Classical, famous last words. LOL, great fun!What else can go wrong?
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Campaign Info: Year of the Chimera
- Volsung
- Paragon
- Posts: 670
- Joined: Fri May 21, 2010 11:00 pm
Well despite that great roll , a *4 willpower makes Captain mitchell a Nova.That's quite superhuman compared to Nycto's will boosted by frightening presence (and great roleplay.) Don't you think?Dustland wrote:[bash="Captain Mitchell's stubborn will"]4,0,0 = 943598426 = Fixed[/bash]
Damnit! You did it!"If you have a situation that needs a Nova, I'll help if I can."
I would have loved to tell that line! (In fact I did, in another game)
- Dustland
- Cosmic Hero
- Posts: 1158
- Joined: Sat May 15, 2010 11:00 pm
- Location: Austin, Tx
- Contact:
- Nestor
- Paragon
- Posts: 627
- Joined: Mon Jul 12, 2010 11:00 pm
- Location: Baltimore, MD, USA
At the risk of coming across as a rules lawyer, I disagree.Dustland wrote:Not really.a *4 willpower makes Captain mitchell a Nova.
Having a DM of 4 for a roll comes from either having a 4 stat or using a power like Boost. Either one speaks of superhuman ability.
So either Mitchell is a Nova, or your campaign has other sources besides the Event for superpowers.
By the campaign's definition, normals do not have stats higher than 2, and PCs (who are all Novas) do not have stats higher than 3, unless the stat boost is part of the character's power concept.
If the captain's roll is supposed to represent a situational modifier due to the circumstances or his role as a commanding officer, that would have been more accurately expressed as a dice bonus (as per the chart on page 16).
Sorry if I'm coming across as nit-picky, but this kinda cuts into a core concept of the game, IMO. The PCs stand out of the crowd because of their abilities; for some, it's their only edge against a world turned against them. If everyday normals can achieve or exceed those abilities, it "de-protagonizes" them.
To quote a great superhero film: "If everyone is super, then no one is."
- Dustland
- Cosmic Hero
- Posts: 1158
- Joined: Sat May 15, 2010 11:00 pm
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p13, Normal disadvantage...only Brawn and Agility are capped at 2.
I'm not saying Captn. Mitchell is or isn't a nova, but by my understanding of the core rules (which has proven to be flawed), he doesn't have to be a nova to have Mind of 3+.
I suppose per the campaign creation rules you're correct, but that simply points out that I was incorrect in capping all abilities at 3 initially (should have just been Brawn and Agility).
I'm not saying Captn. Mitchell is or isn't a nova, but by my understanding of the core rules (which has proven to be flawed), he doesn't have to be a nova to have Mind of 3+.
I suppose per the campaign creation rules you're correct, but that simply points out that I was incorrect in capping all abilities at 3 initially (should have just been Brawn and Agility).
- Volsung
- Paragon
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- Joined: Fri May 21, 2010 11:00 pm
- Dustland
- Cosmic Hero
- Posts: 1158
- Joined: Sat May 15, 2010 11:00 pm
- Location: Austin, Tx
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- Protheuz
- Hero
- Posts: 342
- Joined: Fri Aug 13, 2010 11:00 pm
Yes it covers it. Other could be Mind shield with an extra effect to attempts to influence the character(not only powers).
The only real difference is character points. An advantage costs a disadvantage (or 1 CP if using alternate rules).
Other example would be influenceable as an disadvantage.
These are ideas though.
The only real difference is character points. An advantage costs a disadvantage (or 1 CP if using alternate rules).
Other example would be influenceable as an disadvantage.
These are ideas though.
- Nestor
- Paragon
- Posts: 627
- Joined: Mon Jul 12, 2010 11:00 pm
- Location: Baltimore, MD, USA
Okay, fine. There still the matter of scale. A Mind of 4 indicates a super-genius, not something you would normally use to describe a police captain.
I looked at the stat tables on page 4 which say that a normal human has a Mind of 1. Then the campaign limits as stated placed a cap of 3 for Mind, which implies that I don't need to pump my character's Mind stat unless my concept requires it.
Now, between finding out that somehow inexplicably targeting someone with a Force Field requires a Mind contest (contradicting an earlier distinction of using Brawn for hand-to-hand and Agility for ranged attacks), and having a bystander casually throw out a 4 DM roll for his Mind contest, my character feels as if he's gone from everyday guy to drooling imbecile.
I looked at the stat tables on page 4 which say that a normal human has a Mind of 1. Then the campaign limits as stated placed a cap of 3 for Mind, which implies that I don't need to pump my character's Mind stat unless my concept requires it.
Now, between finding out that somehow inexplicably targeting someone with a Force Field requires a Mind contest (contradicting an earlier distinction of using Brawn for hand-to-hand and Agility for ranged attacks), and having a bystander casually throw out a 4 DM roll for his Mind contest, my character feels as if he's gone from everyday guy to drooling imbecile.