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Re: [ORE] [WT] Powersuit Character (Did I do this right?)

Huh... So I'm wrong in thinking that if, say, you're jump n' shoot man, and you're trying to jump and shoot, and you're jump ability is 2d 3w, and your shoot ability is 2d 4w, that you don't just use the 1d3w die pool and try to get 2 sets with that? But, instead, you take that die pool, and mix and match the dice you have in both your abilities? Because that seems to be what it said in the book... (Goes to read book), OOooooh, Okay then, it never became a problem for me as I've never done anything past trying to do the same action multiple times, so I missed that particular piece of ruling.

So... Can I just say this? I'm going to just say this.. HOLY CRAP is spray a cheap extra! Especially for everything that it does! for 1 point I add 1d, plus I take no multiple action penalty. Meaning if I try to jump and shoot, instead of rolling 1d3w, and only being able to assign the wd to jumping, I roll 3d3w and assign the wd to jumping. That can get extremely dirty if abused... (Luckily I hate abusing things, and my GM already knows that it's a super cheap extra for what it does, so it's not going to happen)

Anyway, with that out of the way, I understand what Daniel was saying when he said "operational skill:" sets the cap on the skill used. Basically, if the skill goes above the power, then you use the powers dice. The one thing that made me think I could do things this way was 1: glossing over the "Hard and wiggle dice can only be used for the skill, and 2: it says, under operational skill, that you can use your skills wiggle dice for the power... But looking over that now, I understand what they mean.

Cool, so... Other then that,

  • I DID make the powersuit and allocated the points to it correctly, yea? The character itself is flawed in being made, but the powers are right (Including the Hyperstats and skills)?
  • If I have spray on my E.Pistols (since they don't have any real ammo to worry about, and fire as fast as you can pull the trigger, spray seemed reasonable here), and use the pistol skill (because of the lower die pool), which also has the spray attached to it (being able to pull the trigger faster then normal), does that mean i get both instances of spray, or just one? What if I'm also rollerblading fast, and my athletics die pool is lower then my guns die pool? Would I still get the spray dice? Or do I just get to ignore the Multi-action penalty?
  • Also, for you GM's out there, how would you rate the flaw "If/Then: When rollerblading" on the athletics hyperskill? -1 or -2? It seems like a very narrow flaw (in that, if I'm not rollerblading, I can't run to save my life), so I feel like it COULD be a -2, but that, technically, isn't my call.
Reassigning the points are easy, heck, it saves me at LEAST 3 points by not putting WD in my electric guns power (points probably spent going into athletics or pistols hyper skills). This character is all about hit-and-run tactics, move through the group of enemies while firing at them, and then getting out of there faster then they can chase her. Things I could do or change is make her a dodgy character, making the suit a cheap utility that provides power to her other powers, and nothing else, and put hyperskills into dodge while moving. And adding some sense while moving, (yea she's sure-footed, but she can't weave through things going faster then she can see and process). Basically, this character gets shut down if bound. It's why I'm debating linking the gun skill to the suit, and not moving, as a simple bind power will shut everything of her's down.

Anyway, thanks again for your patience and answers, I'm loving how helpful they are, and how much they're helping me learn the system. Things in the book that were confusing me because of hey they were worded are starting to make sense, and it's making the entire experience that much more enjoyable!

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