WT - Spray on Defends?

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Chris Fougere

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Dec 6, 2012, 5:31:47 PM12/6/12
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I've been reading through Progenitor and notice quite a few instances of Spay on Defend powers.

How does this work?  Allow you to defend using multiple sets?  Allow you to multi-action attacking and defending without losing dice?

Somehow I just can't wrap my head around it, so some help is deeply appreciated.

Thanks

Shane Ivey

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Dec 6, 2012, 7:40:01 PM12/6/12
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You can use it for lots of Defends sets.

The rules for multiple actions restrict mixing up power qualities to some extent but if both Attacks and Defends have Spray you could use the sets for each.

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Daniel Kane

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Dec 6, 2012, 7:48:26 PM12/6/12
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It gives +spray dice to the Defends quality's pool, and lets you use any sets that come up for the D quality without multiple action penalties.  You *will* take penalties for additional actions like attacking (unless they have Spray, too!).

The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.

The way I've been doing it is:

1. Factor in Spray dice *before* comparing pools to get the smallest as the base pool
2. Subtract one die for every declared action after the first that does not have Spray

So a character with 6d to shoot stuff, 5d to run, and (4d + Spray 2d) to dodge, who's in a running battle and wants to do all three at once would roll the 5d run pool (less than 6d and 4d+2d), -1d for also shooting stuff, for 4d total.

If the player miraculously got two sets on four dice, both could be used for dodging (only special dice force you to use the smallest pool's action on success).

When my players use Spray, they usually go crazy with it and toss it on a lot of qualities.  In one case, Hypercoordination with wiggle dice and Spray.  Oddly, not a ninja or speedster.

-- Daniel

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Shane Ivey

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Dec 6, 2012, 8:26:43 PM12/6/12
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The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.

Just compare the dice pools as usual. If you have 9d with Defends+Spray and 6d with attacks, then to declare multiple actions with Defends and Attacks you use 6d. And IIRC you lose a die because the benefits of Spray don't apply to both declared actions.

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Adam Rice

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Dec 7, 2012, 9:12:50 AM12/7/12
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This actually brings up a question one of my players had the other day; if Speeding Bullet is attached to a defends quality does that mean someone needs to have six dice in the appropriate stat or attack power to even have a chance of hitting?

--- On Thu, 12/6/12, Shane Ivey <shane...@gmail.com> wrote:

Shane Ivey

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Dec 7, 2012, 12:10:49 PM12/7/12
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Interesting. I don't think that's addressed in the rulebook proper so it's a judgment call.  

Basically the "6d minimum" thing for attacks that have Speeding Bullet is a cludge to replicate the "bullets are too fast to dodge them unless you're superhumanly fast" rule. There's not a converse "you are too fast to hit unless it's a superhumanly fast attack" rule in Wild Talents. 

The really generous Hypercoordination rule in Godlike -- where all attacks that you know about are at -1 Width or whatever -- can be replicated in WT with a Defends power that has HD and Interference and a couple of flaws. You could certainly fold all that into a custom Extra that goes on Defends that says "...must have 6d Coordination to hit you" if you like. The question is whether it's worth the same as the Speeding Bullet extra (+2?) or should it cost more.


Shane Ivey, Arc Dream Publishing
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matt

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Dec 7, 2012, 6:03:08 PM12/7/12
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I think it would cost the same.
I like that idea a lot.
It's got me thinking up some themes...

I would make sure that not everyone put it on all their D powers... that would be kind of a bummer. The HD with Interference idea would work too.
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Adam Rice

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Dec 7, 2012, 3:46:14 PM12/7/12
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I would think that an extra that accomplishes more or less the same effect with defends that speeding bullet achieves with attacks or useful qualities would cost the same. I love the flavor of the extras on higher stats in Godlike (and the mind stat in Progenitor) and I would also love to see a cost breakdown, perhaps in one of the building powers columns? I feel like those extras really enouraged buying stats with less immediate combat effect and building more interesting characters. Thanks for the quick response!

Shane Ivey

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Dec 11, 2012, 12:33:45 PM12/11/12
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Here's a thread with a breakdown of the Body effects from Godlike in Wild Talents terms:

Adam Rice

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Dec 11, 2012, 2:06:17 PM12/11/12
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That is exactly what I had in mind Shane, thank you! Honestly the incremental augment extra might be a good way to solve adding the Godlike extras to other stats as well. Thanks!

David Yellope

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Dec 11, 2012, 2:56:14 PM12/11/12
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Apropos of nothing, am I the only one who looked at the thread title and did a double take thinking it said "Spray On Depends"? ;)\

Was wondering how a spammer had got on the list, and that would be.. a.. unique product I think. (although probably available via SCIENCE! in several WT-related worlds ;)
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