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Post by leska on Aug 31, 2012 6:56:47 GMT -5
Its just kinda bs that the telepath cant do anything but the sorcerer can get away with turning things into w/e they want. Tis like wtf dude! But anyway, it's fine I decided to simply quit that rp since he just being a dick anyway. I'll just stick to rping with people i know and are fair. But in the meanwhile I'll be making some new characters and actions. X3 I like making things and having fun with them. Speaking of which, I have completed the Molecular Immobilization action I've had in mind since watching Charmed again.
Molecular Immobilization: AN+8 -Area vs enemy's SPD causes immobilization of targets -Duration = Stones of "Damage" -Range = 4
Options: - Can only use on single target -2 - Can pick friends who are not effected +3 - Max. Duration is an hour -4
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Post by Dionon on Aug 31, 2012 7:39:20 GMT -5
Max Duration of 1 hour should be -2 not -4 due to the fact that Limited Duration is a -2 defect.
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Post by leska on Sept 4, 2012 16:07:24 GMT -5
Okay i have an idea that i've been like oooo about for a bit and i wondered how would one price an ability which allows a player to "study" their enemy for a panel and then after that panel are able to look over their character sheet during the course of the whole time they are near them knowing weaknesses, powers, etc kinda like Final Fantasy X's Scan ability, but with the added bonus of added/free stones when using actions against said person.
Example: Naomi looks at her opponenet from afar, using her scan ability she can look at her opponent and begin to study them for a panel, during which time she begins to know her enemy's capabilities and weaknesses. Naomi now more attunded to her opponenet's actions knows how to better deal with them and take them out faster and more efficantly.
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Post by Brainstem on Sept 4, 2012 16:18:02 GMT -5
I think that's probably better reflected through something like Prescience, which allows you to see their allocations before they're resolved and react accordingly. You don't get the full effect of seeing their sheet, but you do have the same essential result.
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Post by leska on Sept 4, 2012 22:45:48 GMT -5
Well its not allocating its more like watching and seeing what your foe can do. Prescience is more like i have better protection against unseen danger, while this skill would be more like okay i know my foe, what they can do and what they are vulnerable with. more of the case to keep tabs on the foe
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Post by Brainstem on Sept 4, 2012 23:22:48 GMT -5
How would you intend, mechanically, to reflect knowing what your opponents vulnerabilities are?
To clarify, I mean not talking about pricing or anything like that. What is the flat crunch of how you would reflect that in game terms?
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Post by leska on Sept 5, 2012 12:49:58 GMT -5
After reading the book again i think the best way to have it would be like general knowledge by asking gm what the foe has rather than just looking at the sheet.
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Post by donmonte on Sept 5, 2012 13:41:42 GMT -5
Wouldn't it be an application of Concentration? Throw some stones into your action, ask the GM questions. Seems more like a matter of flavoring based on the character's concept. If they're psychic, then they could delve into the victim's mind. Maybe they're just really deductive. Maybe they can see strands of fate. Maybe they don't have a fourth wall.
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Post by 77odinson77 on Sept 7, 2012 9:35:57 GMT -5
I don't know about a cart-blanche ability to peek at another person's character sheet, but I do like the idea of sizing up an adversary, like two samurai staring each other down before a duel. Therefore, I prorose the following action:
Combat Assessment Cost = Action # +2 This action allows you to "size up" an opponent's combat prowess either while he is engaged in combat with others, or even by observing his mannerisms as he's squaring off to do battle with you. You will never know EXACTLY what his capabilities are, nor will you be able to account for every single Action or Modifier he has in his repertoire; you will, however, be able to assess his skill in a given combat style (Close Combat and revelant Specialties, for example) and see how your skills measure in comparison. The GM would not likely give you an exact stone difference, but would certainly reveal whether you are more skilled than your adversary or whether you should consider walking away (discretion, after all, is sometimes the better part of valor). RULES FOR ACTION BOX INT Bonus R = Opponent's Iintelligence + Mental Defense If one or more stones pass the Resistance, receive an approximation of opponent's skill in a single combat Action Multiple combat Actions can be assessed in this way, but only one can be assessed per Panel For each round you assess an opponent (likely while he is fighting others, but not necessarily), you will receive an additional stone to overcome his Resistance; you cannot receive more than your Action Number in free stones this way OPTIONS +1 to CL: Can receive exact difference rather than approximation +1 to CL: Can also factor in Modifdiers relevent to given Action (Targeting, Claws, etc.), including Weapon Modifiers (including Psi-Weapon) and defensive Modifiers (Toughness, Force Field, etc.) +2 to CL: Degree of success on initial assessment (stones that exceed Resistance) gives you free stones, which can be used both offensively and defensively (stones placed offensively can exceed your Action Number)
At first I thought it could be a subset of General Knowledge, but the more I developed the idea in my head, the more I realized that it was way too involved to simply be tagged onto another Action. I like this because it doesn't guarantee that you'll win every fight; rather, it allows you to know when passing on combat is the better choice. I could definitely see Concentration helping with this action as well, at the very least with regard to tuning out situational modifiers for distractions.
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Post by leska on Sept 17, 2012 13:11:04 GMT -5
that is exactly what i was going for thank you odinson! *hugs* Sorry i hadn't responded sooner school projects and family emergencies are always a fun mix x,x
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Post by 77odinson77 on Sept 25, 2012 16:05:24 GMT -5
No prob, ma'am. Glad I could help.
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Post by leska on Oct 6, 2012 14:51:20 GMT -5
hey guys long time no speak :3 i has a question maybe you all can help me with cause im a little confused about the difference between normal creat/manipulate option and unlimited create/manipulate . I mean whats the significance difference between the two cause so far it seems the same. So far I've been treating it as a free action to do but i think thats a bit off, can someone give me a clear definition cause some of my rps are kinda chewing my head off about it.
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Post by Dionon on Oct 6, 2012 23:05:47 GMT -5
With Create/Manipulate you can create basic structures and create your element. With Create/Manipulate Unlimited, you can make more complex structures and your element.
Example 1: With Create/Manipulate Metal, I can create a Metal Wall. Example 2: With Unlimited Create/Manipulate Metal, I can create a working gun.
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Post by Brainstem on Oct 7, 2012 2:22:55 GMT -5
This is just kind of an idea and nothing that I've really put thought into, but maybe you could work it out, mechanically, to distinguish the two? Standard C/M would give you the ability to make things, sure, but you couldn't ever have more than your AN of an object created at a time. So with a Mastery of Fire: 5, you could make a 5 stone wall of flames that lasts until you create another object or maybe a 3 stone flame sword (1 stone, 2x damage!) and a 2 stone shield, or five 1 stone daggers that you pass around to your allies. The point is that you can only have 5 stones out in total.
Alternatively, with Unlimited C/M, you can have any number of stones out at a given time. You're still limited by your AN for the total effect of any given object (unless you pick up Accumulate Energies), but you're not restricted otherwise. So you could, in the same example as above, make a 5 stone barrier around your allies, a 3 stone sword/2 stone shield for yourself, and five 1 stone daggers to hand out.
Other than that, it's a matter of discretion. Unlimited C/M is described in the books as Dionon said, so it should be allowed to be used with more complexity. Likewise, its addition means that standard C/M should be kept in quite a bit. You can make a club, maybe, but nothing fancy. A shield might break after a single use (or taking however many stones of effect in damage) if it's made of ice, a sword might lose a stone every turn due to smoking out if it's made of fire, or a barrier might lose a stone of charge every turn if it's made of electricity or magnetism. I don't necessarily mean to make C/M suck on its own, but there should be a big difference between a +1 Option and a +5 Option, especially on an Action that can get as pricey as MoE.
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Post by leska on Oct 22, 2012 12:56:37 GMT -5
Hey everyone how are you all? :3 As you know im here again to ask a question about a action :3 I had an idea for a character who is the ultimate seductress but her charm does much more then simply make people fall for her. I was thinking of her ability complementing her charming capabilities. So I wanted to see how I would go about pricing an ability which would allow her to share powers with those she enthralls. E.G She walks over to Xaiver's institute and walks over to xaiver's office and by charming him and making him infatuated with her and gain his powers. i'm thinking it would be like 30 stones to do but i could be wrong.
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