improvement then there's no reasonable hope for them. They may one day end up being awesome, but you're not obligated to suffer with them up to that point.
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Post by Gris on Feb 22, 2013 14:59:05 GMT -5
I just play with old friends since 15 years ago more or less, so no troubles here.
Edit: Well, and here, of course. Silly me.
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Post by leska on Mar 10, 2013 13:55:01 GMT -5
Is a blood mastery user able to get -1 to a healing factor?
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Post by malice on Mar 10, 2013 15:35:05 GMT -5
Sounds like a pure GM decision. Technically they all are, but if the Mastery isn't in the book there's no precedent to go by and you just have to see if you GM thinks it's fair.
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Post by leska on Mar 17, 2013 17:46:15 GMT -5
Just a quick question about accelerated healing factor. Would accelerated healing factor clash with intelligence energy rule? I ask because I have a blood witch character who has both and I'm curious is she would gain 7 from Int and then 3 more cause she as 3 ws or she can only get one or the other?
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Post by malice on Mar 17, 2013 19:50:24 GMT -5
They don't clash, you still get the white stone healing from the accelerated healing factor but the energy and energy regen rate from the special intelligence rule. It's a bit of a conflicting investment because you're still paying full price for both and you aren't getting the energy regen of the healing factor, but they don't interfere with each other at all. With a low enough durability (2 or 3) an Acc. Healing Factor isn't even an especially painful expenditure. Healing white stones in a matter of panels instead of hours or days is just that good.
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Post by leska on Mar 17, 2013 20:34:46 GMT -5
Ah ok ty malice
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Post by leska on Mar 30, 2013 21:45:33 GMT -5
Hey everyone its me again, how have you all been? I hope well. I need some experience help making an action(s) ive been pondering for a character I've been wanting to make. To give you some background this character's name is Sophitia Smith, shes a singer and dancer just all around pop star by today's standards. And I wanted to make her powers different than most people and I tried making it so that her powers can only be used while she is singing or dancing. The idea of it is that she can cause various effects depending if she is singing or dancing. So far this is what I got:
Enchanted Dance AN+options - Can only use in conjunction with coordinating action (in this case dance action) - User can spend stones to create effects that affect those who see her perform. - Pick following options to have: * Belly Dance; Stones vs Enemy social skills and mental defense, stones passed will cause target to be under the dancer's control. Maintain cost = half of AN(2) * Weakening Dance; Perform a dance which weakens enemies. Stones vs enemy social skills, causes enemy to lose stones equal to stones gone through, they cannot be regenerated. (2) * Siphon Dance; Perform an energy siphoning dance. Stones vs enemy social skills an energy def, drain away stone from enemies who watch performance. Bleed off 1rs/panel. (3)
The other one Enchanted Song: AN + options -Only affects those who can hear her. - only can be used in conjunction with coordinating action (Sing) - Can cause various effects Options: *Healing song; Heals allies who hear song. Same rules as healing (2) *Inspirational Song; Can give allies who hear song extra stones to use in actions of their choice, stones can surpass action's normal AN. Cannot be used for a panel after used. (4) *War song; Gives allies extra stones to add onto their attack actions. (4)
Something along these lines is what i want these actions to do. I think I would build them like a mastery but I would like another voice of opinions. But how it would go is that singing is support and dancing is debuff to place it in gamer terms.
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Post by leska on May 7, 2013 15:58:16 GMT -5
Hey everyone! Its been awhile since i've been on these forums thanks to school/family/life x,x But I am kinda back lol And I would like to show an action I have been working on on my free time and I would like some notes if possibe.
I wanted to make specific actions for Power Suits/ Robot characters. The names of these actions are simply called Protocols. What these protocols are suppose to is be able to give PA/robot characters access to certain abilities according to what protocol they have active. I'm not sure if it would be better as a action or a modifier but I would like to hear what you guys have to say since I'm still a noob. The following is an example I have set up;
Defender Protocol - Defender Protocol grants the character access to defensive actions/weapons - Characters can only have 1 protocol active at a given time. - Takes 1 panel to switch protocols.
Options: Taunt; Area of Effect stones vs enemy's Int; stones gone through cause enemies to attack user. For every 2 stones used, user gains 1 free stone of defense.(2) Force Field; (2) *Attracting Field (+1) Causes attacks nearby to be pulled against force field. *Absorbing Field (+2) For every three points of damage absorbed by force field, user restores 1 energy to their energy reserves. * Mental/Magic shielding (+1 for each) Canister Launcher(1); Non leathal gases effects only. its still a work in progress but its something that I think could be fun for Power Suits and give them a little more versatility depending on their situation.
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Post by Brainstem on May 7, 2013 19:19:42 GMT -5
I would say, if you want a suit of PA that can change between forms, you should go through Transform Self. PA is cheap enough as it is, so it's not unaffordable.
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Post by leska on May 13, 2013 22:22:06 GMT -5
I have a question about pheromones. A fellow rper says that Pheramones says its range is equal to it's AN because its an area of effect action. And in the beginning of the book he points out that you can determine the area by the number of stones used equal on the area/range on DNR chart. I told him that the only advantage of area of effect is that it effects targets who are within the diameter of your range, so instead of thing 1 using pheramones and it affecting 1 person, it affects everyone around them within their range. I even pointed out that the range is set at 1 for pheramones but he insists that its the area/range instead of the set range. I don't know about most people but a character who can affect people within 200 miles with pheramones is a bit insane. And as a side note would it affect allies? A part of me doesnt think it would unless specificly given that disadvantage.
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Post by WildKnight on May 13, 2013 22:24:40 GMT -5
I have a question about pheromones. A fellow rper says that Pheramones says its range is equal to it's AN because its an area of effect action. And in the beginning of the book he points out that you can determine the area by the number of stones used equal on the area/range on DNR chart. I told him that the only advantage of area of effect is that it effects targets who are within the diameter of your range, so instead of thing 1 using pheramones and it affecting 1 person, it affects everyone around them within their range. I even pointed out that the range is set at 1 for pheramones but he insists that its the area/range instead of the set range. I don't know about most people but a character who can affect people within 200 miles with pheramones is a bit insane. And as a side note would it affect allies? A part of me doesnt think it would unless specificly given that disadvantage. The RAW for Pheremones is very clear that while it is an "Area", the range of that Area is 1.
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Post by Silentking Alpha on May 13, 2013 22:25:48 GMT -5
Are you his/her GM? Then tell that person that this how you interpreted the rules and that is how it will work. If you are not the GM, then you will have to wait until I find my books or until someone else answers.
Edit: And WK beat me to it.
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Post by leska on May 13, 2013 22:28:56 GMT -5
I am not GM of that game and i meant feet not miles. x,x But i mean seriously it was right there clear as day.
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Post by leska on Jun 6, 2013 7:16:52 GMT -5
Hey everyone, how are you all doing? :3
I have a small question about an advantage that is in the book but i've never used, its called "Others benefit from power". I'm guessing that it works like the following:
Lita generates a Psi-weapon of 6 and with her option of "Friends benefit from power" all of those she considers "friend" gain a 6 stone Psi-weapon as well.
or more like
Blaire sees his whole team injured, he uses his Healing action at a 7. But since Blaire bought "Others benefit from power" he heals his entire team for 7 red stones.
I just want to make sure i'm clear on this one because I have misinterpreted other benefits before, and I figured it would be best to ask people who have been playing longer than I.
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