One of the Ubermenschen has the Time Fugue ability. According to the corebook objects only stay 'frozen' for a number of rounds equal to the width of the roll, with an option to extend the length by paying 1 Will for each additional round. You can also only freeze a number of objects equal to the number of dice in your dice pool at any give time.
-- The following quotes don't line up with the ability: "Der Magier seeded several buildings with grenades, as he retreated through the structures. These grenades are not visible to the Canadians
due to his time fugue ability." How does he accomplish this when the grenades should only be frozen for a few rounds at most? He doesn't have any sort of speed power, so I doubt he retreated fast enough to freeze anything long enough to make his trick work.
Another quote: "Given the number of times the building changed hands, if Der Magier is still kicking he could very well have been recruited to place a bomb of some sort in a time fugue the last time the Germans occupied the building, with or without any forewarning that the PCs might be involved."
One last one: "Once the Talents enter the building, Der Magier will return the det cord from its time fugued state. The PCs have one combat round before the cord detonates the explosives, bringing the building down on top of them."
As written he doesn't have any 'super-extending duration' Extra, nor would it seem remotely balanced to give such an Extra without allowing it for the PCs as well. If played as written it would seem that PCs are very likely to suffer horrific damage from an attack they can't even detect, much less prevent.
I had a similar problem with the Ubermensch with Psychic Artifact in the form of drawings- the explosives can go off over and over (each time someone triggers them) as long as the drawing is intact. It says that he has to invest Will in them but gains 1 Will each time he has proof of the explosives going off (such as seeing or hearing them-I wonder how he knows they are his explosives and not someone else's-do no other Germans use explosives in that area and he can tell them from explosives the PCs might be using? He doesn't have HyperSense which would make that remotely feasible). If he has proof they have 'gone off' then it would seem they are effectively free unless the PCs spend Will to neutralize them-which could be a problem if an area is seeded with them. Presumably he could gain multiple Will if the explosives weren't neutralized (and there's no guarantee that Talents will come across them-setting them up to blow up NPCs over and over could be a big Will gain).
I presume he uses chalk, grease, and paper sketches to give the PCs a chance, even though paint would be a lot harder to remove?
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