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Messages - elbowsquid

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RPGs / Re: Wild Talents question
« on: April 10, 2012, 10:29:56 PM »
Newbish Wild Talents GM here. 

I'm going to run the adventure in the back of The Kerberos Club for my group as a primer to the setting and the WT system at large.  I've been reading over the NPCs, and how the book handles interference defensive powers leaves me perplexed.

Relevant rules text quoted below.  Pg 269 if anybody has a copy.  Pertinent text bolded.

Quote
Sidestep Time 7d (14 per die; 98 Points)
Defends (slow or freeze time)
Defends Extras: Controlled Effect +1, Duration +2, Interference +3, Radius +2
Defends Flaws: Causes Opium Cravings –1, Fragile –1, Willpower Bid –1
Effect: Once Tick Tock has taken a defensive stance with his power, he can gobble up to seven dice from all attacks made against him, and he can extend this same protection to his allies. Capacity: Radius (10 yards).

I was under the impression that defensive powers only got to utilize the amount of dice that were in the successful set as gobble dice, but throughout the book it's written as if a single roll activates them all for use.  Is this right?


2
General Chaos / Re: New Shadowrun Vidja Game Kickstarter
« on: April 05, 2012, 09:08:04 PM »
Between this shit and Wasteland and Double Fine, we're kind of being flooded with killer retro pc stuff.  Never played a SR game (tabletop or otherwise), but I'm tempted to kick in for this. 

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New Arcadia, breh.  Hastur is great and all, but supers is a much easier sell to my group.  I kind of would like for this to see some play.  Besides, glorious full color artwork of the cast!  It was awesome in New World, it'll be awesome here. 

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