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OOC: Rules of the Game.

Posted by RydiFor group 0
Rydi
GM, 516 posts
Mon 2 Nov 2009
at 06:15
  • msg #1

OOC: Rules of the Game

So, I figure it is about time we had a thread dedicated to the house rules, rules interpretations, and conventions regarding the game.  The first post in this thread will permanently be dedicated to compiling said rules, while further posts will be for rules suggestions and debate.

In no particular order:
quote:
Rolls and other system mechanics
Rolls of 10 on normal dice count for 2 successes if a character has an appropriate Quality (Aberrant, p.134) instead of "popping" 10's.  10's on mega-attributes count as 3 successes (as normal).



quote:
Combat
1)Defense Rolls
Dodge dice rolls are made by the GM to reduce post lag.

Characters get a "Defensive Value" equal to the relevant Attribute+Ability+Modifiers.  This pool decreases by -2 for each successive defensive action taken, and by -1 for each individual attacker, modified by any relevant traits (Multi-tasking, Combat Awareness, etc) or situations (Flanked, Prone, etc.)

Dodges are assumed against all attacks unless otherwise stated, though players may list preference of dodge order if they choose; in situations where players do not actively choose, the GM will assign dodges in a manner generally beneficial to the player, except in cases where attackers are tactically forcing down a dice pool (assassin firing at a character being pummeled by a bunch of hired thugs, for example).

2) Extra actions from Quickness enhancement and other sources can not be further split

3) Declare the dice and auto-levels of damage your attack does and let the ST determine the results (DO NOT ROLL DAMAGE).  Likewise, keep your current soak posted for GM benefit.

4)Mega-Strength
For balance issues, and common sense (strength adds speed and power to attacks after all), mega-strength may be used to increase dice pools on brawling.  Characters may either use a die of mega-strength to increase their dice pool, or reserve it for the standard 5 successes on damage (assuming the attack hits).  They may make this decision for each mega-strength dice in their pool.

5)Spoiler Block Status Update
Please include the following in the spoiler for any combat post (Just fill in the parentheses with your own values):

--
Initiative: (Value)
DV: (Value) - (Penalty)
Soak: (Value)B/(Value)L/(Value)A | Wounds: (Value)
Attack Dice: (Value) | Attack Damage: (Value... Remember to note auto dmg vs dice of dmg)
Active Powers/Enhancements: (stuff) | Quantum Remaining (Value)
--

You can usually just copy paste this info from post to post, updating as needed.


quote:
Alternate Mega-Enhancement Pairings
Not all Mega-Enhancements require their listed Mega-Attribute as a per-requisite.  Some may be paired with other appropriate Mega-Attributes.  The book suggests this if I remember correctly, and it just makes for better play.  Good Examples include Quickness (Dexterity instead of Wits), Discerning Mind (Manipulation instead of Intelligence, or Charisma for a variant enhancement with a similar effect), and  Halo (Charisma instead of Appearance).  While these changes must still be approved, and should not be seen as a carte blanche solution to xp and Mega-Attribute tension, this is a good option for character building and limiting people branching into things they aren't suited to just to get access to a single key enhancement.


quote:
Specialty Limit
Due to the limitless potential of Inspired characters, and the long running nature of this game in particular, the 3 specialty per ability limit is undesirable.  The finalized new ruling is as follows:
Characters may have no more Specialties in an Ability than they have dots in that Ability

The following Mega-Enhancement applies to Specialty Limits:
Broad [Category] Specialist
When this enhancement is taken, characters increase their specialty limit for all Abilities in a given category by a number equal to the Ability's governing Mega-Attribute.  This may be taken as a Mega-Dexterity enhancement in which case it applies to all Physical Abilities.  It may also be taken as a Mega-Intelligence enhancement, in which case it applies to all Mental Abilities.  Finally, it may be taken as a Mega-Manipulation enhancement, in which case it applies to all Social Abilities.  This enhancement may be taken up to three times, once for each of the listed Mega-Attributes.


quote:
Combat Skills and Special Combat Traits
Upon review of the rules presented in the Trinity Player's Guide and the New Flesh fan supplement, I found the rules confusing and a bit off-putting.  Below is a summary, with a few minor alterations to the experience for balance purposes.

Combat Skill Specialties
These function as standard specialties, providing an extra die for special situations or maneuvers.
Example: Kicks, Grappling, Dirty Fighting
Cost: 1xp (standard specialty cost)
Limits: Count against specialty limit
Advantage: +1 dice added to dice rolls where the specialty would apply

Expanded Personal Combat / Fighting Techniques (Trinity Player's Guide, p.113)
These are, functionally, advanced specialties.  In the base rules, they function exactly as specialties in terms of cost and limits, though they provide quite significant bonuses.  I am providing modified costs and rules here to make them synchronize better with the other options in play.
Example: Judo, Fencing, Zero-G Combat
Cost: 6xp for the first, 8xp for the second, increases by 2xp for each additional level
Limits: May only have 1 per dot above 3 in a given ability; count against specialty limit
Advantages: Varies, though they typically provide +2 or more to accuracy on specific sets of techniques, as well as a unique benefit

Combat Styles (New Flesh, p.84)
These, per the rules in the book, are yet another form of modified specialty.  Each Combat Style consists of a series of 3 specialties that provides increasing benefits in the form of bonuses to Combat Maneuvers (such as Block, Feint, or Strike) associated with the chosen style (to a maximum of 5 maneuvers  known for a given style), as well as access to Advanced Techniques that may be purchased separately with experience (with no limit to the number of advanced techniques that may be purchased).  I am slightly modifying xp costs here.
Example: Aikido, Golden Gunplay, Qi Meng (Restricted)
Cost: 2xp per Combat Style Specialty; Advanced Techniques vary, but have cost reduced by -1 to a minimum of 1 (the costs are too high as listed when compared to enhancements and body modifications)
Limits: Maximum of 5 Combat Maneuvers that gain the style bonuses (though merits may improve this number, and Advanced Techniques are not limited); count against specialty limit
Advantages: Increases to the effectiveness of various maneuvers associated with the Style, and access to unique techniques.

Combining it All
Concepting: Fighting Techniques from Trinity are best seen as broad mastery of a given fighting art.  Combat Styles from New Flesh are best conceptualized as further specialization within a given art, while basic specialties represent someone who is good at specific tricks or techniques.
Bonuses: The maximum positive modifier to a roll from all of this stuff together is +3,  BUT this is after accounting for any minuses.  So, you may have a +6 bonus, then perform an extremely difficult maneuver with a -3 modifier, and still end up with a +3 on the roll.  This allows for impressive stunts, but limits the overall numbers creep.


quote:
Quantum, Taint, and States of Being
1)Taint from Rapid Quantum Regeneration
The roll listed in the book doesn't do anything, and is even less meaningful in the PbP environment.  New rule: each rapid recharge nets you 1 temporary taint.

2)Quantum Cap = 5 until otherwise noted

3)Chrysalis/Connection
Alternative rules exist for Chrysalis, the rapid evolution accessible to the Teragen, and a parallel path exists for Novas attempting to maintain their humanity.  Maximum XP spent in either state is 45, and time in this state is 1 week/1 XP.

3a)Chrysalis
Chrysalis is a new trait, added to the character sheet of Teragen Novas.  Such novas may purchase temporary Chrysalis points at the cost of 2xp in response to making actions appropriate to their archetype* (or may be awarded at GM discretion); these experience points are "freed" for spending during chrysalis).  When the temporary Chrysalis track reaches 10, the Temporary Chrysalis pool empties, and the nova gains a point of Permanent Chrysalis.  The Nova then enters a quantum coccoon shortly after (see Chrysalis rules in the Teragen guide), and may spend experience as indicated on the Chrysalis chart*.  Permanent Chrysalis is added to Permanent Taint for the purposes of determining penalties for social interactions, and for determining Aberations.  If the nova would gain a new aberation from their newly acquired Permanent Chrysalis, they may choose two aberrations of the next lower level instead of gaining the aberation that they would normally gain; this may only be done during the actual process of Chrysalis.

*Players must choose an Archetype (Marvel/Monster/Portent) when declaring Teragen affiliation.  Of note, the archetypes are defined somewhat more broadly by these rules, and the attributes are not as locked in.  Characters automatically gain two mega-attributes from their archetype list as favored for purposes of reduced xp cost during chrysalis, but may also pick any attribute as a third favored attribute; this is to represent that archetypes are multifaceted.  A Monster can use mental domination and their fearful appearance to fulfill their archetype as easily as they can physical attributes; the same applies to Marvels and Portents.

3b)Connection
Connection works in a similar manner to Chrysalis.  Upon declaring that they are maintaining their humanity, characters must choose 2 Virtues (Charity, Faith, Fortitude, Hope, Justice, Prudence, Temperance) rather than an archetype, and gain points of Temporary Connection by fulfilling these Virtues, much as a Terat would gain Chrysalis (including any appropriate xp cost).  Those espousing Connection do not enter a Coccoon when their Temporary Connection track reaches 10, but they are still considered "out of play" for purposes of experience gain; such characters are focusing their activities on forming connections with their own humainty, their society, and the world around them.  Connection subtracts from, rather than adding to, Taint for purposes of social interactions; it does not affect aberrations at all.

Characters with Connection recieve a discount on Willpower, Skills, Attributes, and Backgrounds (not including traits that are dependent upon being a nova, with the exception of Dormancy) rather than on Nova derived traits.  Novas pursuing Taint-free Quantum development paths may also receive a discount on Quantum purchases.
Abilities: (Current rating)
Attributes: (Current rating x2)
Backgrounds: (Current rating)
Willpower: (Current rating x 0.5) (round up)
*Quantum: (Current rating x 9)
*Costs for special quantum purchase methods only


quote:
Game Conventions
1) Use < spoiler > to hide OOC thoughts, actions, rules, etc.  Use < i > for specific character thoughts (preferably in appropriate color as well), and use the Monotype styled text for radio chatter/transmissions.  Use quotation marks around actual speech.

2) By convention, the first 'X' dice on the die-roller are your 'X' Mega-Dice if you have Mega-Dice in your pool (also by convention, people tend to bold the results of their mega-dice).  So, rolls will always be formatted (Mega + Att. + Ability + mods) in order.  Also, I was reading that mega-dice subtract first when penalties are applied; we have not been using this, and it's kind of stupid, so we will continue to subtract regular dice first.

3) XP is gained by posting.  Each day that a post is made, the posting character gains 1 xp. After 200xp, it requires 2 days of posts to gain 1xp.  At 500 the number will likely go up again.
Sunday doesn't net you points unless you missed a post earlier in the week.  Basically, its just a make up day and a way of giving people a break on the weekend.

4)Other Inspired:

quote:
Psychomorphs - Psiads/Psions-Use 2 stage character creation with Transformation Points (TP's), as per the Trinity Storyteller's Companion
-Psi Trait is purchased/gained as per Quantum, with a -1 to the multiplier (x7) and -1 to TP cost
-Psi Pool = 10 + (Psi x 2)
-Psionic power activation rolls use: Will + Psi
-Quantum based Attacks/Defenses are halved vs. Psionics, and other penalties may apply
-Psionic rolls are at a -1 to -3 penalty when interacting in/with Quantum fields
-Psions/Psiads gain access to special options as they increase in power:
Psions/Psiads: function as per Trinity Rules, but may purchase psionic modes a second time to utilize Improvised Techniques (this boosts them to "Experienced Psions")
Experienced Psions, and all Psiads: May purchase Mega-Attributes to a maximum of 2, excluding Mega-Physicals
Characters with Psi 6+: May purchase mastery for their psionic modes, following similar rules to those found in the Aberrant Player's Guide p.119


quote:
Paramorphs - All-Character Creation as per Adventure rules for Daredevils, though it is notable that paramorphs either do not require M-R gene sequence, or only require it as a recessive trait; the science is unclear
-When a Paramorph reaches at least Inspiration 6 and has a rating of at least 4 in a given Facet, they gain access to a [Sphere] Excellence in a sphere appropriate to the given Facet.  [Sphere] Excellence is a purchased (10xp first dot, x10 to increase), rated (1-5, cap of 1/2 Inspiration Trait) trait that counts as a mega-attribute for the purpose of dice rolls and opposing mega-attributes.  Excellence relies on exceptional skill and manipulation of probabilities, and as such is not "supernatural" in effect.  Example spheres are broad but specific: Intrigue (Empathy, Subterfuge, rolls involving strategy/planning of a non-combat nature, etc.), Determination (Most Resistance/Endurance/Willpower rolls, countering wound penalties, etc.) Melee Combat (Athletics, Melee, analyzing opponents, etc.), Biological Knowledge (Medicine, Science, Rolls to invent, Called Shots to specific organs, etc.)
-Paramorphs with Inspiration 6+ and Ability Mastery may purchase (10xp) Enhancements appropriate to the mastered Ability, usable only for actions involving the mastered ability.  Like Excellence, these enhancements rely upon superlative skill and subtle probability manipulation, and are thus not considered "Supernatural" in nature.  Examples include Firearms - Quickness (Special rapid-fire training and techniques such as http://en.wikipedia.org/wiki/Mozambique_Drill), Intrusion - Analyze Weakness (determining exploitable holes in security), and Subterfuge - Autonomy (using understanding of manipulation provide partial immunity to the machinations of others).


5) Pick a color for your character, preferably one not in use by other players.  Color code all your spoken interaction with that color.  Italics for thought statements, with or without color as you prefer.
Comstock - Aqua
Dr. Zero - Purple
Flare - Red
Gale - Blue
Gravitas - Dark Green
Impetus - Green
Phantasm - Brown
Solitaire - Pink
Suzukaze - Purple
Hell Kraken - Red
El Dragon - Orange
Serenade - Rose
Operator - Coral
Daphne Ward -Sea Green
Operations/NPCs - Yellow
Did I forget anything?
This message was last edited by the GM at 22:53, Tue 03 Sept 2013.
Rydi
GM, 517 posts
Mon 2 Nov 2009
at 06:50
  • msg #2

teras

I've got several ideas for the way chrysalis should work, but ultimately I'd like to see what you guys like.

* Note that all these options divorce chrysalis from taint somewhat.  This is purposeful.  While the option for converting temporary taint to chrysalis should stay intact, such situations seldom come up even in tabletop play without purposeful and unrealistic player manipulation, and do not generally reinforce the "cool factor" meant to be associated with nova evolution (since most taint acquisition is associated with failure of some sort, novas only get chrysalis by sucking, at least in the standard rules).

1.1) Imp's idea: basically chrysalis becomes another taint track, and lets you buy "chrysalised" traits at half price, in exchange for a permanent chrysalis point.  Nice, easy, elegant.  And it powers down the process.
Flaws: the simplification drastically alters the feel, and the system encourages a certain level of min/maxing
1.2) As 1.1, but allows multiple traits (# to be determined later) to be purchased at the same time
Flaws: more powerful than 1.1
1.a) An option that can be added to either 1.1 or 1.2; this will take an amount of IN-GAME TIME equal to the xp spent on the process in weeks (this lets it retain some of the same feel, accounts for the chrysalis, and serves to even out the power a bit).
1.b) Traits involving taint/aberrations may be purchased along with any other purchase, at the cost listed on the chrysalis chart.
1.c) Refer to ** for when a chrysalised trait may be purchased.


2.1) Characters buy temporary chrysalis with xp**, and when they hit 10, they enter a chrysalis as normal (but do not gain the xp for the chrysalis they've accrued). They then add 2 points of permanent chrysalis to their sheet that does not go away. This evens out the xp somewhat by removing the "free xp" element from the process, and governs when characters can enter a chrysalis.
2.2) as 2.1, but characters gain back their spent xp
Flaws: complicated.

3.1) Characters are given temporary chrysalis**, and when they hit 10, they enter a chrysalis as normal, and gain 2 points of permanent chrysalis.
3.2) As 3.1, but they do not gain xp for chrysalis points
Flaws: while this system preserves, imo, the feel of the chrysalis mechanic, it also preserves its overpowering nature, with time as the only real balance.  It is also largely out of player control.

** Chrysalis may only be gained in response to characters behaving in a manner appropriate to their archetype.  So, when characters do something appropriately awesome (masterful/powerful/aberrant for Monsters, cool/impressive/influential for Marvels, portentious/insightful/enlightened for Portents), they qualify to gain Chrysalis, or convert temp. taint into temp. chrysalis.

Yet another worry for this is HOW TO MAKE CHRYSALIS FAIR, as it basically gives freebies to people just for checking off the teragen box on their sheet.

Should other players start getting little goodies, like backgrounds and skills for staying in touch with their humanity?
This message was last edited by the GM at 14:00, Mon 02 Nov 2009.
Impetus
player, 545 posts
Zen and the art of
Transhumanism
Mon 2 Nov 2009
at 11:57
  • msg #3

Re: teras

I posted my idea for chrysalis knowing that it was depowering the chrysalis process, and knowing that it did take away much of the crunch driven flavour.  I do think, though, that those of us who appear to be heading towards teras and chrysalis are portraying our characters in ways that line up with the archetypes for marvel and portent (i don't think we have any would be monsters) and since i've seen nothing but mature, responsible decisions here in regards to character growth and power acquisition I'm pretty sure that none of us will go mad with the power granted via chrysalis, nor will we just use it as a fast track to kicking Cueball's ass.
I do like 2.2, if it works the way i believe it does it's elegant, but it does have the big fat problem of being powerful.  really powerful.  Unless you don't get the break for power costs normally granted via the process.  In which case it simply becomes a strict method of banking xp.
One thing that I don't see, or am failing to understand, in options 2.1-3.2 is how we gain chrysalis style taint (i.e. controlled mutation) via the process.  Are we going up to 10 (as in permanent chrysalis) which means 6 increasingly powerful aberrations, or are we going to 10 as in temp chrysalis, thereby gaining none, at least by raw?  if we do go all the way to 10 permanent we're going to be really, really, really alien: permanent powers, personality disorders (megalomania would fit at least a couple of us) and things that would make it very, very hard to pass for Utopianites.
This is not meant as criticism, just me thinking my way through.  If Chrysalis does become just so much flavour, without the power or the mutations, I would still be fine with it, and interested in having Imp pursue it, but that does take away from the from accepting my nature i gain understanding, from understanding i gain power and control that teras is all about.
Rydi
GM, 519 posts
Mon 2 Nov 2009
at 13:53
  • msg #4

Re: teras

In reply to Impetus (msg #3):

ah, I re-read what you are talking about.  I was under the assumption that the rules stated temp chrysalis was reset to zero, and marked the point at which you could actually enter the cocoon, but it is permanent chrysalis... That changes things.

I'll edit with that in mind.
Gravitas
player, 359 posts
aka Quentin Abernathy
Master of Gravity
Mon 2 Nov 2009
at 19:42
  • msg #5

Re: teras

I am not sure I understand the motive behind 10 temp turning into 2 perm in most of the examples here - that's sort of unintuitive given the already existent system of both Taint and Chrysalis.

I'm not sure I'm fond of any of the systems presented so far (including the one in the book). I agree that the default system seems dumb - you only get cool by sucking (generally botching) and you get to pay basically half price for a nice package of goodies.

I do like the idea of evolution by fulfilling an archetype (which our nascent Teragen in-game have yet to define). I think its nice for there to be some sort of break in costs associated with it (though perhaps not one as drastic as the one presented in the Teragen book). My line of thinking is that by focusing yourself along this archetype you're following a road that is, while perhaps not already paved, at least vaguely defined - it simplifies the process. Now, the big question is one of game-balance, as not everyone is pursuing Teras. I think perks associated with maintaining humanity are not out of the question, but we'd want to ensure that those perks equal those gained by pursueing the transhuman state.

I think that was probably a lot of rambling without much substance. Hrm.
Rydi
GM, 521 posts
Tue 3 Nov 2009
at 01:29
  • msg #6

Re: teras

In reply to Gravitas (msg #5):

Permanent is normally reset every time you come out of the cocoon, but aberrations just keep accruing. It makes more sense that Chrysalis be a more permanent trait, like Taint.  But to do that, and keep it a limited process (even Mal only undergoes... 4 I think?), and to give it consequences (aberrations don't even start popping until 4 chrysalis/taint), I set it at 2, not 1, permanent chrysalis per.

That said, I'm not set on anything, I really just like to get some input from other people, and what they want to see.  And what they think would be fun/useful to play with.
Gravitas
player, 362 posts
aka Quentin Abernathy
Master of Gravity
Tue 3 Nov 2009
at 04:53
  • msg #7

Re: teras

Mal has only undergone that much because he only relatively recently discovered the process (probably within the last 10-20 years) and it does take time to build up enough to be able to undergo the process. For a process that is supposed to be about self-evolution, it seems weird to put any sort of cap on how many times it can be done.
Rydi
GM, 524 posts
Tue 3 Nov 2009
at 06:20
  • msg #8

Re: teras

I can see it both ways, especially when you look at the fact that second gen novas don't have all the weird taint (and thus chrysalis) issues.  But as state, I'm fine with other ideas, just put 'em up, and we can take a look at them.
Rydi
GM, 525 posts
Wed 4 Nov 2009
at 03:41
  • msg #9

Re: teras

So, votes?  Suggestions?  Novel ideas?
Comstock
GM, 528 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Wed 4 Nov 2009
at 03:50
  • msg #10

Re: teras

I am somewhat ambivalent about the precise mechanics behind chrysalis, but I think that it is probably fair to hand out some dots in Allies, Backing and Contacts to non-chrysalis team members.  Since the biggest downside of Chrysalis is the distance it puts between you and human authorities, emphasizing that bond for the non-Teragen PCs might help.  Skills ... I would not hand out anything more than a third dot in an ability in this way.

Exact ratio?  Not sure.  I'll ponder it.
Solitaire
player, 467 posts
What if you Lose?
A game of One?
Wed 4 Nov 2009
at 04:00
  • msg #11

Re: teras

I really need to go find my Teragen book again and read the specific rules before I weigh in on this, though I'm not really averse to any of the suggestions so far.

What if we just made a similar mechanic for the non-teragen members, chrysalis is about personal evolution and enhancement, spend a few months in a cocoon to make yourself more awesome. Perhaps a 'connection' mechanic would be appropriate. Spend a few months mingling/inspiring/contemplating/exploiting baselines to emphasis your connection to them. More or less equal xp breaks, though perhaps a slightly different emphasis.

It would also allow the whole team to be doing something while half of us are in Chrysalis states.
This message was last edited by the player at 04:01, Wed 04 Nov 2009.
Rydi
GM, 527 posts
Wed 4 Nov 2009
at 08:55
  • msg #12

Re: teras

In reply to Solitaire (msg #11):

Interesting, I kind of like the idea.  It is also a nice time alternative to dealing with the chrysalis... I just assumed that time would be their burden, or that chrysalis would be limited to downtime only, but this gives another option.

Also, it makes sense.  Eruption can give you backgrounds and skills too, but the chrysalis process is all about your super cool Q abilities.  What about those that want to develop the rest?

<hate>Oh, and as far as the rules... White Wolf sucks at rules.  In pretty much every possible way.  The best thing they ever did was decide on rolling d10's based upon dots on character sheet, and its all been downhill from there.  Even their modern systems have serious issues (exalted, I'm looking at you; nwod... you have issues too, they're just stealthy), and they tend to try and cover up most of them.  Example: high end play - The xp tables and their ridiculous pricing are the only barriers in most systems made by the company.  They just hope you won't go there in the first place, so that way they don't have to worry about a coherent, cohesive system.  Exalted created the "perfect" as a shotgun solution, but that just shifted the problems to mote attrition, and right back to xp (combos are pricey).</hate>
Impetus
player, 552 posts
Zen and the art of
Transhumanism
Wed 4 Nov 2009
at 09:30
  • msg #13

Re: teras

You leave Zeal alone!!  Or Quantum Inferno.  Or any power at all with lvl 2 mastery, save glow.
Speaking of XP and high end play, you do realize that for those of us at or near the 200xp mark it's going to take us 2 years to hit the 500xp mark, if we post every day, or at least 6 days a week.  If this game is still running in 2 years time I'm more than a little worried about what we will have accomplished.  Will we be in The War?  trinity era?  2010?  Imp not know.
Comstock
GM, 529 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Wed 4 Nov 2009
at 09:42
  • msg #14

Re: teras

Dear gods ... Zeal.  *eyes glaze over.  Cue flashbacks and the Lonely Man theme from the Incredible Hulk*

Yeah, mechanics fail a bit.  That's why we fix everything we can.  All I need to say is d20 and I end the mechanics debate solidly in White Wolf's favor (at least as far as Aberrant is concerned).

I am fully in support of a Connection / Chrysalis track.  I'd crunch numbers, but I am grading exams right now.  Maybe Thursday I'll play with the numbers a bit.
Comstock
GM, 544 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Tue 10 Nov 2009
at 22:25
  • msg #15

Re: teras

Alright, so I started comparing Experience Tables.

Chrysalis Experience Point Costs
TraitStandard CostChrysalis CostConnections Cost
Attributecr * 4cr * 2
Abilitycr * 2 (3)cr
Backgroundcr * 2 (2)crcr
Mega-Attributecr * 5 (6)cr * 3
Lvl 1 Quantum Powercr * 3 (3)cr * 2
Lvl 2 Quantum Powercr * 5 (6)cr * 3
Lvl 3 Quantum Powercr * 7 (9)cr * 5
Willpowercr1/2 cr (round up)
Quantumcr * 8cr * 4
Quantum Pool3 per dot2 per dot
Initiativecr
Specialty (max 3/Ability)1
Enhancement5
Taint (temp)1 per removed
Taint (perm)10 per removed
Aberration5 per transf.
Extra1/2 (round up) normal


Note: in Chrysalis, only Attunement, Dormancy and Node backgrounds may be purchased.

More analysis to come.
This message was last edited by the GM at 05:52, Wed 11 Nov 2009.
Solitaire
player, 477 posts
What if you Lose?
A game of One?
Wed 11 Nov 2009
at 04:11
  • msg #16

Re: teras

Thematically, I think Connection should cover those things that Chrysalis doesn't, it should be about becoming more human (or at least retaining that aspect), whereas Chrysalis is about becoming more than human.

Problem is, the non-quantum aspects of Novas are already dirt cheap to develop, and it doesn't give XP breaks on the Cool Powaz. Its  an interesting situation. Perhaps it could give a greater emphasis on Mega-Atts, whereas Chrysalis could do Quantum fireworks, as Mega-Atts are normal traits taken to absurd ends, but you will never see a baseline with laser eyes. Or perhaps a 2/3 split, Physical/Mental for Chrysalis and Social/Mental for Connection.

Perhaps a better question would be to ask our non-Terats what they want out of their xp break. The mechanic is for them.
This message was last edited by the player at 04:12, Wed 11 Nov 2009.
Comstock
GM, 548 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Wed 11 Nov 2009
at 04:29
  • msg #17

Re: teras

Well ... realistically, cutting the XP cost for Attributes and Abilities would work just fine for me.  If I save on attributes, I get to sink those points back into powers and extras later.  It balances.

After all, if we were really worried about balance, we wouldn't be using the White Wolf XP and char-gen systems.  Not only are the powers unequal in price and effectiveness (why would anyone buy Claws to 5 instead of just boosting their strength, for example) but the juxtaposition of systems prompts weird decisions (must buy as many abilities and attributes as possible at char-gen, must avoid willpower at char gen) when people care.

So I don't care nearly so much.  Simplest system I have in mind is just Attributes: cr * 2, Backgrounds and Abilities: cr during that period that the Teragen characters are in Chrysalis.  I mean, Chrysalis comes with enough downsides (association with the Teragen, breaking of old contacts, rising penalties from the Taint and Chrysalis tracks).  And if things turn weird I guess we could just push Utopia to let us mimic Teragen methods to win the "arms race".

Which, in Leviathan's case, is a literal race for more arms.
Rydi
GM, 537 posts
Wed 11 Nov 2009
at 05:34
  • msg #18

Re: teras

I was going to mention some of that, you guys beat me to it.

I would say that willpower, bg's, atts, abilities, and specialties should probably all be half price, round up.  But ultimately I'd like to hear what non-terats have to say.

Also... we still never decided on a base system.  I'm open to other ideas of course, but we should probably figure something out before the year is up (rl, not game).
Impetus
player, 598 posts
Zen and the art of
Transhumanism
Wed 18 Nov 2009
at 02:58
  • msg #19

Re: teras

If we're using the Connections mechanic then I don't know if we have to meaningfully weakien crysalis.  Also, as Comstock said, by giving a point break on skills/baseline atts/backgrounds people can buy more, or use the leftovers to sink into their mojo.  If you're familiar with Scion and the training knacks you'll already be familiar with how many more dots in things you can get if abilities are cheap.  I hope things never get as stupidly cheap as the amazing teacher/amazing student combo, but it'll still give people more flex.  Especially people like Comstock who didn't twink out and buy as many atts and abilities as possible at char gen to maximize BP efficiency.
So, if we're going to use that, and the xp breaks/system for chrys stay, how will we determine chrys points?  Do we get a nod if we use our powers appropriately?  Act in ways befitting our achetypes?  Push our abilities beyond their breaking point?
Note that we're going to have to define our own archetypes.  Imp's a marvel, Grav's a portent (or said so months back), Sol's a, um, marvel methinks.  Zero would be a portent, again methinks.  Anybody else got a warm fuzzy spot for teras in the party?
Rydi
GM, 552 posts
Wed 18 Nov 2009
at 06:03
  • msg #20

Re: teras

I think that using the discount tables is just fine, both for connections and for chrysalis.

Having dots turn into XP is my only real problem, balance-wise, as people don't actually need a bunch of extra xp, and the discounts are already good.  If the dots were purchaseable with xp (and refunded later) I would have less problem.

I also have something of a problem with the way the chrysalis mechanic works, so some things I think should change are:
a) chrysalis entry should not involve a roll at any point
b) the process of gaining at least 3 new aberrations every chrysalis is insane
c) the permanent chrysalis track resets each time one comes out of chrysalis

I think I will propose a system, and see what you guys think.

Temporary Chrysalis is gained either by being exceptionally cool (in line with archetype, and handed out by GM or a majority vote by players), or by buying dots with xp (2xp?). As soon as the temporary track reaches 10, the points convert to a single point of Permanent Chrysalis, and the character begins to go into their hibernation.  They gain (20)xp, and may then spend points as per the chrysalis table in the Teragen book.  Chrysalis is added to taint for purposes of determining aberrations and other effects based upon taint, but remains playable until actual taint reaches 10.  Finally, when a character would gain a major aberration from a high taint+chrysalis score, they instead may take a medium and minor aberrration.

Connection works virtually the same way, but does not add to the effective taint, instead subtracting from it for purposes of penalties to interaction with baselines and lower quantum novas.  The delay on point expenditure represents time spent being human (engaging in human activities, performing actions the "hard" way, developing relationships, and working within the norms/mores of the character's society of origin).  Connection points are gained via xp expenditure or by being an exemplar of humanity (whatever that means... I'll hopefully know it when I see it, and players will hopefully point out moments they feel are appropriate).

Chrysalis has more negatives, but should be a bit easier to get free points in, and has more powerful options.  Connection is a beneficial trait on its own and allows players to quickly increase all their normal traits, but ends up adding less overt power.


Comments?
Impetus
player, 599 posts
Zen and the art of
Transhumanism
Wed 18 Nov 2009
at 10:13
  • msg #21

Re: teras

I have questions.
If Caroline does botch her chrysalis roll... I mean, um, er, fails to come out of the quantum cocoon, then Imp will probably resist going into the state himself until she comes out of it.  This may be indefinite.  Unless you have no choice but to begin metamorphosis when you hit 10.  Is this the case?
Also, can we bank xp for when we enter chrysalis?  Do we spend it as per the rules in teragen, or are we limited to using the 20(?) xp banked via paying for the dots of chrysalis?
Does the Perm chrysalis resetting every time mean that Imp, for example, will hit 4 Taint/Chrysalis (3/1) each time he enters the cocoon, thus gaining one new, minor, aberration, unless he either A) buys something tainted, or B) ups his node/quantum ratings?
Can people play both sides?  Sort of like in KOTOR when you can do darkside things, then rebalance with lightside and vice versa to remain neutral, could you be all johnny quantum the demigod for a few months, then be joe blow average for a while and run up both tracks?  I'm guessing that none of us here are min maxing power gaming twinks (save myself) but I have been wrong before.
Or more realistically/less twinky, what happens if Comstock, who passionately (or as passionately as he can) wants to remain average dude, does the Connections thing, then gets swayed to the darkside by Zero's androgynous jumpsuit clad wiles, and becomes a terat.  can he then gain chrysalis points?
Rydi
GM, 554 posts
Wed 18 Nov 2009
at 10:34
  • msg #22

Re: teras

Hates... you...
Thinking bad... :)
Impetus:
I have questions.
If Caroline does botch her chrysalis roll... I mean, um, er, fails to come out of the quantum cocoon, then Imp will probably resist going into the state himself until she comes out of it.  This may be indefinite.  Unless you have no choice but to begin metamorphosis when you hit 10.  Is this the case?
By this system, you would cocoon at 10... Might contemplate having a roll to come out of the chrysalis in a timely manner
Also, can we bank xp for when we enter chrysalis?  Do we spend it as per the rules in teragen, or are we limited to using the 20(?) xp banked via paying for the dots of chrysalis?
Yes, as 20xp wouldn't really be worth it on its own.  though there should probably be a limit, I don't want a character stop advancing in game, and then explode upon leaving chrysalis.  Any suggestions on a cap?
Does the Perm chrysalis resetting every time mean that Imp, for example, will hit 4 Taint/Chrysalis (3/1) each time he enters the cocoon, thus gaining one new, minor, aberration, unless he either A) buys something tainted, or B) ups his node/quantum ratings?
the original system resets, but I don't like that.  Only temporary would reset, while Permanent would be... Permanent.  So, each time you hit chrysalis, you add a point of Permanent Chrysalis to your sheet, and add your permanent Taint/Chrysalis together to determine aberations (though terats, by this system, can get around the really icky major aberrations a bit)
Can people play both sides?  Sort of like in KOTOR when you can do darkside things, then rebalance with lightside and vice versa to remain neutral, could you be all johnny quantum the demigod for a few months, then be joe blow average for a while and run up both tracks?  I'm guessing that none of us here are min maxing power gaming twinks (save myself) but I have been wrong before.
Sigh.  Technically... Probably.  It would involve dramatic character action, and likely the switch would only ever occur once, as they are sort of antagonistic states of being. So, Comstock can be a human-lover, get some connection, then switch sides and make himself a cocoon. Or do the opposite.  But once he's switched again, it's not likely that the GM would allow him to go back to being on connection again, and if he ever did succeed at that, the gm would be even less likely to let him switch back to being a Terat.
Or more realistically/less twinky, what happens if Comstock, who passionately (or as passionately as he can) wants to remain average dude, does the Connections thing, then gets swayed to the darkside by Zero's androgynous jumpsuit clad wiles, and becomes a terat.  can he then gain chrysalis points?
See above

But anyway... how does this make you feel?
Impetus
player, 602 posts
Zen and the art of
Transhumanism
Wed 18 Nov 2009
at 10:42
  • msg #23

Re: teras

Warm and fuzzy with just the faintest hint of tentacles.
Gravitas
player, 374 posts
aka Quentin Abernathy
Master of Gravity
Wed 18 Nov 2009
at 11:10
  • msg #24

Re: teras

Does permanent chrysalis max out at 10? If it does, I object rather strongly. There should not be an artificial limit to the number of times one can undergo autoevolution, to put such a limit would seem to deny one of the major points of the philosophy behind Teras (the sky is the limit, or actually it isn't, because there isn't a limit to what a nova can do given time and determination). I mean, by this system, Mal should probably have about Taint 4-5ish and Chrysalis 12 - he's undergone the cocoon process like 4 times by 2008 and does another between 2008 and 2010 if I recall (or shortly thereafter).
Rydi
GM, 556 posts
Wed 18 Nov 2009
at 11:14
  • msg #25

Re: teras

uhm... where do you get chrysalis 12?  You get a single point of chrysalis for each time you enter a cocoon, putting him at 4.

And as far as 10 being the end, well, perhaps it isn't.  Perhaps you are just so transcendent that you stop playing, or perhaps you've hit your final, transcendent state.  Either way, it's virtually impossible to reach in game.
Gravitas
player, 375 posts
aka Quentin Abernathy
Master of Gravity
Wed 18 Nov 2009
at 11:32
  • msg #26

Re: teras

That wasn't clear from the earlier description - I didn't know that crysalis was required once the temp reached 10 - that's a change from the system as it was.
Impetus
player, 603 posts
Zen and the art of
Transhumanism
Wed 18 Nov 2009
at 11:36
  • msg #27

Re: teras

Operating on the probably erroneous assumption that Mal plays by the same rules as the rest of us mere demigods, he's probably got 4 taint from his quantum rating(8) and 3 from node (5, assumedly), giving him a minimum taint of 7.  Of course being a cheating GMPC he probably gets to ignore things like that.  It must be because he has arms....
Gravitas
player, 376 posts
aka Quentin Abernathy
Master of Gravity
Wed 18 Nov 2009
at 11:42
  • msg #28

Re: teras

Impetus:
Operating on the probably erroneous assumption that Mal plays by the same rules as the rest of us mere demigods, he's probably got 4 taint from his quantum rating(8) and 3 from node (5, assumedly), giving him a minimum taint of 7.  Of course being a cheating GMPC he probably gets to ignore things like that.  It must be because he has arms....


He almost surely has the Mega-Int enhancement that allows you to ignore taint from a high node rating, so more like 4 if he has no taint from anything else.
Impetus
player, 604 posts
Zen and the art of
Transhumanism
Wed 18 Nov 2009
at 11:58
  • msg #29

Re: teras

Gah, totally forgot about that one.  good catch.
Rydi
GM, 649 posts
Thu 4 Mar 2010
at 18:22
  • msg #30

Re: teras

I want to bring up DV's again.  They are too high.  Suggestions please?  The current formula is posted in the first post of this thread.

We could move to something more akin to NWoD (lowest of either [Wits+M.Dex] or [Dex+M.Dex], which also removes the need to track multiple attacks/actions as they affect DV (a good thing) but this removes skill from the equation.  It can also still get fairly high, albeit with a great deal more xp spent.

We could also just round down instead of up on a lot of things, or... I don't know.  I'm open to suggestions.

Another thing we could/should also do is start adding M.Str as dice on attacks... Doing this would have to replace auto successes on any such attack.  Perhaps one could even mix/match at their preferance, leaving some for damage only, and some for attack resolution.  While this boosts str, I think it is balanced, especially since Dex is currently THE combat stat, serving as both attack and defense.  I think it is only fair to make Str matter a little more on the offensive.
Comstock
GM, 689 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Thu 4 Mar 2010
at 19:25
  • msg #31

DV/Defense

Hurm.  You're right.

The problem here is one of the 90's era game lines (oWoD, Trinity, Aberrant, etc.) versus the 2000's era game lines (nWoD, Exalted, etc.)  In the old lines, initiative was more tactically involved and it was necessary to take an action to defend yourself from harm.  When we discussed Defense Values for this Aberrant game, we forgot to include this in our calculation.  If you wanted to attack and defend, it was necessary to split your actions.  Taking two actions meant -2 on the first action, -3 on the second, etc. etc.

A blanket -2 on DVs should restore the balance to the way it was.  That carries the assumption that the character had to "split his/her die pool" for a defend action.  Taking no action besides defense would allow you to keep your current DV.  In fact, since I hate keeping track of DVs, a blanket -3 DV would cover taking a single action in your turn and then we could ignore Onslaught penalties, which are a little out of place in a supers game.

Strangely/alarmingly, Comstock's already piss-poor DV now drops to zero.  But that has to be, since soak is so damn effective in these rules.
Rydi
GM, 651 posts
Sat 6 Mar 2010
at 22:16
  • msg #32

Re: DV/Defense

I agree with your assessment, but I'm not fond of the -2.  That effectively eliminates the lower end DV's entirely.

Before further discussing solutions, a quick question for EVERYONE: Should DV's be a) the threshold of successes required to hit (exalted), or b) a dice penalty to the attackers pool (NWoD)?  The difference is that in exalted, people are exceedingly hard to hit (slowing things down, but preventing massive damage from occurring constantly), while in nwod people are likely to hit more often (speeding things up, but in NWoD damage isn't as EXTREME as it is in Exalted or Aberrant).  The answer to this question will determine the course I want to take from here.

Some other issues that come up with dv's btw:
1)when making DV a result of the combination of att+skill+m.att, you end up with basically 50/50 chance to hit between equally skilled characters... until you start applying defense modifying powers, like hyperspeed.  There is no "attack upping" power that I'm aware of, aside from Luck (which can also be used on defense).  So, once powers come into play, defense wins; dice pools can't ever scale as high.

2)DV's derived from attributes/m.atts only (take lowest of x and y; nwod style) suffer from a different issue, namely that they punish some characters more than others, and they still have very high caps for those willing to specialize... it just takes longer.

3)What about onslaught penalties?  They make sense, but they complicate tracking in an online format.  My whole point in adding a DV is to limit complications, but I think it may still be worthwhile to maintain the onslaught penalties despite complications.

Oh, I updated the rules post, #7 and #8 are new.
Comstock
GM, 691 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Sun 7 Mar 2010
at 03:05
  • msg #33

Re: DV/Defense

Storyteller has never been the soundest foundation.  I'm going to hold off, though, since my character will be the one least impacted.
Gravitas
player, 437 posts
Behold Gravitas!
Master of Gravity
Mon 22 Mar 2010
at 07:12
  • msg #34

Re: DV/Defense

Skipping back a few steps, did we settle on temp chrysalis costing 2xp?
Rydi
GM, 667 posts
Mon 22 Mar 2010
at 09:57
  • msg #35

Re: DV/Defense

quote:
7a)Chrysalis
Chrysalis is a new trait, added to the character sheet of Teragen Novas.  Such novas may purchase temporary Chrysalis points at the cost of 2xp in response to making actions appropriate to their archetype*

Rydi
GM, 704 posts
Fri 4 Jun 2010
at 16:56
  • msg #36

Re: DV/Defense

So, the dv thing... How does this sound?  If there are no objections, I'll go with it.

DV = (lower of DEX or WITS divided by 2, round down) + (ATHLETICS or MARTIAL ARTS divided by 2, round down) + (higher of M.DEX or M.WITS, divide by 2, round up)

This rewards the mega atts while preventing them from being a full +5 to the DV, and makes DV's lower on average than the success rate of an equal die pool.  It also doesn't necessarily reward a total min/max on DEX.

Edit: this would be a constant value, unaffected by things like multiple actions.  Perhaps a pile on penalty of 1 per extra attacker over your mega perception or something.
This message was last edited by the GM at 22:07, Fri 04 June 2010.
Rydi
GM, 707 posts
Fri 4 Jun 2010
at 22:07
  • msg #37

Re: DV/Defense

i suck, i forgot to add divide by 2 on the megas. corrected.
Impetus
player, 828 posts
Social Tac Nuke
Sat 5 Jun 2010
at 00:49
  • msg #38

Re: DV/Defense

I don't like it, to be blunt.  It makes it almost impossible to make a character that relies on speed and agility to not get hit: aka, the paper ninja/glass cannon.  If we use Imp as an example, he has dex/wits 5, ath/ma 5, and mega dex 4.  using current rules he's sitting at a 9 dv.  Using the new rules he'd be sitting at 7.
On an average roll Imp won't hit himself at 9.  Sure, it's possible, easily possible, to tag 10 sux with his die pool (Max of 22. Including re-rolling 10s and the sky's the limit).  At 7 however, he's going to hit himself more often than not. Also, it really weakens the mega dice, which in theory are twice as potent as their lesser kin.
I think the issues that you're having with dvs is that there are quite a few characters in the party that are pushing the limits of dex based defense (Imp, Sue, and Sol if i figure correctly).  We only really have 1 person chasing the brick archetype (Comstock) and, when he hits his total buffed soak of 40/34 he too is almost impossible to meaningfully threaten (am curious what his agg soak is).  Granted he has put a lot more resources into defense than Imp has, but getting 10 sux on an attack roll is far more likely than getting 36 on damage (assuming M.str 5, str 5, claws 5).
Adding in people who have gone for both soak and dex or other stuff (absorbtion) and you've got people who are really hard to deal with.
Which, perhaps, is as it should be.  Imp is about as dangerous socially as Geisha, it stands to reason that people who have been putting most of their xp into combat stuff should be at the apex of power in that arena as well.
If we do switch to these lower dvs (which I won't complain about after posting this), could I request that it occur after the current showdown in the garage in Mexico?  I'm more than a little concerned that Imp won't survive that fight as it stands...
Rydi
GM, 708 posts
Tue 8 Jun 2010
at 00:07
  • msg #39

Re: DV/Defense

We can switch after mexico (thus they would apply to the Columbia thread).  I will take your concerns under consideration, and offer my take on it.

The dice system for hit vs. dodge has always been a little wonky, providing a huge advantage to dex characters that isn't necessarily appropriate (which I think current rules we are using help to mitigate), but for dex vs. dex, it is at least mathematically equivalent, if still being extremely random, due to the nature of mega-dice and such.  Someone will end up hitting most likely in any given exchange.  With the DV system we were using however, all things being equal, you end up with characters that are likely to spend several rounds hitting nothing but air.  Then, when you add in powers that hike defense, you get to the point that even on exceptional roles, people are barely hitting (there are no powers other than luck, to my knowledge, that up accuracy; there are several that up defense).  This is a problems for the system, and especially a problem for online play where things that drag on too long become boring and people lose interest.

Further, m.dex is certainly not being shortchanged in the deal.  It still is used for a majority of the important roles in the game.  This mirrors the soak provided by m.sta for lethal damage.  It also makes speedsters more impressive, since any gains from hyperspeed and other powers are NOT part of the formula, and thus have their full values applied when applicable.  Diluting dex further by adding wits to the formula... That was the one I was unsure on, and I would like to hear if people would like that to go away, in addition to any further comments on this change.

Oh, also note that this number is not affected by multiple actions, so while your first defense in a round may be lower, it is ultimately to the advantage of the player concerning multiple attacks.  I was unsure however on whether to use perception or wits to determine how many attacks one can dodge without penalty, and whether to use just megas, or to just do it like the above formula for mega-stam (1/2 round down for normal, 1/2 round up for mega).  Comments on this would also be helpful.
Impetus
player, 833 posts
Social Tac Nuke
Tue 8 Jun 2010
at 09:13
  • msg #40

Re: DV/Defense

Ok.  I don't mind the dex/wits thing, however, according to your formula our dvs would be lower yet, since you've divided dex/wits by two, rounding down, and then taken athletics/ma and divided them by two, rounding down again, which would make Imp's dv 6 instead of 7, as it would be with dex/wits+ma/ath divided by two. 6 seems problematically low, whereas 7 doesn't worry me as much, for some reason...  It does mean that you've addressed the problem of dex monsters being unhittable, as without adding in def increasing powers they'll hit 7 maximum, but it does so by making anyone who plans on getting into combat need to take some soak buffers or aforementioned dv buffers in order not to get turned into a fine red mist.
Speaking of mist, Imp may be looking at buying force field sooner than anticipated...
Comstock
GM, 736 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Tue 8 Jun 2010
at 10:41
  • msg #41

Re: DV/Defense

As I already indicated, I'm not switching over in the Mexico thread.  That will conclude with the old system, no arguments.  That said, I do not have a problem with the new system, in part because it is fairly simple to pick up further DV enhancers.

Examples off the top of my head:
1) without even touching powers, cover and other equipment can do the trick, giving +1 or +2 DV depending (and, Rydi, that is probably the easiest solution, since cover and defensive equipment can be destroyed thusly, making them ablative protection and very in genre ... stuff has to get smashed up and broken in superhero fights!);
2) Hypermovement adds one DV per level in any circumstance where you can turn up the speed;
3) the Superheavy Armor enhancement adds soak and +1 DV;
4) Gravitas' Gravatic Shield subtracts its power rating in successes from oncoming projectile attacks, which might as well be called + power rating in DV.

I'm not worried, but that's not entirely fair since I've been running NPCs (who are supposed to get beaten anyway) and Comstock (who can be beaten upon but rarely risks harm).  I also think that hitting your own DV more often than not is a good sign, since the alternative is fights that don't involve anyone hitting anymore.  The only stat that seems like it is being devalued a bit is Mega-Dexterity ... which was already very powerful anyway.  Do I like Wits in the equation?  Were I doing game design, maybe, but in this case no.  I like Mega-Wits being  a factor just fine.

Oh, White Wolf.  Why must you ooze flavor yet fail on crunch?


Sidenote: Comstock's aggravated soak is ... you know, agg is so rare I haven't calculated it.  Now I have to check which powers actually don't count.  Hurm.
Rydi
GM, 711 posts
Wed 9 Jun 2010
at 08:26
  • msg #42

Re: DV/Defense



I appreciate the input so far.  I know our group is light on rules lawyers (something that I think makes this a fun group btw) but I'd love hearing from the other players if they have an opinion.

Once this DV thing is done, I think the house rules for this game will be pretty much complete, at least until something major comes up to bite us in the butt :)
Rydi
GM, 763 posts
Sun 5 Sep 2010
at 07:00
  • msg #43

New Rule

9)Taint from Rapid Quantum Regeneration
The roll listed in the book doesn't do anything, and is even less meaningful in the PbP environment.  New rule: each rapid recharge nets you 1 temporary taint.

Any serious complaints?  It would be nice to see temporary taint once in a while, or ever.
Gravitas
player, 476 posts
Behold Gravitas!
Master of Gravity
Sun 5 Sep 2010
at 07:36
  • msg #44

Re: New Rule

Is it still possible to somehow transmute this into chrysalis?
Rydi
GM, 764 posts
Sun 5 Sep 2010
at 08:09
  • msg #45

Re: New Rule

In reply to Gravitas (msg #44):

If doing so is thematically appropriate, then yes.
Rydi
GM, 841 posts
Fri 11 Feb 2011
at 20:47
  • msg #46

Re: New Rule

Amended chrysalis to account for that cap I spoke of previously.  The cap on xp spent in chrys/connection is 45 until someone convinces me otherwise, and makes max time spent out of play just shy of a year.
Rydi
GM, 999 posts
Sun 25 Dec 2011
at 21:56
  • msg #47

Re: New Rule

I updated the rules, and separated them into categories for easier reference.  Please reference them on the first post of the first page.

I standardized combat a bit more, and made some changes to DV, extra actions, etc.  Complain here if you hate something.
Impetus
player, 1169 posts
Social Tac Nuke
Sun 19 Feb 2012
at 10:12
  • msg #48

Re: New Rule

Rydi, questions i have.

The course of the degenerative condition is based on node + quantum:
9-10 = -3 to mega atts, with acute period of -4
7-8 = -2 to mega atts, with acute period of -3
5-6 = -1 to mega atts, with acute period of -2
All individuals will find their quantum pool depleted; at the early stages it is a -10 to total q, but it will quickly progress to the point that the nova can maintain no more than their Quantum (big Q) in quantum pool.  During the acute stage, the nova will initially become ill, then lose all ability to hold quantum in their pool.

Those below 5 still have minuses, but they merely take a minus during the acute period.  The symptoms ramp up slowly, peak, then slowly dissipate; the process takes Q+node months to fully resolve for those of Q+node > 5, and weeks for those of 5 and below.  Assuming no cure, there will be permanent minuses randomly determined as the quantum pattern of the nova never fully recovers.

Does this mean that since Imp's (and almost everybody else, i think) at 10, his symptoms would go something like:
In the first 4 weeks he's at -1 to all mega attributes.  The next 3 weeks would be -2, the next 2 weeks would be -3, and then the next 4 weeks -4.  Then he'd drop back to -3 for 4 weeks, -2 for 5 weeks, and then -1 for the last 6 weeks. Or something like that?  Would him training to try to mitigate these losses (possible only with those atts he's not at 5 in) be possible? Would he/we be paying xp costs based off our pre-infection levels? Would we only be able to buy them up to 3 (if they're non core) so that we would eventually be left without those atts and their respective enhancements regardless of said training/xp expenditures?


Other factors can complicate this, such as Quentin's super node, which will result in derangements, or the "chi manipulation" involved with Dragon's tai chi will mitigate the symptoms somewhat.  Those with body mods and such will find them not performing well, and creating health problems.

Post-chrysalis Terats are impacted even more by this process, as they suffer more than others from social and self-esteem issues in addition to power loss.  Oh, and they tend to have their power "short out" more erratically than others, and have minor derangements surrounding their sense of self and identity ("I'm a Marvel goddamn it! I will FLY off this building, even if it kills me..."  "Who am I?  I... I'm not this... I don't understand, what's going on?") Dissociative fugue, delusions, and other breaks with reality would be some of the more common.

Ok, more of the crazy then.  Got it.  Will our powers just short out entirely/erratically?  Will they weaken?  Will these issues follow the same pattern of intensity as the mega atts, or will they be purely sporadic/plot devicium failures?

If graphed, the symptoms would provide a jagged curve with a positive skew... Rather than forming a regular curve, symptoms Peak earlier and taper off slowly.

---

For those interested in where this plot connects to the larger setting, and those looking for plot hooks:

1) The nova infertility issue is connected to the degeneration, primarily in that they share a mode of delivery.  Finding a cure to one could help with the other, and insight into one might reveal the nature of the other.

2) The plot is meant to reveal the machinations of Utopia, not as the primary culprits, but rather inadvertently as the details of the degeneration is uncovered

3) The villain is intimately connected to nova society, and is working with the U.S. government, for whom the "shadow man" is an operative

4) As some of you have likely guessed, this plot takes characters "full circle", back to their days as a baseline.  No cure will be found that will prevent the onset of the acute, debilitating stage.  It's necessary for plot.  Nor will there be a "certainty" that any cure will work or return characters to normal.  The emotional uncertainty is there to provide drama and force people to address what they became, what they have to lose, and what they might have to settle for if their powers never return.  There is of course a cure, but the characters don't get to know that until it's administered and the degeneration has ran its course.

5) This plot was meant to introduce the Directive.  Depowered novas with strong
connections, limited options, and a lot of field experience are appealing operatives.  I want to introduce this right after powers bottom out.

6) Teragen characters will see friendships dissolve, self identity become exceptionally confused, and find old enemies treating them little better than baselines.  How does it feel to be one of the masses?

---

Any questions?  I'll address them on the OOC thread.
Rydi
GM, 1007 posts
Sun 19 Feb 2012
at 20:09
  • msg #49

Re: New Rule

That's roughly correct, though the first several weeks would be no symptoms at all.  I would advise not spending xp on improving any nova traits during this period.  The temporary forced stabilization of your degrading quantum pattern would likely not be retained permanently, and if they were it would cost additional xp.  And yes, old caps still remain.  Training might be able to mitigate losses for a short time, but the big problem is that the organ controlling all your quantum powers is shorting out, so most solutions stemming from extra quantum training will not last... That said, I could see training getting you perhaps one or two stable mega attributes that suffer a lesser penalty.

Powers aren't lost, but since you have no quantum in your pools, they are basically inaccessible.  You might be able to do a node recharge and use that instant of extra quantum before it dissipates to "spark" a power briefly, and Dragon's tai chi will let him retain a small amount of q, but for the most part you can't use powers without q.

As far as crazy goes, it isn't insanity exactly, especially for the terats.  But as you've functionally remade your core conception of yourself, there is a schism when you lose the traits that that conception was formed around.  How each nova handles that though, is very personal and unique to the individual.
Unless their taint resistance from mega-int is reduced and their monster node starts pressing on their brain and causing taint based derangements, in which case they are in fact insane.  Poor Quentin.
Rydi
GM, 1149 posts
Tue 2 Jul 2013
at 03:23
  • msg #50

Re: New Rule

So, p.134 of the main book talks about "qualities" (attribute specializations) and how they let you reroll 10's.  Most people forget this, and it adds extra effort to the dice roll.  From now on, we'll just count 10's on normal dice as 2 successes, and 10's on mega-atts give 3 successes as normal.


I also noticed that we stopped using the DV's we had been using.  Fine with me, it was kind of a flawed, makeshift convention anyway.  While I'd eventually like to fine tune some sort of DV system just to make posting easier, I'm not sure anyone really cares enough about the rules to bother.  For the time being we'll just continue rolling our e-dice and move along.
This message was last edited by the GM at 03:23, Tue 02 July 2013.
Rydi
GM, 1189 posts
Fri 23 Aug 2013
at 02:48
  • msg #51

Re: New Rule

Combat
DV's are out.  They were being used inconsistently, and they never quite captured what we were looking for.  New rules give you a pool equal to your normal dodge, that I will roll in response to your attacks (you still get to make your dodges, describe actions, declare dodge priority, etc).  This is to reduce posting lag, and I promise to be fair with the rolls (little secret, I'll probably use average successes most of the time, unless it's really important).  My greatest priority in combat is making sure it flows as quickly as possible, and stays entertaining.  Full rules are written on the first post of this thread, and are actually much more lenient than standard rules (free dodge, lower penalty for split dodge, etc.)

Alternate Mega-Enhancement Pairings
Not all Mega-Enhancements require their listed Mega-Attribute as a per-requisite.  Some may be paired with other appropriate Mega-Attributes.  The book suggests this if I remember correctly, and it just makes for better play.  Good Examples include Quickness (Dexterity instead of Wits), Discerning Mind (Manipulation instead of Intelligence, or Charisma for a variant enhancement with a similar effect), and  Halo (Charisma instead of Appearance).  While these changes must still be approved, and should not be seen as a carte blanche solution to xp and Mega-Attribute tension, this is a good option for character building and limiting people branching into things they aren't suited to just to get access to a single key enhancement.

quote:
Specialty Limit
Due to the limitless potential of Inspired characters, and the long running nature of this game in particular, the 3 specialty per ability limit is undesirable.  The finalized new ruling is as follows:
Characters may have no more Specialties in an Ability than they have dots in that Ability

The following Mega-Enhancement applies to Specialty Limits:
Broad [Category] Specialist
When this enhancement is taken, characters increase their specialty limit for all Abilities by a number equal to the Ability's governing Mega-Attribute.  This may be taken as a Mega-Dexterity enhancement in which case it applies to all Physical Abilities.  It may also be taken as a Mega-Intelligence enhancement, in which case it applies to all Mental Abilities.  Finally, it may be taken as a Mega-Manipulation enhancement, in which case it applies to all Social Abilities.  This enhancement may be taken up to three times, once for each of the listed Mega-Attributes.


quote:
Combat Skills and Special Combat Traits
Upon review of the rules presented in the Trinity Player's Guide and the New Flesh fan supplement, I found the rules confusing and a bit off-putting.  Below is a summary, with a few minor alterations to the experience for balance purposes.

Combat Skill Specialties
These function as standard specialties, providing an extra die for special situations or maneuvers.
Example: Kicks, Grappling, Dirty Fighting
Cost: 1xp (standard specialty cost)
Limits: Count against specialty limit
Advantage: +1 dice added to dice rolls where the specialty would apply

Expanded Personal Combat / Fighting Techniques (Trinity Player's Guide, p.113)
These are, functionally, advanced specialties.  In the base rules, they function exactly as specialties in terms of cost and limits, though they provide quite significant bonuses.  I am providing modified costs and rules here to make them synchronize better with the other options in play.
Example: Judo, Fencing, Zero-G Combat
Cost: 6xp for the first, 8xp for the second, increases by 2xp for each additional level
Limits: May only have 1 per dot above 3 in a given ability; count against specialty limit
Advantages: Varies, though they typically provide +2 or more to accuracy on specific sets of techniques, as well as a unique benefit

Combat Styles (New Flesh, p.84)
These, per the rules in the book, are yet another form of modified specialty.  Each Combat Style consists of a series of 3 specialties that provides increasing benefits in the form of bonuses to Combat Maneuvers (such as Block, Feint, or Strike) associated with the chosen style (to a maximum of 5 maneuvers  known for a given style), as well as access to Advanced Techniques that may be purchased separately with experience (with no limit to the number of advanced techniques that may be purchased).  I am slightly modifying xp costs here.
Example: Aikido, Golden Gunplay, Qi Meng (Restricted)
Cost: 2xp per Combat Style Specialty; Advanced Techniques vary, but have cost reduced by -1 to a minimum of 1 (the costs are too high as listed when compared to enhancements and body modifications)
Limits: Maximum of 5 Combat Maneuvers that gain the style bonuses (though merits may improve this number, and Advanced Techniques are not limited); count against specialty limit
Advantages: Increases to the effectiveness of various maneuvers associated with the Style, and access to unique techniques.

Combining it All
Concepting: Fighting Techniques from Trinity are best seen as broad mastery of a given fighting art.  Combat Styles from New Flesh are best conceptualized as further specialization within a given art, while basic specialties represent someone who is good at specific tricks or techniques.
Bonuses: The maximum positive modifier to a roll from all of this stuff together is +3,  BUT this is after accounting for any minuses.  So, you may have a +6 bonus, then perform an extremely difficult maneuver with a -3 modifier, and still end up with a +3 on the roll.  This allows for impressive stunts, but limits the overall numbers creep.

El Dragon
player, 265 posts
Do you dare dance with
The Dragon?
Tue 27 Aug 2013
at 05:34
  • msg #52

Re: OOC: Rules of the Game

quote:
Upon declaring that they are maintaining their humanity, characters must choose 2 Virtues (Charity, Faith, Fortitude, Hope, Justice, Prudence, Temperance) rather than an archetype, and gain points of Temporary Connection by fulfilling these Virtues, much as a Terat would gain Chrysalis (including any appropriate xp cost).


More lunkheadedness:

So, I pick 2 Virtues (I sorta had my eye on Hope and Justice).  By roleplaying these 2 Virtues (I assume an instance of either Virtue would count?) I get an opportunity to spend 2xp to get a point of Temporary Connection.  When that track reaches 10, I go on pilgrimage/sabbatical/spiritual retreat/family reunion for a period of time and my Permanent Connection goes up by 1.  At that time, I can spend up to 45xp using those reduced costs associated with Connection.  Did I miss anything?
Rydi
GM, 1204 posts
Tue 27 Aug 2013
at 05:52
  • msg #53

Re: OOC: Rules of the Game

In reply to El Dragon (msg # 52):

Sounds right. Though we've been pretty fast and loose with the rules, so I don't think you'll have to grind out all 10 pts worth of dots, more like just play out the appropriate traits in game.
Rydi
GM, 1224 posts
Tue 3 Sep 2013
at 22:14
  • msg #54

Re: OOC: Rules of the Game

Updated Connection costs in the first post.  They are a tiny bit cheaper now.  If you used connection to purchase stuff, feel free to give yourself the points back.  Willpower is the biggest reduction (now .5 x current, round up), while the others just lost the extra 1xp I added to them for some inexplicable reason.
Rydi
GM, 1231 posts
Tue 10 Sep 2013
at 04:14
  • msg #55

Re: OOC: Rules of the Game

http://www.soulfire.net/Aberrant/

Avilister added the Aberrant Companion, a small collection of new traits.  A few are broken, so as usual run things by me first if you take them, but the material is mostly open for use.
Avilister
GM, 51 posts
Ex Astris, Scientia
Tue 10 Sep 2013
at 04:40
  • msg #56

Re: OOC: Rules of the Game

Since the index shortens the names of the files its the "Fan Companion" which is, specifically, this one: http://www.soulfire.net/Aberra...0Fan%20Companion.pdf
Wheelman
player, 57 posts
Sean Callaghan
Paidrag Mulligan/Mechanus
Mon 30 Sep 2013
at 16:10
  • msg #57

Re: OOC: Rules of the Game

Sages of Ruleness (basically anybody that wants to chime in, although the STs will ring the loudest, obviously), I have a question.
I'm envisioning Paidrag/Mechanus as a brutal, straghtforward brawler, and Sean/Wheelman as a more calculated melee(er). I'm thinking about having Sean use a sword and shield (calculated offense and defense).

What is the best way to have a real, physical, sword (and shield) that would be able to grow and shrink with him when he does likewise, and wouldn't be tuned into scrap metal when he hit stuff/got hit?  Storywise, Rachel Alinsky could easily be the maker (Sean is DeVries, after all), and I was thinking attunement would perhaps cut the mustard, but after re-reading it, it doesn't.

For the shield, I'm thinking of having the force-field power, but have it channeled through a bracelet/gauntlet/McGuffin and have it project a shield of force that would be size appropriate.

The crunch (if it's important) problem with the sword would be that, realistically, it should do more damage when it's 6-8 ft long (or 12-16ft, if things go a bit crazy later) than when it's 3-4 feet long.

In sum, what's the best (coolest, non-twinkiest) way to have a physical sword that is basically indestructible, grows and shrinks with him, and could possibly do more damage as he grows (cool, but non-mandatory)?
Hell Kraken
player, 173 posts
Independence is a
Perogative of the Strong
Tue 1 Oct 2013
at 00:42
  • msg #58

Re: OOC: Rules of the Game

I would think that the easiest way to handle it would be as a gadget, though I recall there being a Body Modification expansion in The New Flesh called Limb Blade that might be of use.
Rydi
GM, 1269 posts
Tue 1 Oct 2013
at 02:51
  • msg #59

Re: OOC: Rules of the Game


Sword Possibilities:
-Attunement to a sword-gadget, the only power being that it grows in size/dmg
-quantum weapon power with some limiters
-a more complex gadget that has an appropriate set of built in powers, attunement not required

Shield Possibilities:
Basically the same as above, replacing qw with ff.


Personally, I like the idea of just a growing sword/shield that add dice like normal armor/swords, albeit large versions of each.  Shield rules are on pg 131 of the New Flesh, and there's some rules for masterwork weapons in there too.  I'm not keen on items with powers in them overall, at least not unless they are wielded by the person that made them, but I'm open to it if you are extremely interested in it.

Let me know where you want to go with things, and we can detail the options you are interested in a bit further.
Joe
player, 28 posts
Well that's just like
your opinion, man
Tue 1 Oct 2013
at 03:03
  • msg #60

Re: OOC: Rules of the Game

Personally I'd just Claw and Force Field/Armor it, and call it special effects. If it's really necessary to make some distinctions, figure it out as weaknesses and get them cheaper/more awesome. But I play a fair amount of M&M so that's probably where a lot that comes from.
This message was last edited by the player at 03:04, Tue 01 Oct 2013.
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