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Compilation of major/minor twists

19 posts · 692 views · started 2018-07-04 02:15 UTC
DE
degausser
2018-07-04 02:15 UTC
#1

So I am so stoked for the RPG and I am eagerly awaiting its release.  Here's the thing Major and Minor twists seem to require a lot of creativity.  So as a resource, I thought we could list all the major/minor twists Christopher has used in the lifestream.  That way we can get an idea for what the general power level is.  I'm just re-listening to the first session, so if people want to jump in with ones from the other sessions, that's fine.

 

Major:

Take away a major resource from the player for the session (Dynamo-on his first roll, has a major twist and ends up loosing use of his recon bots for the remainder of the session.)

A power source of a player starts making (unreasonable) demands of the player. (Starblight-His sword starts demanding he attack the dragon that is immune to damage.)  He also (somewhat) looses use of his left hand as his sword won't 'sheathe itself,' so there's that too.

You (Or someone else) takes dmage equal to the highest die on the roll (Stella Nova hits Starblight for 10 when dispeling her accidental shield)

Summon some minions (Chris mentions that he would have done this if Dynamo had rolled a major plot twist when taking out his sigil.)

Minor:

Succeed, but add an additional overcome action that needs to happen. (Stella Nova-Accidentally does too good a job cutting a rune off from its power source, and cuts it off from the PCs.)

Damage equal to min die on the check (can't remember where that one happens.)

Damage or in some way hinder or annoy an ally (Stella Nova rips into Dynamo's mind and pains him, but doesn't cause damage.  Possibly removed memories from him?)

AR
aramis
2018-07-04 07:39 UTC
#2

Major -

"Pulled a bunch of muscles" - Step down a Strength die for next 1d4 scenes (into next session, if need be.) (Legacy's player suggested this. I rolled a 4. In Scene 3 of Issue 2...)

Grounded: Lose flight for this and next scene in this session

 

I've used the rolling overcomes a bit much. 

MI
MindWanderer
2018-07-04 18:39 UTC
#3

Those are explicitly contradictory to the rulebook–max die damage (actually health loss–it's not subject to damage reduction) is supposed to be a minor twist.  A major twist is Max+Mid IIRC.

AR
aramis
2018-07-04 18:56 UTC
#4

Tweren't me. Please be careful about whom you attribute things to.

DE
degausser
2018-07-04 19:15 UTC
#5

It was me.  And like I said, I’m just pulling these directly from the livestream of Christopher’s game.  I’m just compiling them.  And it could be that the system has been updated since the starter kit was produced.  It is still a system in progress after all. 

MI
MindWanderer
2018-07-04 19:16 UTC
#6

Whoops, sorry about that.  Corrected the post.

Christopher may have just been making it up as he went.  He tends to play things fast and loose with the rules when he can, which is funny given how he treats the card game.

SP
speedyolrac
2018-07-05 10:59 UTC
#7

I mean the rule book example (t-rex on a bridge) has the Damage on a twist be one thing and the rules say another. I am pretty sure Dave cleared it up somewhere.

A Minor Twist be a reduced Dice type has been said before when he ran games (pre-starter kit) I think it is a cool thing to do. My players have to be creative working around such problems.

DE
degausser
2018-07-05 15:36 UTC
#8

Making my way through episode two while waiting for my flight, so I found two more from episode 2.

 

Major: Summon a d8 lieutenant (Violet Heart summons the imp-possum when freeing Dynamo from the floor)
 
 
 
Minor: Environment rolls for a persistant hinderance on you until it is overcome. (Dynamo falls through the floor)
DE
degausser
2018-07-08 01:10 UTC
#9

Here are the last ones that I cought.  I saw that there were a couple more minor twists rolled, but i did not catch what they were.

 

Minor:

1)Boost an enemy using the same roll you used to overcome.  (Starblight gets information about the Pepper Genie, but in learning that the genie is free, the genie also learns about this and feels releaved, getting a boost.)

2)GM Dictates your next action must be a simple action (Starblight does a risky attack to hinder and attack.  GM rules that Blight Matrix takes over and forces him to fight on next turn, doing a simple attack.)

3) GM makes a negative plot point that you had earlier avoided happen (GM makes Stella Nova touch the cursed amulet which drives the plot forward that the PCs had recently avoided.)

AR
aramis
2018-07-10 02:15 UTC
#10

Major Twist (from last night's game) - Major: shut down a power completely for rest of issue. 

 

What happened: Absolute Zero swapped the overheating nuclear plant's coolant with his own suit coolant. His cold power now is the only thing keeping him alive, and he can't use it on anyone nor anything else until he's fixed.

I'll point out that most majors happen with really bad rolls anyway, so max is the only way to make it hurt for damage. And I can't find anything that says your soak doesn't apply to twist-induced damage... if it's the right type for your soak ability. Legacy gets to soak Physical or Energy, but I don't think he gets to soak radiation nor heat. It would help to have the list of types established in the rules; I know there's a list in the card game. (I like the card game implementation on Steam, but DAMN it's hard.) A GM could be a jerk and always go for a different kind...

 

 

MI
MindWanderer
2018-07-10 17:56 UTC
#11

The devil is in the detail here: a twist doesn't deal damage, it causes you to "lose Health."  Unless the GM says otherwise, of course.

DE
degausser
2018-07-11 03:37 UTC
#12

No new major twists from this week’s podcast, but two new minor ones (remember, these are just the ones expressly displayed on the podcast sentinels live podcast.)

minor:

summon three d8 minions

 Degrade a power one die step for a scene/until some action is take (slotting the amulet into Dynamo’s power suit degrades his suit power from d10 to d8)

AR
aramis
2018-07-11 07:23 UTC
#13

 

The Gameplay Guide also says this:

A successful Attack deals damage to the  target, either reducing their Health, or forcing them to roll  a save to survive.
And, two paragraphs later...
• Damage: A successful Attack deals damage to the  target, reducing the target’s Health by the amount  shown on the effect die. In the case of a minion  or lieutenant, damage forces them to save to stick  around.
Neither of them say that it can be reduced by defends nor damage reduction abilities are applied. That's in Defend.

So, on to defend…

When you Defend, you describe what you’re doing to  avoid an Attack or threat. After you roll, note the number  showing on the effect die—write it down so you don’t  forget. Before your next turn, when you would next lose  Health you reduce the amount you lose by that number.
Key wording for Defend: "..., when you would next lose Health...." Not, "When you next take damage." It does, however, go on to say, in a self-contradiction, "If you are not Attacked before your next turn, the effect is wasted."

Now, Bunker's Armor Plating says

Reduce physical damage by 1 while you are in the Green zone, 2 while in the  Yellow zone, and 3 while in the Red zone.
For this, you MIGHT be right... but it feels wrong when Defend clearly is detailed such that it doesn't need to be an attack.

I really hope they clear this up in the corebook. 

Yes, I'm a litigious SOB. I like my rules crisp and accurate, and almost interpretation-proof. This isn't.

MI
MindWanderer
2018-07-11 14:01 UTC
#14

That’s fair. The use of the phrase “lose Health” instead of the more common “take damage” makes the intent clear in my mind, but you’re right, there’s ambiguity in the rest of the rules.

PL
PlatinumWarlock
2018-07-11 15:00 UTC
#15

On a structural level?  This is the sort of thing that a good quality proofreader will catch, before the text goes to layout.  It's entirely probable that the rulebook currently has a number of these issues, which will be hammered out (likely in accordance with an SCRPG style guide) before layout begins.  Verisimilitude is definitely a useful thing in rpg-language.

DE
degausser
2018-07-11 17:02 UTC
#16

Mindwanderer-Artemis, listen, I know that this is a contested topic that goes across multiple threads.  The arguements have all been heard before.  If you want to start a new thread, or heck even send the topic to Chris, Adam, or . . . Paul (I think the guy who designed the system?), please do so.  But I started this thread as a compilation of minor and major twists that show up in the Sentinels comic live twitch stream.  The system is still in development and is likely to change between now and the at LEAST six months it will take to come out.  So please, let’s keep this thread on track.

 

I know I shouldn’t be the one to speak, I’ve derailed a thread myself on this topic, but I realized my mistake and have strived to keep out of it since then.

 

thank you.

MI
MindWanderer
2018-07-11 18:09 UTC
#17

Yeah, but you said the goal was to "get an idea for what the general power level is."  You can't do that without looking at Christopher's choices and comparing them to what the rules actually say to use.  If he does something that's notably weaker or stronger than what the rules suggest, does he have a reason or is he just punting?

SP
speedyolrac
2018-07-11 19:05 UTC
#18

Christopher does what is best for the story and just uses the rules as a framework. Other GM will run this differently. I side with Christopher Gm style. 

The rules are not as sharp as they could be, us playtesters are hoping We can see it before it gets printed. To help with such ambiguity.

DE
degausser
2018-07-21 21:54 UTC
#19

Mentioned but not seen in the latest podcast:  major plot twist red zone:  Wager master shows up to make things EVEN WORSE.  The example in this particular case was to place a space princess around the neck of a space laser dragon, which would have (presumably) limited attack options.