More Questions about Creation

9 views
Skip to first unread message

Gobbo

unread,
Oct 21, 2009, 4:30:18 PM10/21/09
to Cult of ORE
Ok a few more ?'s

So, I have a 3hd for my Body [Peak Performer]. Are all my Body skills
then a 3hd if I don't put any additional dice in them?

If I have 3hd in Extra tough and take a bunch of damage and the power
is turnned off, where does the damage go?

I want to make a Teleporter that can do like Nightcrwaler and move
mass, as well as attack and defend with it. If I want it to be very
reliable, but not make it "max move" every time, should I take it as
Wiggle Dice? Would it look like:

Teleportation (8)
Qualities: A D U.
Attacks capacities: Range.
Defends capacities: Self.
Useful capacities: Range, Power Cap: Mass +2.

So to take say 5wd in it would be 160 points?

I need to know fast as I have a Convention this weekend I am running
and want to make sure the characters are about the same points costs.

Gobbo

unread,
Oct 21, 2009, 5:08:06 PM10/21/09
to Cult of ORE
And a couple more:

I have a player who wants to make a character with Illusions and add
area to all 3 qualities. ie: he wants to be able to make a "squad of
illusion soldiers who can attack the enemy and defend the others in
his team by drawing fire. How does this work?

Daniel Kane

unread,
Oct 21, 2009, 7:19:33 PM10/21/09
to cult-...@googlegroups.com
My two cents...

On Wed, Oct 21, 2009 at 1:30 PM, Gobbo <lee.la...@gmail.com> wrote:

Ok a few more ?'s

So, I have a 3hd for my Body [Peak Performer].  Are all my Body skills
then a 3hd if I don't put any additional dice in them?
 
Not clear what you're asking.  You would "roll" 3hd for Body + whatever, and you could *purchase* 3hd (or 4wd, or whatever) in skills, but they wouldn't be free.


If I have 3hd in Extra tough and take a bunch of damage and the power
is turnned off, where does the damage go?

By my reading, Extra Tough wound boxes take damage first, and when they disappear take their damage with them.  Any additional damage in permanent wound boxes stays, of course.

Hm.  Thinking on it, though, this could be easily abused for rapid healing.  Extra Tough boxes fill up, go away, get brought back, etc. etc..  I'm inclined to treat that as the default unless a flaw is taken, e.g. Damage Goes to Permanent Wound Boxes First -1 (elegant, I know!).

I'm curious what Shane has to say!


I want to make a Teleporter that can do like Nightcrwaler and move
mass, as well as attack and defend with it.  If I want it to be very
reliable, but not make it "max move" every time, should I take it as
Wiggle Dice?  Would it look like:

Teleportation (8)
Qualities: A D U.
Attacks capacities: Range.
Defends capacities: Self.
Useful capacities: Range, Power Cap: Mass +2.

So to take say 5wd in it would be 160 points?

Looks fine to me.  5wd is a bit overkill, though -- 4d + 1wd guarantees a set, even at -3d, and 2wd guarantees a set of at least width 2 at any height you want.  I'm naturally inclined to throw in extras and flaws to spice it up (and further cheapen it!) myself, but for a con game simpler is surely better.
 

Daniel Kane

unread,
Oct 21, 2009, 7:22:44 PM10/21/09
to cult-...@googlegroups.com
The Radius extra affects all possible targets in the appropriate area; a range capacity determines what's a possible target.  Don't forget that range capacity has to be taken as an extra on a Defends quality.

~Daniel again

Bruce Rusterholz Turner

unread,
Oct 21, 2009, 8:21:03 PM10/21/09
to cult-...@googlegroups.com
I really like the analysis of Extra Tough below, particularly the flaw.
There's some precedent for the "damage vanishes" default - Dr.
Jurassic's Alternate Form doesn't mirror damage between his human and
t-rex forms, though damage taken in one form does persist e.g. if he
swaps from human to t-rex back to human. It's also worth noting that
Extra Tough and Regeneration are mechanically identical (same cost per
die, same extras, just a different description of the Useful quality),
so there's not much practical benefit to "abusing" Extra Tough by using
it as Regeneration - it's simpler just to call it Regeneration and let
it lie.

BRT

Daniel Kane

unread,
Oct 22, 2009, 4:11:09 AM10/22/09
to cult-...@googlegroups.com
Not looking at it right now (because I'm lazy), but I'm pretty sure Dr. Jurassic has a Useful quality attached to alternate form that keeps each form's damage separate.

The most rigorous way to do Extra Tough seems the same way, now that you mention it: the extra wound boxes aren't cleared when they disappear, but retain any damage when they are reactivated.  This seems to mesh better with the model that duration powers are reactivated every round for free.  On the downside... a little more bookkeeping, and it produce headaches if Extra Tough doesn't have hard dice.

Should it come up in my WT game, I might just have the player put Extra Tough wound boxes on the character sheet and treat them like any others, just keeping track of whether they're active or not.

*ramble, ramble*

To get back on point, the advantages of regeneration vs. extra tough are:

regen -- continues healing over time as long as it's active
extra tough -- can soak up more damage at once (no more pesky headshots!)

Letting Useful qualities stretch out to extra usefulness is the road of madness and damnation!  Or, to be less brimstone-y, I think it's important to be very specific with U qualities -- turn "lead to gold", "turn gold to oil," and "turn lead to oil" are all different qualities as long as Variable Effect isn't involved.

I'm kind of liking the idea of a temporary Extra Tough as ablative protection, though, a la the Shield power in Prototype (soaks up damage, breaks if it takes too much and has to regenerate).

*ramble, ramble*

Really, it depends on what the player is going for.

Hm.  Do HAR/LAR require extras (i.e. Engulf) to cover multiple hit locations?

~Daniel

Shane Ivey

unread,
Oct 22, 2009, 10:32:33 AM10/22/09
to cult-...@googlegroups.com
> Hm.  Thinking on it, though, this could be easily abused for rapid healing.
> Extra Tough boxes fill up, go away, get brought back, etc. etc..  I'm
> inclined to treat that as the default unless a flaw is taken, e.g. Damage
> Goes to Permanent Wound Boxes First -1 (elegant, I know!).

All Extra Tough does is give you extra wound boxes. If wound boxes get
hurt, they have to heal. If you deactivate the power when three wound
boxes are hurt, then you reactivate it with three wound boxes (3HD),
all three will still be hurt.

--
Shane Ivey
Arc Dream Publishing
www.arcdream.com

Shane Ivey

unread,
Oct 22, 2009, 10:33:56 AM10/22/09
to cult-...@googlegroups.com
> Hm.  Do HAR/LAR require extras (i.e. Engulf) to cover multiple hit
> locations?

No. Unlike Extra Tough, the Heavy Armor and Light Armor miracles are
functions of the Defends quality. Defends is not hit-location-specific
unless you take a flaw to that effect.

Gobbo

unread,
Oct 22, 2009, 10:38:07 AM10/22/09
to cult-...@googlegroups.com
Good to know!  Thanks Shane!
--
"Your frustration amuses me, please...  continue. - Ted
Reply all
Reply to author
Forward
0 new messages