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Mechanics questions (bonuses and play example)

6 posts · 345 views · started 2017-12-26 23:27 UTC
SW
Strategic_Wolf
2017-12-26 23:27 UTC
#1

I picked up the rpg starter set over the holidays and have been working my way through it (liking what I see so far, looking forward to actual play).  However, I do have a couple questions about how certain elements interact.

 

How do bonuses interact with abilities that create multiple effects.  For example, the Wraith has the ability Strike from the Shadows, which allows her to attack with her mid die and defend with her min.  If she applied a bonus to this roll, would it apply to both results?  Would she get to choose one?  Does this behavior change for persistent bonuses?

 

In the gameplay example in the starter set, would Legacy's successful Overcome action prevent the scene's GYRO tracker from advancing that round?  Or was it strictly to get the dinosaur's attention?  Also, would his Fortitude ability have reduced the damage from the twist he accepted in order to succeed?

 

Tachyon's Principle of Speed is an inherrent ability, letting her end up anywhere after Overcoming (generatingn a hero point in the process).  Can this be activated in tandem with her Principle of Science?  For example: Baron Blade was menacing Megalopolis with a gravity generator (because it's alliteration day).  Tachyon darts around him to access the device's controls while he monologues, manipulating them quickly but carefully to set down the hovering civillians (using her max die because of her Principle of Science).  After this successful Overcome action, could she end up elsewhere (leaving the Baron to wonder what happened to his machine)?  Would this generate two hero points, or only one?

PY
Pydro
2017-12-27 00:05 UTC
#2

Just popping in to say, “Welcome to the forums!”

SP
speedyolrac
2017-12-27 00:16 UTC
#3

Form what I come to understand, you can use a boost for any one roll. So you can use it for the attack or the defend. The boost must be used before the roll.

Presistant boost as far as I know can be used as long as the Label you have it fits.

For the Tachyon example, one can use speed and Mind over Matter (techology might be better) to say that while she is moving fast she is also using her mind. It been stated that to do precise work she has to slow down. I believe that is the official rulling.

But this game is more about doing what feels cool or what you can sell to the GM. Personally I might let you get away with that, but other times I would ask for a speed roll instead.

Either way it would only gain 1 Hero points.

PL
PlatinumWarlock
2017-12-27 00:27 UTC
#4

 

1) Bonuses vs. Multiple Effects.

For me, this is a GM ruling issue, which keys primarily off of what the player wants to come from it.  Let's say, for example, that The Wraith wants to find some cover to hide behind during a pitched combat.  Given that, I'd likely say that, were she rolling Strike From the Shadows, the bonus would apply to the Defense (Min die), rather than the actual attack.  However, if she wanted to sharpen her Grappling Hooks, I'd say that the bonus would apply to the initial Attack.

The text of the Gameplay Guide says (p. 7)--"...a mod applies to the effect die rolled on a later die roll, either adding to or subtracting from the result.  You, as the creator of the mod, can usually decide who uses that bonus or penalty as long as it makes sense in the fiction of the scene..."  

2) Legacy vs. Scene Tracker

I'd probably rule that, since he succeeded the Overcome action, that the T-Rex's actions would not be able to accelerate the Scene Tracker, but the end of the round would still escalate the scene as normal.  He just would prevent it from going farther.

3) Legacy vs. Fortitude

Yeah, the T-Rex would deal physical damage, so he should reduce it by 1.

4) Tachyon vs. her Principles

I'd probably rule that only one Principle could be invoked on a given Overcome roll.  As such, Tachyon could gain two Hero Points in quick succession by zipping up the side of the building where Blade has set up his gravity generator (Principle of Speed), then using her scientific knowledge to shut down his device safely (Principle of Science).  Even though they're close together, they'd require two separate rolls (which might invoke twists or the like, on either roll).  Principle of Speed seems to be more along the lines of overcoming physical obstacles:  "I need to beat Baron Blade across the city:  I'm going to roll Speed + Finesse + Status to make my way through traffic.  By the time Blade gets there, I'll already be waiting for him..."

 

SW
Strategic_Wolf
2017-12-29 18:07 UTC
#5

Thank you everyone for the responses.

 

A couple of follow-up questions:

 

The concensus seems to be that Tachyon's Principle of Speed cannot stack with her other principle.  This seems reasonable to me, but leaves me wondering what the purpose of making the principle inherent was.  Movement in this game seems to be mostly dramatic (in the play example: Legacy was able to arrive at the scene, fly over to talk to the cops, then fly over and punch the dinosaur all in his first turn).  Characters have no movement-specific stats and there wasn't a discussion of zones or anything similar; the intent seems to be that movement and location are handled narratively (fast and loose) like in Feng Shui or Cortex (a system that Cam Banks has previously worked on).  This leaves only a couple possible interpretations for what Tachyon's prinicple of speed actually does. 

 

The first (and the one I favored before reading these responses) is that all heroes can move freely until they take their action, but their turn normally ends after their action.  Overcoming and then darting out before an opponent can react would be a risky action (taking a minor twist for something extra).  Tachyon has an exception, when she successfully Overcomes (though not when she uses any of the other actions and not if she fails), she can always move elsewhere afterwards (and generates a hero point when she does so).  But it seems that if this was intended to be an exclusive ability, it would have been easier to make it an action.

 

An alternative interpretation (and the one that, if I'm understanding correctly, is favored here) is that Tachyon's principle of speed works basically like all the other principles we see and is just oddly phrased.  In this interpretation, the only real difference between Tachyon's speed and Legacy's leadership is that instead of using her max die to overcome, Tachyon gets to move afterwards if she succeeds.

 

In either case, this principle's rules text is clearly unusual.  It's the only prinicple in any of the included character booklets that is marked as an inherent ability instead of an action.  It's the only one that doesn't allow the hero to use their max die.  It's the only principle that requires success in order to generate a hero point.  And it's the only ability that explicitly mentions movement.

 

 

As a completely unrelated question: what type of action is Unity's golem creation?  Most Fate flavors (Fate is clearly one of the inspirations for this system) avoid one-off actions, using Overcome or Create an Advantage (the Fate equivalent of Boost/Hinder) as a catch-all action for things like this.  The specific reason this matters is that Legacy's Galvanize ability specifically affects Attack and Overcome actions by his allies.  I'd like to know if Unity can benefit from Galvanize when creating golems.

DP
dprcooke
2018-01-02 02:08 UTC
#6

Re: Tachyon’s movement. The ability to move around after overcoming will show itself to be more useful as you get to to later issues.

Principle of Speed applies to every successful overcome, so even if you can’t trigger it off of your Principle of Science overcome, you’ll have plenty of other opportunities to use it.

And for what it’s worth, on Saturday I allowed one of my players to trigger Principle of Speed after succeeding on her Principle of Science overcome. However there was only 1 hero point. (The extra movement wasn’t really useful, but the player did use it to add some flair).