The Indomitable Will Gift (TC corebook p. 205-206) says that "Those attempting to influence the mind of the character through Manipulation or a Mental power receive a Complication equal to half the character’s Resolve (rounded up)."
It does not appear to specify what happens if the offender fails to overcome the Complication. I assume something must happen, though. What happens?
Or should it just be a Difficulty increase?
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Teleport, Aberrant pg. 223 states:
"The nova can substitute a Quantum + Teleport roll for a Dodge Stunt, applying successes an opponent must overcome in order to inflict an Injury. This costs the usual two Quantum points and the nova cannot teleport more than a single range band."
Does this mean a Nova with Teleport can only use the above stunt to avoid an attack that inflicts an injury condition?
If my teleporter is about to get hit by another Nova who aims to launch him into the stratosphere (via copious amounts of mega might and the push stunt) but importantly not inflict an injury condition, could my teleporter still use the teleport dodge stunt to Teleport out of the way of the push attack?
Or to avoid a grapple?
It seems like this was supposed to be a dodge replacer but the wording severely limits what you can use it against.
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Chapter 5 in the Adventure book was supposed to have info on creating and advancing your own Allegiance as per chapter 3, page 99. But I can't seem to find anything like that?
At least the Super Science rules seem more coherent then what was in the core book.
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Is there a list how to "convert" the "old skills" from Aeon Trinity, or Aberrant
It would just help (coming from "rpgs with standard skills") how to handle the skills, which are not on the list of continuum
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So I was looking in character creation in the core book and I noticed that for path creation you choose an attribute keyword and 2 skills as keywords for what Gifts you can get. This matches up with what you find in the provided examples of Origins and Roles. But for Allegiances your keywords are three skills. I never really noticed this because you are still getting a choice of three different things, you just replace an attribute with another skill. But why do you miss out on another attribute keyword? I was trying to find where in the text a society path is different then an origin or role path, but couldn't find that information.
If I was to design a unique society path for a Talent would I choose three skills keywords or an attribute keyword and two skill keywords for Gifts?
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So Enviromental 2 armor tag, does it just reduce continuous damage as a whole by 4 or do you have to pick a particular source of that type of damage like fire/heat, Cold, etc? I am specifically in relation to the Quantom Field Nova power if that effects it in anyway.
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In Phoenix Trust, third generation psions have the duration of their powers limited to 'while attunement lasts'. I always thought that psion attunement was instant - how long does it last?
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Originally posted by Shalmaneser View PostRe: Aeon. The Level 2 Transmassion power Relay Person permits a resistance roll to avoid being involuntarily teleported. The Level 4 Transmit Person doesn't have one in the description- is the target simply out of luck?
Transmassion 4 doesn’t include this by default because the teleporter has to spend several rounds in intense concentration before the port occurs. So, if the unwilling ‘victim’ doesn’t want to be teleported they have sufficient time to just walk away, no ‘roll away’ stunt required. But, say the victim is restrained and they spend the first of those several rounds freeing themselves, and they get free just before the teleport occurs, then certainly allow them to attempt a’ roll away’ defensive stunt to throw themselves clear.
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Re: Aeon. The Level 2 Transmassion power Relay Person permits a resistance roll to avoid being involuntarily teleported. The Level 4 Transmit Person doesn't have one in the description- is the target simply out of luck?
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Originally posted by The Voice View PostOn page 104 of the Core Rulebook,the Establish Grapple stunt states that its Success cost is "Variable."
The Grappled rules on the same page state that breaking a grapple is an opposed roll, with no mention of an established Successes cost or modifier or anything.
Soooooo, how much does the Establish Grapple stunt cost? I know in Scion 2E it sets the Difficulty of breaking the Grapple, but that's not how it works in this game.
Edit to add: I should note that this doesn't preclude various characters/creatures having specific features that make Grapple harder, hence the 'Variable' aspect. A slime covered creature may increase the difficulty of any grappling attempts by 2, by way of example, which would make the Grappling stunt cost an additional 2 successes over Defense, if you wanted to buy it. Similarly, an aberrant may have a phase shift power that makes physical objects slide through them, or a frictionless mutation which makes them nearly impossible to grasp.Last edited by Bunyip; 05-30-2022, 02:08 AM.
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So, somebody on Page 6 already asked this question but since no one answered and I'm wondering the same thing, I guess I'll ask that question too.
On page 104 of the Core Rulebook,the Establish Grapple stunt states that its Success cost is "Variable."
The Grappled rules on the same page state that breaking a grapple is an opposed roll, with no mention of an established Successes cost or modifier or anything.
Soooooo, how much does the Establish Grapple stunt cost? I know in Scion 2E it sets the Difficulty of breaking the Grapple, but that's not how it works in this game.
Bonus question: Why is there no combined Errata document? That would be really convenient.
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Originally posted by Trianoma4Evah View PostWhile re-reading the super-science rules for Æon, I found this nugget :
From what I recall of the Monday Meeting Notes, I thought that (sadly) the only things left in the works for the Æon era were novels.
Is there a (or several) sourcebook(s) in the works, or is this referring to another book that's already out ?
Thanks !
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While re-reading the super-science rules for Æon, I found this nugget :
The Rank 6 items that Tier 3 psions can create are described in a later supplement.
Is there a (or several) sourcebook(s) in the works, or is this referring to another book that's already out ?
Thanks !
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Can I ask what buying extra dots in Digital Manipulation (Mega-Edge: 12pts per dot) is meant to do when the only benefit given is substituting for Intellect (Attribute: 10pts per dot) or Technology (Skill: 5pts per dot) in the Intellect+Technology roll to activate/use the power. It is straight up better mathematically to just buy the one dot of Mega-Edge and pay XP to improve Intellect/Technology instead. Was there something cut out of the power in editing?
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Originally posted by Shalmaneser View PostIf humans eventually "persuade" a Doyen to part with the secrets of the Prometheus chamber and make one without the one-Aptitude limitation, what's the most likely outcome? Would it be the Doyen-equivalent one at 7+others at 5 or something unique to humanity?
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