ER
ErekLich
2021-02-03 02:59 UTC
#1
So we were theorycrafting and ran into some strange language. Volatile Creations is clearly meant for your minions, but it also references Boosts and Hinders being destroyed. So our question is this: Does a Boost or Hinder get "destroyed" when it's used? Or only when someone counter-Mods or Overcomes it?
CA
catDreaming
2021-02-03 03:03 UTC
#2
A Bonus or Penalty is not destroyed when used, unless the narrative or a specific mechanic says that it should be.
TA
TakeWalker
2021-02-03 13:25 UTC
#3
I don't even think "counter-mods" or Overcomes destroy boosts and hinders. But there are specific abilities that use the language "destroy a Boost/Hinder", and I figure that's what'll set off Volatile Creations.
RA
Rabit
2021-02-03 17:59 UTC
#4
Quick terminology clarification for folks that can make a significant impact when reading how things work: Boost/Hinder are actions that are taken, while Bonus/Penalty are types of Mods, which are generated by Boost and Hinder actions. :-)
As to what actually Destroys a Mod, I think catDreaming and TakeWalker nailed it: Something only destroys a Mod if it says it destroys a Mod. ;-) Using a Mod or using an Overcome to remove a Mod just remove the Mod.
This might be a good question to send in to the Letters Page podcast to verify, but I'm pretty sure this is as intended.
KM
KJ_Max
2021-02-03 18:54 UTC
#5
What’s the difference between “removing a Mod” and “destroying a Mod”?
RA
Rabit
2021-02-03 19:04 UTC
#6
My guess: What it triggers. :-)
BR
braincraft
2021-02-03 21:24 UTC
#8
I feel like it's not a big deal to just let Volatile Creations activate when the mod is expended; you're bottlenecked by number of reactions in any case.
CA
catDreaming
2021-02-03 22:47 UTC
#9
You got it in one, though. Removing a mod means that whatever narrative object the mod represented is, well, removed from what it was effecting. It still exists, it's just not doing anything.
Destroying a mod means that whatever narrative object the mod represented is destroyed. That mod is gone.
There is notable difference in the game narrative between the two things. Remember: This is a game focused on the narrative, not on hard mechanics defining every little thing.
AR
aramis
2021-03-31 00:01 UTC
#10
It really helps to remember that boosts can be more than just things…
They can represent tactical situations (eg: painting them with a guidance laser so Rockeboy can use his laser-guided missiles), Mental states (rage, focus, hate), morale boosts (TV crew coverage, cheering fans too clueless to leave proximity of a fight between supers), a big distraction to your target (flashbang grenade), or even a target’s mental state (they’re ignoring you as irrelevant).
When any of those ends depends a lot upon context. SC, in acknowledging the various sources for ideas in the Starter Kit, points a great big arrow in the direction, “Story First”…
One of the strangest boosts narrated in my last campaign (ended by the lockdown) was summoning a ghost to provide target “illumination” visible only to a specific ally. Absolutely brilliant, if creepy. W was giving a boost for Player A, but applying it to NPC 3…
This could have been represented other ways, as well, not just as a boost.
That story function could have been mechanicalized as
- a hinder to reactions and/or damage saves
- a boost to attacks
- an overcome to remove the penalty of darkness (a scenewide hinder of 1 point; it wasn’t dark, just dim.)
- an overcome to prevent reactions
- A linked attack and boost (giving the ghost some teeth)
The boost ended when the NPC died, or had hindered or overcame the ghost boost. Mostly, when the target died. I didn’t think about it at the time, but it probably could have been overcome by dropping a roadside flare to prevent the faerie-fire like glow from being visible.