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Post by shockwave on Nov 23, 2009 17:31:15 GMT -5
The flinging I'm hoping to see is from Oldschool and his Amazing strength. I remember Werewolf having a lot of invulnerability, so him against Oldschool looks like a fairly even fight.
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Flashdance
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'Let's Dance!'
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Post by Flashdance on Nov 23, 2009 18:05:49 GMT -5
I'm trying to play up the rookie angle to. Intelligence would dictate taking a much more careful approach to a werewolf. Amature redneck hero logic means he will likely leap after him, bat swinging for the fences, really doing not much more than p!@ing him off :-)
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Post by shockwave on Nov 23, 2009 19:16:41 GMT -5
I thought you might just piss him off too. Grand slams for the win. (Good thing there were die roller issues.)
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Post by Dead Sidekick on Nov 23, 2009 23:29:26 GMT -5
Strength for strength. Oldschool and the Draco-Thug were evenly matched, it's just when Oldschool got the partial hold on him his FEATs were -2CS and he never rolled high enough to break the hold. The Draco-Thug's other stats weren't all that, so Oldschool basically "damaged" him out with the wrenching Dragon Sleeper hold. I see this fight going maybe two more rounds and then it's extensive roleplay time meeting / greeting the new heroes, getting patched up, interviewed by the press, and figuring out where to meet "tomorrow" to work on following leads... which will flow into Solo's Dreadnought problem. I'm personally pressing for everyone to meet at Oldschool's soup kitchen at 3pm because it's not far from Solo's battle
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Post by shockwave on Nov 24, 2009 0:06:45 GMT -5
Not sure if I'll have time for the soup kitchen. I could have two dates for tomorrow after I "rescue" Dansen from the evil heroes.
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Post by Dead Sidekick on Nov 24, 2009 1:46:51 GMT -5
Shockwave is placing himself in grave danger of getting his armor shattered while it is so cold. Dansen Macabre isn't strong enough to do it, but her Strength behind a Nepalese Khukri dagger puts it in the Yellow FEAT realm... Skeered ya didn't I? Don't worry I'm much more evil than that. Er, got more good planning than that Shockwave's individually going to have an interesting morning at the beginning of chapter 6. But then again, so are Oldschool and Flashdance seperately. Windchill is going to go from laid back to pissed off when he finds out his guitarist is dead. He'll want to join the group to track down the monsters. Windchill knows both Spellbound and Elixir attend ESU with him. Spellbound will have more info of the occult sort on the trail to getting the book that was stolen from the museum, and her mother's Tarot card divination that revealed Solo was part of the key to finding the book. Lots of roleplaying to get to the "let's be a superhero team with a name criminals fear" point, obviously. A start would be agreeing to meet in the same place at the same time.
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Post by shockwave on Nov 24, 2009 11:22:52 GMT -5
I was under the assumption that the "mastered stunts" (see the cheat sheet chart) were basically feats treated like you've done them 10 times in the past.
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Flashdance
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Post by Flashdance on Nov 24, 2009 12:04:47 GMT -5
I was thinking that to, but I am cool either way...I'm a non-boat rocker :-)
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Post by Dead Sidekick on Nov 24, 2009 13:21:18 GMT -5
Hmmm.
I guess I need more clarification on which are power stunts that aren't mastered and established, and which are "something new" that players have just preplanned to try in game at sometime.
Obviously to be fair to other players that are also "new adventuring" characters they can't have too many power stunts already developed pre-game.
Spellbound wants to power stunt into being able to Select a new power and have the change occur faster than 3 rounds and I'm forcing that powerstunt development to take the route of cutting it to 2 rounds then powerstunt developing that to cut it to 1 round.
Shockwave's power stunts, being technologically based around his armor's sonic generator, have to be kit-bashed / modified into being separate powers in order to use them simultaneously.
Elixir's got a few chemical mimicry states that I may call for a powerstunt to use.
Windchill's only established power stunt is Flight with his air control.
Not trying to create a "boat to rock" or be unfair to any player at all. I was just under the impression that Flashdance's TP punch is a powerstunt to be developed. Considering that the way I'm defining it as boosting his Fighting rank to hit and it's accompanied by a blinding flashing of light that can potentially disorient an opponent he appears in front of, Flashdance's Fighting is going to be so high and the disoriented foe's Fighting would be effectively blindsided down -4CS, there's virtually no chance anyone on the mortal side of the Shift Z barrier is going to be able to Evade the attack by the impossible FEATs optional rule in place. Such a brutally efficient (and damned fun, muhahahaha!) tactic should have a powerstunt learning curve.
If I'm overlooking something, let me know.
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Post by shockwave on Nov 24, 2009 14:49:58 GMT -5
Not trying to rock the boat either. Just making sure we are all on the same page. I think where the different interpretations came in is that Flashdance, Shockwave, and Elixir were all made via the point system originally posted on the site, where one of the options was to spend points on developed powerstunts. (They were extremely cheap at 1 point each.) I even asked about whether we wanted an alternate system for power stunts under the point system, trying to avoid confusion, since I thought it was kind of fuzzy.
So the assumption I was under was: 1) All power stunts on the character sheet was "developed" at the "done 10 times" level 2) Additional stunts would be done and added as we moved on (for example, I had 5 power stunts assumed as "developed" and have a list of about 20 more that had never been tried, but that I planned to try some time in the future. I've now tried two of them in game, and they are listed under "learning power stunts" with a (1) next to them indicating they've been tried once.
A compromise might be to have power stunts off of the character sheets not being fully developed, but having been something practiced in the past so that they started as a "done once" or "done x times" power stunt, which has the advantage of only needing a green or yellow feat the first time in game instead of a red, and needing less than 10 times in game to be fully developed.
Of course this is totally up to the judge(s), but I just wanted to confirm the view from my side and where I think the disconnect came from.
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Post by Dead Sidekick on Nov 24, 2009 15:44:21 GMT -5
That does make sense and removes the confusion of what's going on. We started this campaign with a bit of confusion with both who was going to run the game and the character creation systems employed, and made it to the really cool point we're at now. I think it's best we smooth everything out and consider all powerstunts listed on the character sheet as "done once" pre-game, so that to attempt again requires a Yellow, then a Green. I think this would bump one of Shockwave's listed powerstunts to "tried twice" (the mass stun attack), once pre-game, and once in game. This makes Flashdance's TP punch a Yellow powerstunt FEAT with no 100 Karma fee (I'll go back and change the story ooc post accordingly) and all of Elixir's power stunts are "tried once" pre-game, also requiring a Yellow FEAT to attempt again. New powerstunts will still incur the 100 karma attempt fee and a Red result. To make it fair to Spellbound, who didn't use the point-buy character creation system, I'll waive the 100 Karma fee on the powerstunt he (male playing female character... heh) wants to create to lower Selection's power change time to 2 rounds as "tried once" requiring a Yellow FEAT to attempt again. And the final determination, all future, new characters that may come along may not start with a powerstunt established unless the particular power's description in the APB or UPB says it starts with a stunt. Hope this dances out of a boat-rocking and keeps everything clarified and running smoothly
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Flashdance
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Post by Flashdance on Nov 24, 2009 16:49:15 GMT -5
I am happy go ahead and pay the Karma if need be - you are right about the totally brutal awesomeness but potentially imbalance effect of the power. Part of the fun might be to watch it fail a couple times while he perfects it anyway :-D
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Elixir
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Post by Elixir on Nov 24, 2009 16:49:51 GMT -5
Sounds good to me, but to make sure I've got it all the way...if Elixir attempts one of his listed power stunts, I'll need to roll a Yellow result but no additional 100 Karma correct? The reason I ask is that both chemical mimicry and chemical touch are set up for Elixir to only work as power stunts, and that would pretty much require a 100 Karma payment for each use for a long while... Alternately if they do each cost 100 for a while, is there an alternate approach, like maybe x are learned and y still require investment. (after looking at the rules, it looks like 100 each time, but I'm checking to make sure that's how you're playing it) Thoughts?
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Post by shockwave on Nov 24, 2009 16:54:40 GMT -5
Just one clarification from my side to make sure I understand the rules right (been 2 decades afterall). Even after using once, we'd still need to pay 100 karma 9 more times (3 times with yellow feat rolls, 6 times with green feat rolls) before the stunts are "mastered" and no longer cost karma.
My understanding is as follows:
Never tried before: 100 Karma, requires red feat to attempt Tried 1-3 times: 100 Karma, requires yellow feat to attempt Tried 4-9 times: 100 karma, requires green feat to attempt Tried 10 times or more: no longer requires karma or extra power stunt feat
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Post by Dead Sidekick on Nov 24, 2009 18:33:24 GMT -5
Just one clarification from my side to make sure I understand the rules right (been 2 decades afterall). Even after using once, we'd still need to pay 100 karma 9 more times (3 times with yellow feat rolls, 6 times with green feat rolls) before the stunts are "mastered" and no longer cost karma. My understanding is as follows: Never tried before: 100 Karma, requires red feat to attempt Tried 1-3 times: 100 Karma, requires yellow feat to attempt Tried 4-9 times: 100 karma, requires green feat to attempt Tried 10 times or more: no longer requires karma or extra power stunt feat No, I'm "house ruling" it slightly different. The 100 Karma fee is to "buy the pre-requisite dice" to attempt a new power stunt that has never been "done before" and this pre-requisite dice roll to see if the stunt is possible requires a Red result. Once the Red result is made the powerstunt falls into "tried once" status. No more Karma is needed to "buy the prerequisite dice" to attempt a second use of the powerstunt (requires Yellow to happen) or the third use (requires Green to happen) After the power stunt has gone through these pre-requisite check stages at Red, Yellow, and Green difficulties, the stunt can be done at will without a pre-requisite check. If the powerstunt is new and never tried before, the dice to roll costs 100 Karma, and if the Red FEAT fails, the dice must be bought again (100 Karma fee) to attempt it again. But once the Red FEAT pre-requisite is made successfully, there are no additional Karma fees to do the Yellow and Green pre-requisite dice checks. Sounds good to me, but to make sure I've got it all the way...if Elixir attempts one of his listed power stunts, I'll need to roll a Yellow result but no additional 100 Karma correct? The reason I ask is that both chemical mimicry and chemical touch are set up for Elixir to only work as power stunts, and that would pretty much require a 100 Karma payment for each use for a long while... Alternately if they do each cost 100 for a while, is there an alternate approach, like maybe x are learned and y still require investment. (after looking at the rules, it looks like 100 each time, but I'm checking to make sure that's how you're playing it) Thoughts? As for Elixir's chemical mimicry, consider his titanium state fully established (requires no pre-requisite check) and all other powerstunts on his character sheet as "tried once" requiring only a Yellow pre-requisite roll to "try again" and then a Green pre-requisite check to try a third time before he can automatically change to those other chemicals. That way powerstunts are a bit more easily developed in game.
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