Post by wayne on Oct 31, 2003 12:23:31 GMT -5
Well, I'm always on the lookout for appropriate, interesting, or simply "cool" Advantages and Disadvantages. Here's one that has an interesting twist: it requires real-world interaction to activate. Basically, you have to have some device, as a player, that allows you to select and/or create music (an instrument might work, but I wouldn't recommend it... you'd probably want a tape player, or better yet an MP3 player.) And, yes, you have to literally, physically play music or background noise/sounds to activate the Advantage.
The main goal is to provide appropriate dramatic music for the players... but it links into the game world too, providing a bonus for anyone willing to enhance the play environment this way.
Comments always appreciated.
DRAMATIC MUSIC/SOUND
Increase = +2 to Cost Level
Description
Your power receives a Situational Modifier whenever dramatic or background music, noise or sound is created. The ideal example is a character with Mastery of Sound or Mastery of Music. If your character is creating music to influence someone, this lets you, as a player, play appropriate music (via an MP3 player, etc.) and receive free stones toward the effect for doing so.
You could also use the effect to psychologically boost yourself ("getting psyched"), or antagonize your opponents ("psych them out")--in either case, making your Action more effective. In that respect, the Advantage can be applied to most Combat or Interpersonal Actions.
You will generally receive a +1 or +2 stone Situational Modifer when making use of this Advantage (GM discretion.) At most, you can gain a +3 Sit. Mod--usually only for highly appropriate, moving music at a pivotal point (a fight at the climax of the story, when trying to convince your main enemy to turn to the path of good, etc.) Choosing no music will do nothing... however, if your musical choice is bad, you may actually receive a -1 Sit Mod toward the Action! Timing and "smoothness" may be considered factors as well.
Note that if this Advantage is bought for multiple Actions, they are all affected by one musical source, and all receive the same Sit Mod. (If you have this on three Actions, and activate your music, you only have to do one song; if the GM determines it grants a +2 Sit Mod, then each of the three Actions gains +2 free stones!) Multiple players with this Advantage on their Actions may gain the same bonuses, but at GM discretion (if one character loves classical music, but another character hates it, when classical is played one character may receive a bonus, while the other will likely receive a negative Sit Mod.)
Finally, your character has to have some means of generating sound/music to activate this Advantage. Mastery of Music is OK, but having them have a musical instrument (the GM can decide if an appropriate musical Action is necessary too) or even having them carry a boom box or MP3 player can work. Just note that if they require some device, they must actually use it to get the bonus (whether immediate or delayed.)
Comments
The GM may alter the cost of this slightly if appropriate to the Action it is purchased for. (It is recommended to allow only +1 to cost for Mastery of Music; but probably +3 to cost for something like Inventing or Manipulate Body Density.)
Examples
#1 - Bach Man is attempting to charm a young woman of wealth to get her to talk about (and hopefully reveal!) her father's whereabouts--the team needs to contact him, but he's in hiding. He puts a full 3 stones into Social Skills, and also puts 1 stones into his Mastery of Music to create a soft, warm background melody (she knows of his power--otherwise, he could have just said he was making it so soft it only registered subconsciously.) Jim, the guy roleplaying Bach Man, selects a soft song on his MP3 player, and plays it as he describes all this to the GM. The GM, noting that his Social Skills Action has the Dramatic Music/Sound Advantage, is suitably impressed, and gives the Action a +2 Sit Mod. This is enough to overcome the lady's Social Skills (and hence, Resistance) of 4, and she tells Bach Man everything.
#2 - The Bouncer is an excellent street fighter, and gets pumped when his favorite music (it's very aggressive stuff!) is playing. He has the Dramatic Music/Sound Advantage on his Close Combat and Vehicle Operations Actions (the music pumps him up when fighting, and helps him focus when driving. Go figure!) In the car with him is Sharpshot, who likes the same kind of music, as it really gets him psyched and boosts his already-incredible shooting abilities. He has the Advantage on his Ranged Combat Action. Both characters are chasing a common thug, who is driving recklessly through the city trying to get away from them.
The Bouncer chooses a song on his CD player in his car... Sally, who is roleplaying him, puts a CD into her home CD player as she describes this to the GM. As this is a pivotal scene, and as the music is fast-paced, fits both characters' likes, and sounds great (and highly appropriate!), the GM gives a +3 Sit Mod; it applies to The Bouncer's Vehicle Ops, his Close Combat, AND to Sharpshots's Ranged Combat. The extra 3 stones is enough to let The Bouncer bypass their target, and spin the car so that Sharpshot has a clear shot to take the man out (which he does, with his +3 Sit Mod.) Their bonuses last until the chase ends, or the song ends--in this case, with their target nailed, the bonuses are no longer appropriate.
The main goal is to provide appropriate dramatic music for the players... but it links into the game world too, providing a bonus for anyone willing to enhance the play environment this way.
Comments always appreciated.
DRAMATIC MUSIC/SOUND
Increase = +2 to Cost Level
Description
Your power receives a Situational Modifier whenever dramatic or background music, noise or sound is created. The ideal example is a character with Mastery of Sound or Mastery of Music. If your character is creating music to influence someone, this lets you, as a player, play appropriate music (via an MP3 player, etc.) and receive free stones toward the effect for doing so.
You could also use the effect to psychologically boost yourself ("getting psyched"), or antagonize your opponents ("psych them out")--in either case, making your Action more effective. In that respect, the Advantage can be applied to most Combat or Interpersonal Actions.
You will generally receive a +1 or +2 stone Situational Modifer when making use of this Advantage (GM discretion.) At most, you can gain a +3 Sit. Mod--usually only for highly appropriate, moving music at a pivotal point (a fight at the climax of the story, when trying to convince your main enemy to turn to the path of good, etc.) Choosing no music will do nothing... however, if your musical choice is bad, you may actually receive a -1 Sit Mod toward the Action! Timing and "smoothness" may be considered factors as well.
Note that if this Advantage is bought for multiple Actions, they are all affected by one musical source, and all receive the same Sit Mod. (If you have this on three Actions, and activate your music, you only have to do one song; if the GM determines it grants a +2 Sit Mod, then each of the three Actions gains +2 free stones!) Multiple players with this Advantage on their Actions may gain the same bonuses, but at GM discretion (if one character loves classical music, but another character hates it, when classical is played one character may receive a bonus, while the other will likely receive a negative Sit Mod.)
Finally, your character has to have some means of generating sound/music to activate this Advantage. Mastery of Music is OK, but having them have a musical instrument (the GM can decide if an appropriate musical Action is necessary too) or even having them carry a boom box or MP3 player can work. Just note that if they require some device, they must actually use it to get the bonus (whether immediate or delayed.)
Comments
The GM may alter the cost of this slightly if appropriate to the Action it is purchased for. (It is recommended to allow only +1 to cost for Mastery of Music; but probably +3 to cost for something like Inventing or Manipulate Body Density.)
Examples
#1 - Bach Man is attempting to charm a young woman of wealth to get her to talk about (and hopefully reveal!) her father's whereabouts--the team needs to contact him, but he's in hiding. He puts a full 3 stones into Social Skills, and also puts 1 stones into his Mastery of Music to create a soft, warm background melody (she knows of his power--otherwise, he could have just said he was making it so soft it only registered subconsciously.) Jim, the guy roleplaying Bach Man, selects a soft song on his MP3 player, and plays it as he describes all this to the GM. The GM, noting that his Social Skills Action has the Dramatic Music/Sound Advantage, is suitably impressed, and gives the Action a +2 Sit Mod. This is enough to overcome the lady's Social Skills (and hence, Resistance) of 4, and she tells Bach Man everything.
#2 - The Bouncer is an excellent street fighter, and gets pumped when his favorite music (it's very aggressive stuff!) is playing. He has the Dramatic Music/Sound Advantage on his Close Combat and Vehicle Operations Actions (the music pumps him up when fighting, and helps him focus when driving. Go figure!) In the car with him is Sharpshot, who likes the same kind of music, as it really gets him psyched and boosts his already-incredible shooting abilities. He has the Advantage on his Ranged Combat Action. Both characters are chasing a common thug, who is driving recklessly through the city trying to get away from them.
The Bouncer chooses a song on his CD player in his car... Sally, who is roleplaying him, puts a CD into her home CD player as she describes this to the GM. As this is a pivotal scene, and as the music is fast-paced, fits both characters' likes, and sounds great (and highly appropriate!), the GM gives a +3 Sit Mod; it applies to The Bouncer's Vehicle Ops, his Close Combat, AND to Sharpshots's Ranged Combat. The extra 3 stones is enough to let The Bouncer bypass their target, and spin the car so that Sharpshot has a clear shot to take the man out (which he does, with his +3 Sit Mod.) Their bonuses last until the chase ends, or the song ends--in this case, with their target nailed, the bonuses are no longer appropriate.