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Campaign Info: Year of the Chimera

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Protheuz
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Post by Protheuz »

What else can go wrong?
Classical, famous last words. LOL, great fun!
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Post by Saker »

Right up there with "What's the worst that could happen?" Too funny
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Post by Nestor »

Thankew thankew. :D

I've never been accused of not providing enterprising GMs with lovely plot hooks and straight lines to exploit. ;)
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Volsung
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Post by Volsung »

Excellent scene Protheuz :)
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Protheuz
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Post by Protheuz »

Thanks!
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Volsung
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Post by Volsung »

Dustland wrote:[bash="Captain Mitchell's stubborn will"]4,0,0 = 943598426 = Fixed[/bash]
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?
"If you have a situation that needs a Nova, I'll help if I can."
Damnit! You did it!
I would have loved to tell that line! (In fact I did, in another game)
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Post by Dustland »

a *4 willpower makes Captain mitchell a Nova.
Not really. :)
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Post by Nestor »

Dustland wrote:
a *4 willpower makes Captain mitchell a Nova.
Not really. :)
At the risk of coming across as a rules lawyer, I disagree.

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."
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Post by Dustland »

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).
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Post by Volsung »

Which leads to something that always disturbed me with BASH UE.
Human such as bystanders, or even Cops got 1 on every stats.
Which means they only got x1 on some skills that's supposed to be their occupation. Weird.
They'll hardly success a typical difficulty roll
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Post by Protheuz »

That also gives me an idea.
Maybe should exist a "Stubborn" advantage, in which you could add more dice for resisting fear effects, and persuasion attempts (the reverse of appeal and frightening presence).
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Post by Dustland »

I could see Boost covering that as well.

Stubborn-Boost Mind (attempts to influence the character only)
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Protheuz
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Post by Protheuz »

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.
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Post by Nestor »

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. :(
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Post by Boost »

It be important to note that guns have their own multipliers independent of your mind stat. Check pg. 25 of the rule book.
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