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[ORE] Re: Wild Talents: Getting over the hump

To what degree does logic trump powers? For example, let's say that a
talent has 10HD in invisibility with the defends and useful qualities.
He's visible and gets into a very small elevator, and turns invisible
as the doors slowly close. An enemy talent with flame powers sees Mr.
10HD go into the elevator and shoots a 3hd blast of fire into the
elevator just before the doors close. If the defends quality of
invisibility is based on being hard to see, do the narrow quarters
basically nullify the invisibility's defense? You don't really have to
see the target to hit them if you know where they are, right? But from
a rules standpoint, it should be impossible to hit the invisible
character. What happens in situations like this, where the mechanics
say one thing and reason another? What if someone stuck an automatic
shotgun between the doors as they closed and pulled the trigger a few
times? What if fire guy's attack had the engulfs extra/

Do defenses accumulate, or do the best take precedent? FREX, a PC has
3HD in defends related to flight and another 5d based on permanent,
always on precognition. What is their total defense if they are
flying? Clearly, invulnerability allows both heavy armor and light
armor to work during the same turn, so what about other defenses?

In the rulebook, invulnerability that acts against all sources, like
other variable effects, is not bought with any capacity. In
Progenitor, sometimes it is bought with self only and sometimes it
isn't.

How do you gain base will through character advancement? How much does
it cost? Do you need to spend a point of base will when you buy it?

I'd like to see examples of how to apply Alternate Form or other
"shift dice around" or "alter your powers" shapeshifting powers.

Could one buy the defends quality and specify that its dice are
constant, but that the defends quality's flavor shifts based on the
power you use? FREX, a PC has invisibility, flight, and telekinesis.
Can they just buy 5hd in defense with IF/Then (only if one or more of
these powers is active) and simply say that that is how the defense is
working? This, as opposed to buying defends three separate times?

I have harm with the duration extra. Let's say that it involves firing
matter eating nanobots. An attacks power with duration automatically
launches the same attack every turn as long as the scene goes on. I
attack and hit bad guy 1 on turn 1, 2 on turn 2, and 3 on turn 3. Does
this attack continue against all of them automatically, or is my
attack slot committed and exclusive, only repeating against one target
during that encounter?

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