Author Topic: Demonic Co-Pilot - Too Cumbersome?  (Read 3516 times)

Offline Belial666

  • Posty McPostington
  • ***
  • Posts: 2389
    • View Profile
Re: Demonic Co-Pilot - Too Cumbersome?
« Reply #15 on: June 03, 2011, 07:44:22 AM »
Given that an existing stunt gives a +2 bonus to all emotional defense rolls, another stunt that gives +2 should have a similar limitation like "all mental defense rolls" or "all spiritual defense rolls". ("mental" stress actually applies to emotiona, mental and spiritual damage, not just mental)

Offline InFerrumVeritas

  • Conversationalist
  • **
  • Posts: 813
    • View Profile
Re: Demonic Co-Pilot - Too Cumbersome?
« Reply #16 on: June 03, 2011, 12:31:47 PM »
I'm in the camp of "Yes it is a very focused use of the skill, but you're rolling frequently enough that a +2 maximum is justified instead of the typical +3."  Simply, you're more likely to roll this than defense against a mental attack in many campaigns.

Another idea to reduce the number of rolls is:
At the end of each scene, roll Discipline vs. the number of times Demonic Co-Pilot was used. 

The disadvantage is that you don't see characters giving in to the demon mid-combat like Harry did in Fool Moon.  The advantage is that it doesn't discourage boosting your highest skills.

Ultimately, I think being "Taken Out" by this would mean being seized by lust and blood-lust (in the case of Hexenwulfs).  For other things?  One could argue a number of things.
« Last Edit: June 03, 2011, 12:36:30 PM by InFerrumVeritas »

Offline Becq

  • Posty McPostington
  • ***
  • Posts: 1253
    • View Profile
Re: Demonic Co-Pilot - Too Cumbersome?
« Reply #17 on: June 04, 2011, 02:13:59 AM »
Given that an existing stunt gives a +2 bonus to all emotional defense rolls, another stunt that gives +2 should have a similar limitation like "all mental defense rolls" or "all spiritual defense rolls". ("mental" stress actually applies to emotiona, mental and spiritual damage, not just mental)
Are you talking about Calm Blue Ocean?  I'm not convinced that "Gain +2 to Discipline when rolling to keep emotions under control" is the same as "+2 bonus to all emotional defense rolls".  For example, Intimidation, a skill used "for producing a sudden, strong, negative emotion in a target—usually fear" can be defended against by Discipline, Presence, or Rapport.

Even so, a character with a Demonic Co-Pilot could easily find themselves asked to make dozens of these rolls over the course of a scene, especially if they have a skill/stunt combo that guarantees success on nearly every roll, as this one could.  Barring the occasional fight against WCVs (your mileage may vary in campaigns revolving around heavy WCV activity) I suspect that emotional rolls tend to be much more situational.  A roll to determine if your courage fails when pressed by a monstrous presence attacking from the dark.  A roll to determine whether you lose your cool in the face of taunting.  And so on.  Generally these things don't happen several times per exchange, which is possible for the Demonic Co-Pilot issue.

As an aside, the fact that Demonic Co-Pilot itself grants only +1 gives an indication as to how often the bonus is expected to be used, and the defense roll will be made exactly as often.

In any case, that's just my opinion.  Do as you wish at your table.

Offline Magus Black

  • Conversationalist
  • **
  • Posts: 221
  • The Truth in more ways than One!
    • View Profile
Re: Demonic Co-Pilot - Too Cumbersome?
« Reply #18 on: June 04, 2011, 05:21:38 AM »
True but every time you use the bonus you risk taking Mental damage, for which there is no fast-recovery or increased defense (unlike Inhuman Toughness/Recover for the much, much more common Physical damage). Also as Sanctaphrax pointed out, as it stands smart people will only be using it on skills much lower than Discipline (two point difference for the safest) and not any higher since the Player loses control of their character…possibly permanently (after all, Mental Consequences, especially Severe ones, will alter your character fundamentally: via Aspect Changes).

Also, unless the GM and Player have already set up a good amount of detail as to the kind ‘demon’ that’s riding shotgun the default characteristics are like psychotically violent and treacherous…which likely means that your own party will likely be taking you out; and if they have to do it too often they’re likely going to take you out ‘for good’.

The stunt also assumes the role of Master and Slave are always Demon Master/Slave Mortal, but doesn’t take in consideration those where the roles are equal (like Nicodemus) or even reversed (don’t know anyone that Badass though… maybe Cowl).

And no one wants a decent spellcaster to ever take this stunt, it would be stupidly suicidal.

But One’s Mileage May Vary.  :-X
As if I needed more incentive to go to Hell.
"Only Sheep need a shepherd!" -- unknown
"Pray, v. To ask that the laws of the universe be annulled in behalf of a single petitioner confessedly unworthy."