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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.
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?
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?