Author Topic: Proposed stunt for a PC  (Read 4829 times)

Offline Sanctaphrax

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Re: Proposed stunt for a PC
« Reply #15 on: December 09, 2012, 04:38:33 AM »
Sounds like a plan.

So, I think I'm going to go with no tag, attack accuracy equal to skill, zone poison with a second upgrade, attacks triggered during the attackers turn, and stacking of poison Aspects with stacking of the poison effect.

You know, without the free tag it doesn't seem worth 2 Refresh. The effect is something I'd often allow with a tag-for-effect anyway.

Think it'd be reasonable to make Venomous Weaponry cost 1?

Offline Tedronai

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Re: Proposed stunt for a PC
« Reply #16 on: December 09, 2012, 06:10:39 AM »
I'd be very hesitant to see this at 1 refresh.
Extra actions are a big deal, and that's what this amounts to.
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Offline Sanctaphrax

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Re: Proposed stunt for a PC
« Reply #17 on: December 10, 2012, 06:56:45 AM »
You have a point.

I think I'll include a free tag, though. Otherwise it's basically just permission to make a specific non-broken Invoke in all situations, which doesn't seem worth 2 Refresh.

Offline Tedronai

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Re: Proposed stunt for a PC
« Reply #18 on: December 10, 2012, 07:12:23 AM »
Taking an extra action every round for the remainder of a scene or until your enemy is taken out is a pretty potent invoke for someone who hasn't spent refresh on it.  Probably more potent than I'd generally allow.
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Offline Haru

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Re: Proposed stunt for a PC
« Reply #19 on: December 10, 2012, 07:24:38 AM »
I'm with Tedronai on this one. You effectively attack twice, with poisonous claws. I'd just make it a maneuver before anything else. Either use the free tag to initiate the attack part of the poison, or just tag the poison aspect like any other aspect.

You could split it into two powers each worth one refresh, one to create a poison effect, the other to allow tagging that effect for a lasting attack.
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Offline Tedronai

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Re: Proposed stunt for a PC
« Reply #20 on: December 10, 2012, 08:02:06 AM »
I would not charge refresh for the ability to place a 'poisoned' aspect without the additional ability to tag/invoke that aspect to instigate the poison attacks.  The most I would charge for that ability would be an appropriate character aspect.
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Offline Haru

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Re: Proposed stunt for a PC
« Reply #21 on: December 10, 2012, 08:22:25 AM »
Hmm, then maybe give it a +2 to place that aspect, similar to how incite emotion works.
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Offline Tedronai

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Re: Proposed stunt for a PC
« Reply #22 on: December 10, 2012, 08:34:49 AM »
That would not be unreasonable, given that the roll does not benefit from the +2 weapon value that is a prerequisite for the ability.
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Offline Haru

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Re: Proposed stunt for a PC
« Reply #23 on: December 10, 2012, 08:46:47 AM »
On that thought, couldn't it work precisely like incite emotion? Grant +2 for maneuvers and let you make blocks based on venom (paralyzed) with fists. Since you can make blocks already, that would not really be that much more. I just like reducing powers to a common denominator.
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Offline Tedronai

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Re: Proposed stunt for a PC
« Reply #24 on: December 10, 2012, 09:14:58 AM »
That would rather eliminate the entire 'strike and release' flavour of the power, unfortunately.
Of course, if some player wanted to use Incite Effect flavoured as an envenomed bite/claw/etc, I wouldn't try to stop them, but I do think there is a place for the Venomous power as it stands.
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Offline Sanctaphrax

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Re: Proposed stunt for a PC
« Reply #25 on: December 11, 2012, 07:11:41 AM »
Taking an extra action every round for the remainder of a scene or until your enemy is taken out is a pretty potent invoke for someone who hasn't spent refresh on it.  Probably more potent than I'd generally allow.

The fact that you have to spend your extra action on a weapon 0 attack against a specific enemy is a pretty serious drawback, though.

On that thought, couldn't it work precisely like incite emotion? Grant +2 for maneuvers and let you make blocks based on venom (paralyzed) with fists. Since you can make blocks already, that would not really be that much more. I just like reducing powers to a common denominator.

You could use Incite Effect to represent poison, certainly.

But since Incite Effect doesn't do damage over time, people who want to do damage over time will still need Venomous.

Maybe instead of offering the tag, we could let the poison's strength be equal to the roll made to inflict it. That could get pretty incredibly lethal if the user spends Fate Points on their poison maneuvers, but given how much it costs to do that it's probably okay. Venomous Weaponry costs as much as Evocation, after all.

And maybe we could waive the surcharge for area poisoning. Might as well be generous, if we're dropping the tag.

Okay, how's this look?

NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to define what your natural weapons are when you take this power.
Skills Affected: Fists, Weapons, Guns, Discipline
Effects:
Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
Potent Weaponry [-1]. Your natural weapon has a rating of 4.
Summoned Weaponry [-0]. You must take a supplemental action to create or draw your natural weapon before you can use it. In addition, you may wield your natural weapon with the Weapons skill.
Ranged Weaponry [-1]. Your natural weapon has a range of three zones and is capable of spray attacks. It may be wielded with the Fists, Weapons, Guns, or Discipline skill. It cannot be used with the defence trapping of Weapons unless you possess the Summoned Weaponry upgrade.
Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
Imprecise Weaponry [+1]. (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.
Venomous Weaponry [-2]. You may use your natural weapon to perform special maneuvers. These maneuvers may only inflict one specific Aspect; usually it's POISONED, but it can also be something like ON FIRE or ACCELERATED AGEING if that fits your character better. You may not tag that Aspect, but during your turn in each exchange after the one you performed the special maneuver in each character with that Aspect suffers a weapon 0 physical attack against Endurance with an accuracy equal to the roll you created the Aspect with. You may perform these special maneuvers against every character in a zone, including yourself, if you possess the Area Weaponry upgrade. Outside of a conflict, the effects of these maneuvers are adjudicated by the GM. But as a general rule, they're quickly fatal.

I'm actually fairly happy with this, but it's the middle of the night so that might just be sleep deprivation talking.

Also, I made one or two slight alterations to the Power's wording that having nothing to do with the new upgrade. Just in case you care.

Offline Haru

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Re: Proposed stunt for a PC
« Reply #26 on: December 11, 2012, 01:54:09 PM »
You could use Incite Effect to represent poison, certainly.

But since Incite Effect doesn't do damage over time, people who want to do damage over time will still need Venomous.
I was still thinking of splitting it into 2 powers each worth one refresh, and have one power similar to incite emotion, the other granting the damage over time effect as a trade in for the tag on the aspect.

Maybe give the defender a chance to shrug off the poison, if his endurance roll is higher than the poison roll, when he defends against the poisons effect? That would make the poison a bit more tame, while at the same time making maneuvering with it more interesting.
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Offline Sanctaphrax

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Re: Proposed stunt for a PC
« Reply #27 on: December 12, 2012, 05:03:20 AM »
I actually wrote the Power to include that possibility. Temporary Aspects from maneuvers can be cancelled out by other maneuvers, and the damage only lasts as long as the Aspect does.

What you're saying about your idea sounds remarkably similar to offering a 1 Refresh Venomous upgrade to Incite Effect, with a requirement that Fists be the skill used. I think that might be a bit too strong if you make the poison attack strength equal to the maneuver result. That +2 bonus would be a big deal.

Offline Sanctaphrax

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Re: Proposed stunt for a PC
« Reply #28 on: December 13, 2012, 10:11:41 PM »
So, should I call this done?

Offline Haru

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Re: Proposed stunt for a PC
« Reply #29 on: December 13, 2012, 10:36:43 PM »
I was thinking of coming up with an alternative to the damage over time effect, because I just don't like it (for the same reason I don't like DoT spells). Maybe modeling it after "Drink Blood" from the Blood Drinker power over on the vampirism list. Would give a nice edge over poisoned victims, while conserving the action economy.

Other than that, it seems done. And this might be a topic for another day.
“Do you not know that a man is not dead while his name is still spoken?”
― Terry Pratchett, Going Postal