Author Topic: Wild Talents question  (Read 228014 times)

Mixmastermax

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Re: Wild Talents question
« Reply #225 on: March 16, 2013, 08:12:17 PM »
My friends and I are starting to reach a point similar to the one Ross described in the Bildungsroman episode:  We're approaching 300 point characters and our skills haven't really improved to a particularly noticeable degree.  The players of characters who are hypertrained are starting to ask the question "Why even buy regular skills?  Even if they're more specific, Hyperskills are cheaper and I can by HD and WD in them."

It made me consider the point as well.  If you're driven and hyper-trained in some kind of galaxy-boxing, then why put any points in brawling?

Because you can get hard and wiggle in normal dice
And knock out a arm
And you cripple a Boxer
A street brawler on the other hand

Teapot

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Re: Wild Talents question
« Reply #226 on: March 18, 2013, 10:32:41 AM »
Unless they took some kind of if/then on their brawling limiting it to only punch, I think it's still shorthand for hurting people with any body part you choose (any. body. part.)

Mjd

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Re: Wild Talents question
« Reply #227 on: March 26, 2013, 12:16:33 PM »
I've been reading Jojo's Bizarre Adventure lately, and decided to design some of the characters out of boredom

The powers are basically all linked to a 'sidekick' ability that would have a flaw that it shares the hitboxes as the power user.

In the manga only other people who have the same Type of power can see it (or hit it, but i might remove that quality), how much of a Plus do you think "Can only be seen by those with the same power source" should be?

Tadanori Oyama

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Re: Wild Talents question
« Reply #228 on: March 26, 2013, 12:30:08 PM »
Stands are kind of a weird concept. If you want to make it a JoJo game than don't apply bonuses or flaws because everyone will be using Stands and it'll all cancel out.

If you want a Stand user in a conventional game, than you'll need to put Subtle on all of the character's Power Qualities to represent that the Stand can act without the user seeming to move.

Flawless P

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Re: Wild Talents question
« Reply #229 on: March 26, 2013, 02:46:36 PM »
So...

Has anyone else noticed the distinct lack of drawbacks to just buying tons of defends levels instead of buying more hard dice in an armor power?
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Tadanori Oyama

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Re: Wild Talents question
« Reply #230 on: March 26, 2013, 03:03:22 PM »
Width for purpose of counter acting nullifier abilities is the only advantage if the defense is persistant. It's generally much more efficent to buy levels.

I will say that I tend to disallow players to have more than three levels of armor for balance purposes.

Mixmastermax

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Re: Wild Talents question
« Reply #231 on: March 27, 2013, 01:07:19 AM »
So...

Has anyone else noticed the distinct lack of drawbacks to just buying tons of defends levels instead of buying more hard dice in an armor power?

Yes yes I have
His name is Tiberius, you will hate me come the next 5 sessions

But yeah its got a major broken quality.
Why I'm thinking of implementing a similar houserule or some other such idea

Teapot

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Re: Wild Talents question
« Reply #232 on: March 27, 2013, 03:43:50 AM »
Although, a fluctuating force field might be neat, say 1d+1wd with +3 defends levels, so each round it provides 5-width of armor but half the time lets attacks through.

QuickreleasePersonalitY

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Re: Wild Talents question
« Reply #233 on: March 27, 2013, 04:56:59 AM »
has anyone found any superpowers that are difficult to simulate?
pretentious i am
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Teapot

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Re: Wild Talents question
« Reply #234 on: March 27, 2013, 05:37:57 AM »
Raise the dead:
U(2) permanent(+4) Touch only (-2) If/then only on dead things -1 3/dice.....? Or Self only so you keep coming back?

Not sure how you'd do an AI buddy, maybe dice in Mind/Charm/Empathy with an if/then for other mind.

Flawless P

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Re: Wild Talents question
« Reply #235 on: March 27, 2013, 11:49:02 AM »
Raise Dead 5/die 2hd [20 pts]
Useful[Touch] Useful[Touch]
Extras and Flaws: Permanent +4, Always On(Can't revoke life once given) -1, Touch Only -2
Extras and Flaws: Attached -2, Automatic -1,

Raise a character from the dead, the second quality restores any damaged or removed body parts and heals the body till it is mostly intact. This effect is very powerful and requires the expenditure of willpower per the normal willpower rules.

42.7% of all statistics are made up on the spot.
If you can't fix it with duck tape you haven't used enough.
I intend to live forever -- so far, so good.

Teapot

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Re: Wild Talents question
« Reply #236 on: March 28, 2013, 09:21:45 PM »
Thinking about it you don't need Permanent but might want Engulf.

Then after you make a manufacturable fragile bulky accessable focus it's pretty easy to make the world strange.

I'd slap Base Will Cost on it thogh.

Tadanori Oyama

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Re: Wild Talents question
« Reply #237 on: March 29, 2013, 02:30:36 AM »
Unless you want the guy to drop dead again you need Permanent. It makes an effect last forever and lets it be used multiple times (see Minions power).

Flawless P

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Re: Wild Talents question
« Reply #238 on: March 29, 2013, 02:49:15 AM »
I suppose what he is going for is once they are alive and the ability has healed them it might not be too far a stretch to say they would stay alive of their own accord.
42.7% of all statistics are made up on the spot.
If you can't fix it with duck tape you haven't used enough.
I intend to live forever -- so far, so good.

Teapot

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Re: Wild Talents question
« Reply #239 on: March 29, 2013, 03:08:42 AM »
I thought Permanent means it goes off every round (such as regeneration vs heal).

The other thing is if it's Permanent I think that means it keeps happening next time they die, making them immortal until age catches up and they get locked into a constant cycle of:
Die from liver failure/cancer/stroke/age, be reborn, die from...

Also, does this work:
Dim Mak
Useful (2) Permanent (+4) Interference (+3) attached (unarmed combat -2) [touch only -2?]  If/then only for healing (-1) 6/dice
After hitting, the dice become gobble dice against healing skils/miracles etc.