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Conjuring

Posted: Wed Aug 01, 2012 10:38 am
by Sunslinger
I would like to know how exactly you play Conjuring. We have an inventive player playing a character with Ghost Form (3), Conjuring and Telekinesis.
Especially in this combination - but also alone - I feel the power is somewhat broken. I find it very strong alone to have pieces of equipment/transportation or whatever else at hand at all times. In our last issue the player reached into an opponent with his hand in Ghost Form, then he created a grenade and let go. Do I miss something or is this possible. Would you rule that as two actions?
And what of a small item created while in Ghost form? Is that in Ghost Form as well until let gone?
Also he created big plates of metal, weighing several tons, while reaching up. Thus he turned Conjuring into an area attack power with a little of Immobilization and Continual damage on top if you play that out.
So, what do you make out of that. I dont like powers that allow a character to use as a substitute for a whole bunch of other powers as generally the other players just feel a little useless. The things the player did do not feel like Power Stunts with the power though.

I am thinking about making Conjuring a Concentration Power. You still have the Metal Plate or Ghostform-Nuclear Bomb problem but it is a little bit mitigated. What doyou think?

Posted: Wed Aug 01, 2012 10:57 am
by doktorelektron
The rules state that a character in (3pt) Ghost Form cannot manipulate the physical world. I would go with a strict interpretation of this and say no conjuring of physical objects (like grenades) whilst in GF. So, effectively, no Conjuring whilst in GF.

Posted: Thu Aug 02, 2012 1:45 am
by BASHMAN
doktorelektron wrote:The rules state that a character in (3pt) Ghost Form cannot manipulate the physical world. I would go with a strict interpretation of this and say no conjuring of physical objects (like grenades) whilst in GF. So, effectively, no Conjuring whilst in GF.
+1

Also, regarding the grenade trick: that is clearly not a regular use of the power. That is a form of "Special Attack [Bypass Armor]" that ought to be a very expensive power on its own (or a use of a Hero Die to power stunt that). Note also he has to re-materialize in order to do damage to somebody. Same goes for his use of TK + Conjuring to drop giant plates on people.

Have enemies hold their panels to unload on him the moment he materializes to attack. Be sure to enforce "you can't attack if you are in Ghost Form".

Posted: Thu Aug 02, 2012 7:04 am
by Sunslinger
Thanks so far. I have a technical question about using ghost form that relates to the above suggestions:
As I understand the rules you can either
1. move and then attack OR
2. attack and then move
Only in the no. 1 constellation is a hero allowed to turn powers on in his or her movement phase. Is that so? If so, could the hero only use the grenade maneuver when using move then attack? So could he switch Ghost form off, conjure a grenade and then attack but could not conjure a grenade or switch off Ghost form if he opts to attack first? This would rule out the conjuring, then attacking, then switching out of Ghost Form without having more than one action!?

And what do you think of giving Conjuring the Concentration quality? I do not picture it as a means to supply a grenade to throw every turn. Except if "bought away" with points.

And where do you draw the line for the power. Technically a hero (or villain) could summon a neutron bomb and teleport away, shortening life considerably for opponents without any fear for suspense...

Posted: Thu Aug 02, 2012 9:40 am
by BASHMAN
You are exactly right on Ghost Form. You can't be in ghost form, attack, then revert to ghost form. Basically if you materialize to attack someone, you are then "stuck" materialized until your next turn.

Remember that with conjuring, if the item you conjure has any Power of its own (like Armor or Special Attack) that is much more costly to conjure than just a rope or something.

Posted: Thu Aug 02, 2012 10:15 am
by Sunslinger
Thanks again.

But how would you rule the metal plate? Conjuring one with a big enough hole in the middle above himself allows a hero to use Conjuring as an area Special Attack-Power linked with Immobilize and Continual Damage.
And what about the Neutron-Bomb-Thing? I would like to get some feedback on that before things get ugly ;)

Finally: What is about Special Attacks and Telekinesis in Ghost Form? They also affect the physical. Do those powers work when ghosting around?

Posted: Thu Aug 02, 2012 8:44 pm
by Zaratan
Sunslinger wrote: Finally: What is about Special Attacks and Telekinesis in Ghost Form? They also affect the physical. Do those powers work when ghosting around?
Is using Summoning ok while in ghost form?

Posted: Fri Aug 03, 2012 12:50 am
by BASHMAN
One more thing: ghost form has no effect vs. energy attacks. If you want to lay the smack down on this player, flame throwers, lasers, and sonic beams are good options.

Posted: Sat Aug 04, 2012 9:18 pm
by MrJupiter
Sunslinger wrote:… In our last issue the player reached into an opponent with his hand in Ghost Form, then he created a grenade and let go. Do I miss something or is this possible. …
Also remember - at least with regards to players doing things like placing hand grenades inside their opponents - such actions are kinda' evil and the player would deserve to recieve a good ol' bunch of Setbacks!
Sunslinger wrote:Thanks again.

But how would you rule the metal plate? Conjuring one with a big enough hole in the middle above himself allows a hero to use Conjuring as an area Special Attack-Power linked with Immobilize and Continual Damage.
And what about the Neutron-Bomb-Thing? I would like to get some feedback on that before things get ugly ;)

Finally: What is about Special Attacks and Telekinesis in Ghost Form? They also affect the physical. Do those powers work when ghosting around?
That big metal plate is a really cool idea. If it is a once in a while thing I’d let it go as a Power Stunt and make them pay the Hero Die to use it. Same goes for the Neutron Bomb idea (but if it was intentionally conjured to be a dud in an attempt to bluff a crook – well that wouldn’t cost anything more than an action and would probably earn a Hero Point to boot for being such a great idea).

Conjuring a handgun would be allowable, but it is balanced in that it does only x2 damage and is unmodified by Mind (plus it can only be used about 6 times). Don’t forget that a working handgun would require 3 ranks of conjuring because it is not a ‘simple’ item.

If the player would like to use a conjuring attack as a regular maneuver in combat then he/she needs to purchase that as a Special Attack. To make the “Conjuring Attack” something that is open to improvisation, then be sure to have the Variable enhancement added.

As for the Ghost Form being used in combination with Special Attacks; you’d have to look at that on a case by case basis, but I’d lean toward the “No” side for most (especially if they are very damaging). You have to keep in mind the issue of balance.

For instance a Brawn 4 strong man with Ghost Form might have a Special Attack power called Phantom Smack that allows him to partially materialize his hands for striking purposes. This is a cool effect but, even if it is bought at rank zero, is still a pretty unbalanced power (he can hit his opponents and they can’t hit back). You might consider adding a Limitation that says that whenever this power is used, the character becomes partially substantial for the rest of the page and suffers ½ of any damage received during that time. If that is too much for the player, suggest a Concentration or Charges limitation to be applied instead.

Telekinesis, however, is a mental power and not a ‘real’ physical manipulation, so it’s an okay power for a ghosting character to use.

Posted: Sun Aug 05, 2012 1:09 am
by Baelor
I have a wraith player character that has levels of deflect that only work when she is not in ghost form. This allows her to attack and be only 'partially corporeal', some of what would normally hit her hits the 'incorporeal parts' [i.e. they miss due to her higher Defense from Deflect]. Instead of possibly reflecting damage, I allow her to set up opportunities to hit other bad guys when shots go through her.

Posted: Sun Aug 05, 2012 3:45 am
by Sunslinger
Thanks. Very good comments!