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Post by xavier on Jul 31, 2003 18:49:06 GMT -5
Mastery of Probabilities : - no force blast - no force field - no objects creation Create/Manipulate: the player describe a new outcome of the current situation. Then he spend several red stones into the Action, takes them and put them into a bag. Then he completes the bag with white stones up to a total of ten stones in the bag. Then the player randomly pick one of the stone in the bag. If it is a red stone, the new outcome happen. If it is a white stone, the action fails. The scope of the effect is limited by the AN. Example: a mobster aims a gun toward a Master of Probabilities. The master decide that the weapon will fall in pieces when the mobster will trigger it. Since the gun is made of steel (hardness of 6 in the D&R Chart), the Master need at least a Matery of Probabilities: 6. This mastery looks like Hex-Sphere for the variety of possible effect, but is much more fun to use. Another difference: the effects are less "exotic" (no matter transformation for exemple) and need plausible explanations. Fore an exemple of character using this mastery: murpg.proboards19.com/index.cgi?board=Original&action=display&thread=1059693990&start=0
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Post by psistrike on Jul 31, 2003 18:53:41 GMT -5
Oops just saw this after commenting on your character and asked things which this thread answered for me.
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Post by ozbot on Aug 2, 2003 14:40:01 GMT -5
Wouldn't this slow down game play, if this happens a lot during fight scenes? I mean, I know the GM has a similar option to create random things, but that's usually used more rarely than what might occur in a combat action.
I'm thinking something like-- Check to see if the character overcomes the initial Difficulty. (In your example, the Character must put in at least 6 stones to affect the gun.) The Outcome result is then checked against a 10-sided die-- if the result is equal to or below the number of stones of Outcome, the result succeeds. If not, Something More Unpredictable happens (GM discretion.)
I know, less fun than putting things in a hat...
I'd also just use the same cost/rules for Hex Spheres but simply rename it to suit your character, with the additional flavoring of "no 'exotic'/reality-warping effects" somehow. But that's just me.
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Post by xavier on Aug 4, 2003 8:31:02 GMT -5
I'm thinking something like-- Check to see if the character overcomes the initial Difficulty. (In your example, the Character must put in at least 6 stones to affect the gun.) The Outcome result is then checked against a 10-sided die-- if the result is equal to or below the number of stones of Outcome, the result succeeds. If not, Something More Unpredictable happens (GM discretion.) The use of a ten sided die seems a good idea to me. As currently written, i dislike Hex-Sphere. It's a cheap power in regards to the extend of the effects you can make. With this "mastery of probabilities" my intent was clearly to change this. Above all, i'm wanting to simulate by the rule the incertainty of the effects by introducing random. Hence, neither the PC can control every aspects of his power nor the player. My first idea was the use of a bag (like collateral damages) but the use of a die is also a valid option. By spending additional stones you reduce the randomness of the effects.
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