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Burning Man (10/die) - The flame aura power I've been trying to build here.
Qualities: A
Attacks (Flame Aura) Extras and Flaws: Horrifying -1, Touch Only -2, Duration +2, Engulf +2, Penetration +1, Radius +2, Speeding Bullet +2, Controlled Effect +1, Burn +2, Obvious -1
4 HD = 80 PointsRegeneration (8/die) - Fairly strong regeneration. The If/Then is basically to represent that while he's burning, his regen is taken up just keeping him from burning up.
Qualities: U
Useful (Heal Wounds) Extras and Flaws: Engulf +2, Permanent +4, Self Only –3, If/Then (When not using Burning Man) -1. Capacities: Self.
Useful (Cure diseases and toxins) Extras and Flaws: Permanent +4, Self Only –3. Capacities: Self.
4 HD = 64 Points.Incinerate (19/die) - This is his big stick tank-busting wreck havoc on battlefields kind of power. With 6 HD and 6 Penetration, he's going to completely destroy most things he targets with it, and even 10 HAR types are going to take some nasty damage. And he's got Radius in there, so when he wants to he can going from busting a tank to busting buildings.
Qualities: A.
Attacks Extras and Flaws: Burn +2, Engulf +2, Penetration +6, Radius +6, Attached (Burning Man) -1, Attacks Level +2
6 HD = 228 PointsControl Flame (4) - When he's not enveloped in flame and destroying shit, his normal "Control Flame" power is flexible but not very powerful. He can do a weak attack with it, do some tricks with existing flame and the like, but that's about it. He's mostly an "all or nothing" kind of guy.
Qualities: A U.
Attacks capacities: Range.
Useful capacities: Range.
2D + 1WD = 24 Points.+2 Base Will
+2 HyperenduranceMind Control (18 per die) - She wanted an area effect, but not much range. I've told her if she does a whole area, she can only give one command at a time (so she can't give a theatre with 500 people in it 500 different commands), but she's got spray in there for if she needs to go after multiple different people at once with commands.
Useful (Control Minds), Range; Duration +2, Radius (20 Yards) +4, Spray +1, Reduced Capacities -1, Controlled Effect +1
Useful (Telepathy), Range; Radius (20 Yards) +4, Duration +2, Spray +1, Subtle +1, Reduced Capacities -1
3d + 3w (270 points) +1 Spray Die
Perceive Minds (2) - She wanted to be able to sense people to target them and such even without her mundane senses, so here we go.
Useful (Detect Minds).. Capacities: Range.
6d (12 Points)
Clumsy TK(13) - Lastly, she also wanted TK, but wanted it a lot more clumsy raw force than the finesse she's capable with for her Mind Control. And the Defends is less of a block individual attacks, but more just putting up a repulsion field that stops dangerous incoming stuff with repelling force.
Attacks Extras and Flaws: Power Capacity(Mass) +2. Capacities: Range, Mass.
Defends Extras and Flaws: Duration +2, Interference +3, If/Then(Only usable on matter) -1. Capacities: Self.
Useful Extras and Flaws: Power Capacity(Mass) +2, If/Then(Only for Clumsy Effects). Capacities: Range, Mass.
4HD (104 Points)
386 in Powers
+4 Base Will
+2 Hyperstability
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400 PointsSide note: I personally consider the "head" location to include other vital parts like heart and lungs. A 5x10 can be an unerring thrust to the heart as plausibly as a literal headshot.-- Daniel
I'd accept that as readily workable, what The issue I run into with the use of HD to represent something other than precision on Attacks is that these powers defined as Brute, Clumsy, Wild, reckless etc. never strike glancing blows, they never take off a hand, or a few toes, they always unerringly strike head, heart, carotid artery, aorta, femoral artery (and even that is being generous with hit location narrative license).There are other extant ways to better represent a power that does overwhelming offense than a bunch of HD, but that's just me in "I'm thinkin of running a game" mode, 3 sessions in if a new player wanted a character that was practically a pacifist because he always killed people with his hands I might just go with a bunch of HD to save time and get him into the game ASAP.
-Matt ConlonSide note: I personally consider the "head" location to include other vital parts like heart and lungs. A 5x10 can be an unerring thrust to the heart as plausibly as a literal headshot.-- Daniel
On Sun, Jun 2, 2013 at 10:26 PM, Matt Conlon <moe...@gmail.com> wrote:
"Four Color" settings are becoming a thing of the past (or cater explicitly to younger readers) and those "dubious" reasons for low body counts aren't really dubious in context (a reality in which radiation grants super powers rather than cancer or a grisly death) so that sword cuts both ways. If the campaign is not 4 color, the Black Widow might still survive if she has a metric buttload of Willpower on her (unless the rules are tweaked to make a gritty game full-on grimdark), further she might not even register as a target to something that she literally cannot affect in any significant way, If she didn't trigger the transformation or the Hulk wasn't being compelled to attack her with hoodoo he may just ignore her and everything else that doesn't hit like a freight train. Rules and narrative lawyering aside that doesn't really have anything to do with the choice of Hard Dice over a Vicious/Deadly extra, additional Attacks qualities, booster Mass, Full Power Only Flaws and so on.In general Hard dice are chosen for a power to reliably produce the same effect at optimum quality (hence the set of 10s and their prevalence in defensive and "mental" effects, 10s trump all other numbers except more 10s, the option is direct comparison so a pair of 10s would fail to dodge a pair of 5s, you got your head out of the way of an attack to your arm). Numerous recommendations are made to make them more flexible or functional for different kinds of games (like assigning a number other than 10 that they achieve without fail, I'm a fan of 9 so attacks are center mass every time and still hard to dodge) and there's also Expert or Master Dice.I don't think they don't make sense for the Hulk because he generally doesn't take head shots or attack vitals, he hits things so hard they fall to pieces, in ORE that's best represented by extra attacks qualities and maybe armor piercing, so if he clips an Arm with a pair of 5s it's coming off or being driven into the torso so violently it comes out somewhere else.For a "clumsy TK" that is mostly brute force, a combination of high-capacity Mass and Full power only are a better fit (my opinion) because such a power should not really reliably head shot or demolish critical areas (again my opinion). Explosive might even be a better fit since the brute force is so great damage is guaranteed but it's scattered because the power lacks accuracy.Not that it's particularly relevant to this exchange but I'm not the OP so I didn't ask for any input.On Sun, Jun 2, 2013 at 4:29 PM, Marco Subias <arkha...@gmail.com> wrote:
Hulk in the comics is generally in a four-color setting in which he somehow seldom if ever kills anyone with a punch. In a four-color setting authors may come up with dubious reasons for this fact. If a campaign is not four-color and more Avengers movie or Ultimates comic in style, the Hulk is truly terrifying and if the Hulk lands a solid punch on the Black Widow, she'd die. How may people did Hulk kill in The Ultimates?Hotjets
Wild Talents, unless tweaked, lends itself to a gritty style in which major injuries or death are much more likely. You can see this by looking at the sources that most inspired WT, or reading campaign books like Progenitor. Obviously, one can do anything with the rules that one's fellow players will go along with. You did write to ask for observations about the powers that you constructed though.
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