Like Matthew and Daniel, I don't think you should require Dead Ringer
for him either. Just add as 'fluff' to the Ghost form that he appears
as computer game characters.
Also like Matthew and Daniel, I think the ghost form could appear
anywhere in range (and the booster is necessary - make sure you cover
enough range to not severely limit the character). If you want to make
the appearance/re-appearance more computer game-esqem, add an If/Then
Flaw (can only appear at latest Save Point; -1). The player will then
need to specify a save point and possibly take a round to 'activate'
it. This will be where the character appears next time the power is
activated.
As for gear...well, if the player can appear as any computer game
character he or she likes, use a version of Psychic Artefacts (WT2 pg.
154, WTEE pg.155), with Attached(Ghost Form; -2), If/Then (Only for
gear the game character has; -1). This should reduce the cost to 9 per
dice as well.
Damage Boxes...well, extra tough gives it's level in boxes on all hit
locations, so...if you don't divide it up into the standard locations
you'd only have width in hit boxes I guess. Perhaps Attach Custom Hit
Locations (WTEE pg.144) to Extra Tough and add a flaw that you have to
mimic the game? So, for many shooters you'd have one big hit location
1-9 with lots of boxes, and then an approperiate number of hitboxes in
0 as the head; while for most games you'd put all of the boxes in one
single location.
So, Extra Tough would give you Width x 6 hit boxes (as per 6 standard
hit locations) and with Custom Locations you'd divide those up as
needed for the specific game character.
On Oct 17, 2:20 am, Daniel Kane <daniel.m.k...@gmail.com> wrote:
> I'd only require a Dead Ringer effect if the "ghost" can look like multiple
> characters, photo-realistically (i.e. looking like a person, not a cartoony
> or pixelated bit of walking CG).
>
> What hoops we need to jump through for "inventory" can depend on what kind
> of character you're talking about. An FPS character could have a simple:
>
> Weapon Backpack of Holding 2hd
> Useful (draw weapon) Extras and Flaws: Focus [Indestructible +2,
> Irreplaceable -2] -1, If/Then (must have previously put weapon/ammo in
> backpack) -1 Capacity: Mass
> Useful (put weapon in backpack) Extras and Flaws: Focus [Indestructible +2,
> Irreplaceable -2] -1, Capacity: Mass
>
> For 8 points, you get a backpack that conveniently stores guns, knives, the
> chainsaw, etc. and ammo in a convenient otherspace, and draw them at a later
> time, but only guns up to 50kg. The backpack (or utility belt or whatever)
> is indestructible and can't be conveniently removed in combat, but in the
> event of your capture an enemy could empty it (and no doubt conveniently
> store all your equipment in a locker two rooms over).
>
> The Ghost miracle is limited to its Range Capacity, but like Matthew I
> assume without further flaws the "ghost" can appear anywhere in range --
> probably in a "secret hideout" or "save room". 2hd and Booster +6 will get
> you enough range to work anywhere on Earth.
>
> -- Daniel
>
> On Sat, Oct 15, 2011 at 11:24 PM, Matthew Bielinski <
>
>
>
>
>
>
>
> matthew.bielin...@verizon.net> wrote:
> > I'm gonna go ahead and give you my take on your questions, bear in mind
> > that
> > I'm not a ORE Guru or anything. Others may have different opinions.
>
> > First, I probably wouldn't require him to pay for dead ringer to look like
> > a
> > computer character unless there were some actual advantage to that. What
> > does he actually look like? Is he all 8-bit and pixilated?
>
> > As for 'computer character' equipment; if it's nothing too over the top
> > maybe an extra Useful on the power? That way you don't have to define the
> > equipment he carries too closely and he can just have anything appropriate
> > to whatever computer game he's 'playing'. I would want a more detailed
> > approach to Attacks and Defends qualities.
>
> > As for the wound boxes, if the 'ghost' can heal or be healed by another
> > character I'd say go ahead and differentiate the wound boxes. But to be
> > more
> > like a computer character you could just have a single group of boxes and
> > when they're all full the ghost dies and the power has to be reactivated to
> > 'respawn' the character.
>
> > As for where the 'ghost' appears I'd say it could appear anywhere within
> > the
> > powers Range. You might want to consider some booster on the range unless
> > you want to be limited to adventures in a close proximity of the hospital!
>
> > Hope this helps!
>
> > - Den of Earth
>
> > -----Original Message-----
> > From: cult-of-ore@googlegroups.com [mailto:cult-of-ore@googlegroups.com]
> > On
> > Behalf Of Gwerny
> > Sent: Friday, October 14, 2011 7:47 AM
> > To: Cult of ORE
> > Subject: [ORE] Ghost question
>
> > HI
> > I'm new here and finaly playing wild talents been wanting to play for
> > years.
>
> > one of our group is playing a kid with the ghost miracle, the kid is
> > permenantly on lifesaving machines in a hospital. his alter ego the
> > ghost has extra tough, a hyperstat body to make it solid and dead
> > ringer so it looks like the computer game character he believes it is.
> > i've read the book and have been helping with character creation, his
> > was easy enough to stat up but a few questions arrose i could not
> > answer.
>
> > With extra tough the ghost has wound boxes, how do we deal with
> > incapacitating damage on a ghost, eg. does it go unconcious if all the
> > boxes on the head get filled with shock damage?
>
> > Computer game characters generaly have equipment, how would we play
> > this, would it be extra qualities on the ghost depending on the type
> > of equipment eg. guns would be attacks, body armor - defends?
>
> > where would the ghost appear when the miracle is switched on, would it
> > be next to the character each time?
>
> > We've started the game so if any of the above questions require points
> > thats something he can learn with xp.
>
> > Thanks.
>
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