Going back to the zipperneck example, he would not need attacks on his flight to pick the target up, fly them into the stratosphere and drop them to a grisly doom. Opening a portal that leads off a cliff or just a hundred yards in the air isn't necessarily "Attacks" and that was my point.I might make a Remo Williams argument about dodging bullets or opening portals up in front of gun barrels: you don't need to be faster than a bullet, just faster than the guy pulling the trigger. But that's probably best represented by having a higher Sense and this declaring an action dodge the "aim" but that would be a houserule for a specific kind of game and beyond the scope of this matter.
-Matt ConlonYou might look at Ian Kraus (page 222) in Progenitor. He has a miracle that can harm people in the same way that they harm others. While not exactly the same thing, it requires an attack power, not a useful one.
Or, look at Zipperneck (page 211). He can ram people when he flies, doing extra damage, but has to have Attacks as a quality of his flight to do so. He doesn't just get to use his Useful quality in a handwavy manner.
Hotjets
I see other problems. If you decide to open up a portal in front of a gun so that you can redirect it, shouldn't you have to aim it at a very small area, perhaps targeting it with matching 10s? Guns barrels are small, after all.
If you are going to redirect a bullet, are you not up against an attack with (literally) speeding bullet, necessitating a Coordination (or some other suitable stat) of 6 or better? Shouldn't you have to aim the bullet when you redirect it?
--On Fri, Mar 21, 2014 at 3:56 PM, Matt <moeheid@gmail.com> wrote:
This isn't exactly true. The WT2EE references incidentally damaging useful powers that do things like flinging the target into the air and letting them fall. A liberal GM might interpret using a Useful portal to redirect bullets as a creative use. But:In general, you're giving the target two chances to evade the attack, one with your initial activation being focused on the bullet, the other on their dodge/block.I'd also rule that the initial attack hits whatever the dice of the initial attack indicate, so a shot to the leg is a shot to the leg no matter where you place the exit portal. This for balance reasons mostly and can be explained using the same "a ten isnt necessarily a head shot, it might be a vital organ or artery" numbers hoodoo that other powers use.Note: I couldn't read the initial post's power write ups, the format was all off to the side but I thought I saw something like a defends being used as an attack? And to that I just say no.
-Matt ConlonYou need the Attacks quality, even if you're "redirecting" another's attack. Your redirected attack's damage comes from your Attacks quality.You'd need your Attacks to be always on, to work only if you defend successfully and to do damage only up to the number of dice that the attack possesses. That way, it would always work right away and to the same degree as the attack.Miracles that do damage always have the Attacks quality.Hotjets--
On Friday, March 21, 2014, hkdharmon <hkdharmon@gmail.com> wrote:
I had a Wild-talent do this not too long ago. He also had the Persistent (Duration? The one that makes it last until he drops it) adder and made a killing leasing his San Francisco to NYC portal to the US Postal Service.--
On Thursday, March 20, 2014 12:53:30 PM UTC-7, Arcanix wrote:If I ever get to play I’m going to play a teleporter. I’ve always found it to be an interesting power, especially some of the interesting applications that can happen with a portal style teleporter. This power was inspired by Shrakti, a villain from Negation, but I’ve seen Blink of the Exiles use her powers like this occasionally.
Flash Portals Cost (7,14,28)
Power Qualities:
Defends: Self (0)
Mass (2) with High Capacity (+1)
Range (2)
Go First x2 (2)
If/Then attacks can only be redirected if defense roll is successful (-1)
If/Then attacks that are redirected do amount of damage based on attack roll (-1)
If/Then attack doesn’t do its damage until the place in initiative that attack occurred (-1)
Useful: Speed (0) with Boost x1 (+1)
Mass (2) with High Capacity (+1)
If/Then Portals cannot be opened in between vastly different pressures or viscosities (-1) This is so I can’t open a portal underwater and dump water into a a closed room or put a portal to a hard vacuum into the bad guys lair
Description:
This power causes a portal to blink into existence. This power can be used for simple uses such as movement, but it also has more complicated uses. For example, a portal could be opened in front of the barrel of a gun, thus teleporting the bullet. The exit portal can be placed in any orientation and therefore used to harmlessly redirect the path of the bullet into the ground or it could be directed more aggressively at the shooter or some other foe.
Combat example: The Marshall (character with this power at the level of 5d +1 hd +1 wd) is fighting Blastotron(9d of Harm (range)). Blastotron declares he will be shooting the Marshall, The Marshall declares she will be “blocking” the shot with a portal and redirecting it at Blastotron.
They both roll:
Marshall (1, 2, 2, 5, 8, 10 from Hd, and wiggle dice) Blastotron(1,3,3,6,7,7,7,8,10). Marshall opens a portal using the dice 10 from hd and 10 from wiggle die at a with of 4 due to go first x2, so Blastotron’s attack is redirected to the right leg of Blastotron .
If The Marshall had rolled (1, 2, 4, 8, 8, 10 from hd and the wiggle die) the shot would have been redirected with the 8’s and could have been redirected to the head.
If The Marshall had rolled (1, 2, 4, 7, 8, 10 from hd and the wiggle die) a
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