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  • As a side note, I think Maxing out and Power Stunts are the best rules to simulate how superheroes work in comics.

    Momentum is nice and all, but it really fits better action movies and the dynamic of Karma we see there (villain starts with an advantage, heroes have some hard time, and heroes flip the table).

    Maxing out, the way we see in Aberrant, simulate many things, from the heroes that can resist that extra effort to defend their friends and end up with a bleeding nose and passing out, to characters lifting mountains even if never doing so in regular base.
    ...
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  • Mateus Luz
    replied to Starting Legend/XP?
    Legend and XP are independent, you can easily have a Demigod with no more XP than a initial character.

    My personal suggestion is, don’t worry about XP, it will just accelerate the time needed to fill your char sheet dots. If you want a higher Legend character, give enough knacks to cover all the Calling dots, and go for it. That’s basically the way they went when you have an initial Origin character and an initial Hero character, also almost sure it’s the same for initial Demigods.

    If you really need XP, I would suggest 5 XP per session times 5 sessions per legend...
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  • Sure, but in that case you are not using your powers to simulate other powers (that is Power Stunts) you are using pure quantum in a different way. A bit harder than power stunting, but still the only way to learn new powers, as you said....
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  • My approach on maxing out is that when you max out you are adding something to the power you are using, so you can max out a technique, or a tag or Rank to the power you are using, or to use a new power. That is a forceful use of quantum, and so give you flux. Think about a power lifter lifting heavier weights then usual.

    Power stunt is different, it’s a finesse thing, you use your power to a different end, but with more difficulty. The result is weaker, because it’s not built over your power, but built from scratch. You can’t go above your regular limits, actually, you probably...
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  • Sure, I was thinking more like Gambit, usually its all about exploding cards, and once in a while he can explode an entire door, but if the idea is to make it regular, I would create a power or technique just for that.

    I still think the idea for the exploding thing is Quantum Attack with explosion tag, not going for a Quantum Aura with sef destruction....
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  • Reading again Bestow and Impose, I would say Bestow needs some kind of conscious mind to work, while it would work in objects, it would not work because the object would not have the will to use it, while impose would work on anything.

    For example, Impose is one of the main tags of Teleport, used to transport other things (basically transmassion mode of Teleport, without the return effect), so it must work on objects too.

    But, when the power is given to a target (person or probably an object), it won’t damage the target, so unless you give a self destruction effect,...
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    Last edited by Mateus Luz; 01-17-2022, 04:45 AM.

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  • As Timecrafter said.

    If you want something like Gambit, or a slow burning, better go for Quantum Attack with a restriction of needing ammunition, and describe the effect as an explosion or a area effect with certain duration.
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  • Agree with you about the idea, but not specifically for Iron Fist.
    The idea of a nova that can set fire on a part of the body, like a hand is interesting, but if I was the GM I would point the character to Quantum Attack with incendiary tag.

    Iron Fist specifically would be a Quantum Attack but instead of incendiary tag it would be something like Piercing, Brutal and Aggravated....
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  • Agree with Florin. The way it works dont require any interaction with scale and it works fine.

    Different ratings would cover the difference between the fiery boy and the magma boy, the first would take a few rounds to bun through a door and the second would make it instantly. A door may not have a injury box, actually antagonists dont have injury boxes, but a GM would give Health boxes to whatever need to be damaged, like any anthagonists.

    The rules are symple and flexible enough to be used in any way you want with little to no effort, that is the main point of Story...
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  • Even if scale apply to the defense and not soft armor, indirect damage has no attack roll, so it would ignore it too....
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  • The thing with indirect damage is that most of them are not related to any kind of scale and resisting it will be more related to certain resistances than scale per se. For example, an explosion will cause damage to anything that is at its range proprtionally to its size, an ant will be equally damaged as a person if they are both in the same range (and entirely inside the range), because its the shockwave that damage (considering its not a frag or whatever). The only exception to this is if the explosion is too small to cover the entire target (a granade cant destroy a house because the explosion...
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  • Not really. Indirect damage works very different from regular attacks, it has no scale basically, but at same time can cause a lot of damage all the way around.

    It works by having a Damage Rating that is the number of injuries that it causes to anyone, no matter scale, but you can roll to reduce the damage, basically. So, unless you have some kind of defense against indirect damage you will be damaged, no matter what. There are a few options I dont recall, including Mega Stamina for some forms of damage, that reduce the DR of indirect attacks, but I dont have the book here to tell...
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  • GravCrystals are just a very specific effect of Elemental Mastery (Gravity) that was made Core tech.

    in thesis you dont need a nova to invent grav crystals, humans needed a nova to invent it faster, but the Coalision ark have an artificial gravity system that works similarly to gravcrystals, but was not invented by novas.

    The point is, Q-Tech is completely supernatural, Inspired tech is impossible following the real world physics laws, but with that extra (like a Nova blood drop or psi energy) it becomes possible, and Advanced Tech is completely possible to reach by anyone,...
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  • My point on Scale only applying to Damage is less about only damage than I properly explained.

    Aberrant doesnt use a "Precision Scale" that is where the scale would apply to aiming the power itself, and would allow you to aim on targets too small to be properly seen, like Enterprise aim attacks to the engine of a ship thousands of kilometers away or a martial artist picks a fly with chop sticks. That scale would be granted by Mega Dex.

    Most powers would grant Power Scale, that is basically how powerful the power is, for damage it would be how much damage it...
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    Last edited by Mateus Luz; 01-11-2022, 07:26 AM.

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  • Sure, its a house rule, but Scale is not something that apply all the time, it is described it applyies only when relevant.

    Scale is not an symple enhancement that apply all the time, it is up to the SG to define if it apply or not according to the situation, and its how it is described in the book....
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  • Well, Scale enhancements in most attacks apply only to cause injury and critical, so they can be used after you beat defense, so both powers are useful against all attacks, as long as the atackers dont have lotos of enhancements on their attacks.

    Then you may ask, "but where is the restriction of using enhancements only to deal damage?", and I answer, "well, its the only way to make difference between precision and power, and it is alighned to what weapon tgs related to power do (apply only to cause injury/critical stunts)".

    For exemple, the cannons...
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  • They are "kind of" the same mechanics. in practical terms, a barrier dont necessarily blocks attacks, and a cover dont need to work as a barrier, as you can read in the mastery itself, it describes what to do in both cases (attacks and movements).

    Personaly, I would make 2 different Masteries, that one only for attacks and another all about movement, but it really seams to be written to cover both.
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  • Mateus Luz
    replied to Few Questions from a returning player.
    My pleasure! Keep asking and I may try to help as much as I can.
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  • Mateus Luz
    replied to Few Questions from a returning player.
    11) 1 per path.

    12) As a general rule in my games, anything that you get without spending XP is temporary, so you may build your relic, but you must spend XP on it (maybe the next XP must be used only for paying for it).

    13) As I see, it applies to all things myth related, so a voodoo zombi will smell different from the dead in the asphodel fields, for people with this knack, not a fresh smell, still largely rotten, but with some of the pantheon scent in the back.
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  • My understand is that the first create specific appearance, so you basically creates a second identity that people may interact as a different person and trace back to the last time they see you in that appearance, while the second just make you harder to identify, not bothering to create a new appearance, just making it hard to trace you....
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Mateus Luz
Mateus Luz
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Last Activity: Today, 01:35 PM
Joined: 01-09-2019
Location: Brazil
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