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[All eras]Some lore questions

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  • #31
    Thanks! You’ve all been super helpful!

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    • #32
      A couple of TC Aberrant questions:

      1. How do I simulate the old 1e Bodymorph power? I know the simplest answer is the Dormancy Edge, but what about other options? My thought is a Power Suite, but I’m not sure. Is Molecular Chameleon re-skinned with slightly different Tags what I’m looking for? EDIT: I just re-read Transformation. Maybe that with some negative Power Tags, to whittle the shapeshifting options down?
      Last edited by Demigod Beast; 08-22-2022, 03:02 PM.

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      • #33
        Originally posted by Demigod Beast View Post
        A couple of TC Aberrant questions:

        1. How do I simulate the old 1e Bodymorph power? I know the simplest answer is the Dormancy Edge, but what about other options? My thought is a Power Suite, but I’m not sure. Is Molecular Chameleon re-skinned with slightly different Tags what I’m looking for? EDIT: I just re-read Transformation. Maybe that with some negative Power Tags, to whittle the shapeshifting options down?
        Add Restricted tags to the power that can be used only in the Bodymorph form (based in a power), and to those that are all linked to eachother.

        That is the suggestion in my Houserules: Quantum in my signature.


        House Rules - The Basics - House Rules for Trinity Continuum
        House Rules - Quantum - House Rules for Trinity Continuum: Aberrant
        House Rules - Psi - House Rules for Trinity Continuum: Æon
        Fists and Tomes - Inspired Martial Arts and Mysticism for Talents

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        • #34
          I like this notion. It’s far simpler than anything I’d have thought up!

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          • #35
            TC Aberrant power system is effect based, in opposition to Psi system and Gift systems that are focused in the way they do and not what is the result.

            Usually the easiest way to simulate any power is to list the effects you want and build your power around them, with tags to adjust them to what you intend.

            There are many exceptions in the available effects and some of the powers suggested in other books are very precisely covering aspects, like pocket universes, replicating objects, and other things like that.

            But as a system TC Aberrant is pretty solid in many ways. I think we take advantage of the experience the designer have with M&M (that is fantastically solid for a D20 game).


            House Rules - The Basics - House Rules for Trinity Continuum
            House Rules - Quantum - House Rules for Trinity Continuum: Aberrant
            House Rules - Psi - House Rules for Trinity Continuum: Æon
            Fists and Tomes - Inspired Martial Arts and Mysticism for Talents

            Comment


            • #36
              Some TC Aberrant questions:

              1. Should Transformations reflect powers? Or a theme? Like, “this nova is aquatic, and be becomes more and more fishlike”, or “this nova is hyper-aggressive, so his Transformations follow suit”. Or would they be more random? I’m of the opinion they, like powers, should follow a coherent theme.
              2. A question concerning the Quantum Agent power: could it be modeled as a suit of ‘power-armor’, not Q-tech, but rather something he conjures purely out of Quantum?

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              • #37
                1. No but they can, and usually do because usually they have some “side effects”. 2. Yes, you could create an agent big enough to be around you for sure. But it would not be the best way to model the best way to model a quantum powered armor created from pure quantum. My suggestion is to go and use the powers you want your armor to have to create a power suit with many techniques.


                House Rules - The Basics - House Rules for Trinity Continuum
                House Rules - Quantum - House Rules for Trinity Continuum: Aberrant
                House Rules - Psi - House Rules for Trinity Continuum: Æon
                Fists and Tomes - Inspired Martial Arts and Mysticism for Talents

                Comment


                • #38
                  Thanks!

                  Some TC Adventure! questions....

                  1. What is the different, if any, between a daredevil and a Talent?
                  2. I’ve seen conflicting information, so... Are locations affected by Flux, the way the Inspired are? 1e (which I adore) had some pretty strange locales in it. And, if so, do they fade away as the Hammersmith Event runs out of steam?
                  3. I know TC Aether already covers this, but, from a TC Adventure! standpoint, would Frankenstein’s Monster best be represented by stalwart rules?
                  4. How far away from Earth did the Hammersmith Event affect? I know the Doyen sensed it and moved quickly erect their barrier, but did the Telluric wave create weird things on Mars or Venus?

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                  • #39
                    Originally posted by Demigod Beast View Post
                    2. A question concerning the Quantum Agent power: could it be modeled as a suit of ‘power-armor’, not Q-tech, but rather something he conjures purely out of Quantum?
                    If you want a summoned minion that looks like a guy in armor (or a robot), use Quantum Agent with the Agent Theme: Machine. This gives you a minion that obeys your orders and has powers of its own.

                    If you want your character to summon armor that they wear, use Quantum Field and just have the forcefield look like armor as a special effect. If the "armor" grants additional powers, just buy those powers and limit them to only working while Quantum Field is active.

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                    • #40
                      Originally posted by Demigod Beast View Post
                      Thanks!

                      Some TC Adventure! questions....

                      1. What is the different, if any, between a daredevil and a Talent?
                      2. I’ve seen conflicting information, so... Are locations affected by Flux, the way the Inspired are? 1e (which I adore) had some pretty strange locales in it. And, if so, do they fade away as the Hammersmith Event runs out of steam?
                      3. I know TC Aether already covers this, but, from a TC Adventure! standpoint, would Frankenstein’s Monster best be represented by stalwart rules?
                      4. How far away from Earth did the Hammersmith Event affect? I know the Doyen sensed it and moved quickly erect their barrier, but did the Telluric wave create weird things on Mars or Venus?
                      1). They're the same thing, although Daredevil Gifts lean more towards a high risks=high rewards paradigm.

                      2). Strange Places do seem to be tied to flux, and a lot of them do appear to fade over time.

                      3). It depends on if Frank is a PC or an NPC, and what books you're using. NPCs generally get condensed write-ups unless they're major characters, in which case you should stat them up using whatever book is most convenient. In Aether, it is probably easiest to stat him as a Magog. In Adventure!, he'd be built as a stalwart. Aberrant would likely represent him as a weak nova. Aeon could stat him as a Superior.

                      4). Not sure how much was effected, but the Doyen must have used precognition since the "blanketing" happened so fast that only Mercer, Bhurano, and Donighal got the full effect; people in the same room as them had their powers shackled. This leads me to suspect that, whatever the Doyen did, it was already in place, waiting to be triggered by (and fueled by) the Hammersmith Event.

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                      • #41
                        Originally posted by Shepherdboi View Post
                        If you want a summoned minion that looks like a guy in armor (or a robot), use Quantum Agent with the Agent Theme: Machine. This gives you a minion that obeys your orders and has powers of its own.

                        If you want your character to summon armor that they wear, use Quantum Field and just have the forcefield look like armor as a special effect. If the "armor" grants additional powers, just buy those powers and limit them to only working while Quantum Field is active.
                        Thanks! This has been incredibly informative. More questions in the near future...

                        Actually, I have one right now, for TC Aberrant...

                        1. Can a Power Suite be attached to a Mega-Attribute?

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                        • #42
                          Originally posted by Demigod Beast View Post

                          Thanks! This has been incredibly informative. More questions in the near future...

                          Actually, I have one right now, for TC Aberrant...

                          1. Can a Power Suite be attached to a Mega-Attribute?
                          Technically no, although there are ways around this. A few examples:

                          1). For the aforementioned Quantum Field armor, if you want your character's forcefield to act as a strength magnifying exoskeleton, you don't need a power suite, you just need to buy Mega-Might with the negative Tag "only while Quantum Field is active".

                          2). If you want variable physical Mega-Attributes, buy Transformation with the negative Tag "only grants physical Mega-Attributes".

                          3). If you want various Mega-Attributes, but don't want to be limited to physical enhancement, go with Boost. A sample build:

                          Boost 3: Intellect (Tag: Duration, Tag: Extra Attribute: Resolve, Tag: Extra Attribute: Composure).
                          This gives you three extra dots in Intellect, Resolve, and Composure. If this takes any of them over 5, the extra dots become Mega-Attributes.

                          Now buy Technique: [Boost 3: Might (Tag: Duration, Tag: Extra Attribute: Dexterity, Tag: Extra Attribute: Cunning)].
                          This gives you three extra dots in Might, Dexterity, and Cunning. If this takes any of them over 5, the extra dots become Mega-Attributes.

                          Now buy Technique: [Boost 4: Presence (Tag: Duration, Tag: Extra Attribute: Manipulation)].
                          This gives you four extra dots in Presence and Manipulation. If this takes either of them over 5, the extra dots become Mega-Attributes.

                          You've just made a Mega-Attribute boosting power suite without using Technique on any Mega-Attribute.

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                          • #43
                            As I read now TC Adventure! myself… Generally – what Shepardboi written, only… I advise to read TC Aether preview if you can – it answer a lot of questions for next era in timeline after it, the Adventure! precisely.

                            Originally posted by Demigod Beast View Post
                            2. I’ve seen conflicting information, so... Are locations affected by Flux, the way the Inspired are? 1e (which I adore) had some pretty strange locales in it. And, if so, do they fade away as the Hammersmith Event runs out of steam?
                            In Aether, it’s assumed that using Aether energy let to open gates to various dimensions. Aether could you do truly impossible stuff with it – over the top even for Flux from where it’s coming – but changes of Aether are not permanent if not sustained by Aether. It may even takes years to Unwind it on itself – but it will Unwind. So all Strange Places in Adventure! that were open in Aether times simply slide to nothingness, year by year. Hammersmith Event could reinvigorate few of them for a decade or two – but nature of Aether is Unwind, in the end.

                            Originally posted by Demigod Beast View Post
                            3. I know TC Aether already covers this, but, from a TC Adventure! standpoint, would Frankenstein’s Monster best be represented by stalwart rules?
                            I would still work with Aether rules – they seems more adequate for more monstrous Gogs and especially for Magogs ( that are directly monster-like ) – see more here.

                            Originally posted by Demigod Beast View Post
                            4. How far away from Earth did the Hammersmith Event affect? I know the Doyen sensed it and moved quickly erect their barrier, but did the Telluric wave create weird things on Mars or Venus?
                            Limit only it as much as you need, story-wise? I would simply allow my Players to sail to Mars if they build Aparatus, boat and everything. 😎 You can also make that they open in reality AetherGate and jump into other reality Mars – that has Green, Red, Yellow and White Martians


                            My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
                            LGBT+ through Ages
                            LGBT+ in CoD games

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                            • #44
                              Thanks! I appreciate it, guys!

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                              • #45
                                Some TC Aeon questions, concerning the mini-sourcebook I bought with 30-some odd Psychic Edges:

                                1. How relatively common do you imagine Psychic Edges like these are? Some are rather niche.
                                2. Do you imagine this sort of research is perpetually ongoing? In my games, yes it is. But, only SOME of them are in common use. The new Quantakinesis Psychic Edges, for instance, have yet to be invented
                                3. Is it feasible to have Proxy Tier Psychic Edges? Like, I don’t know, using a 7-dot Psychic Edge to bioengineer a semi-sentient pet? I know vanishingly few psions would have such powers, but still...
                                4. Can 6-dot powers work with Psychic Edges? I don’t mean the base power the Psychic Edge alters, but rather the altered power, itself.

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