The Grand Hotel ((OOC III))   Posted by The Stray.Group: 0
The Stray
 GM, 1522 posts
 The Marshal
 'round these parts
Sun 8 Mar 2015
at 00:16
The Grand Hotel ((OOC III))
Because the other OOC thread is almost at the post limit, I'm opening up this thread for OOC Chat.
Wild Bill Hickok
 NPC, 32 posts
 Famous Dead Man
 P6 T6 W3 F0 Cha -4
Sun 8 Mar 2015
at 00:16
Re: The Grand Hotel ((OOC III))
Also, First...
1st Sargent James Butler
 NPC, 8 posts
 7th Cavalry Soldier
 P6 T8 W0 F0 Cha -2
Sun 8 Mar 2015
at 00:16
Re: The Grand Hotel ((OOC III))
...second...
Mr. Roger Sebastian Whateley
 NPC, 124 posts
 It's in the blood
 P7 T6 W0 F0 Cha -2
Sun 8 Mar 2015
at 00:17
Re: The Grand Hotel ((OOC III))
...and third. Now we've gotten that out of the way.
Raven
 NPC, 24 posts
 The Hooded One
 P10/9 T7 W0 F0 Cha +3
Sun 8 Mar 2015
at 00:18
Re: The Grand Hotel ((OOC III))
Also fourth, if anyone wants to get clever.
The Stray
 GM, 1523 posts
 The Marshal
 'round these parts
Sun 8 Mar 2015
at 00:57
Re: The Grand Hotel ((OOC III))
I picture the Pole Men moving something like this...
Janet Weiss
 player, 606 posts
 I feel released!
 P4 T5 W0 F0 Cha4 W2R0B1L0
Sun 8 Mar 2015
at 03:13
Re: The Grand Hotel ((OOC III))
Moving this over from the almost-closed thread:

First: one "house rule" I'd strongly suggest is this: While incorporeal, the Harrowed cannot harm any corporeal being or item in any way.  Period.  You also can't hurt them by coming out of incorporeal, such as sticking your hand into someone and becoming solid, or dropping an object on them and letting it become solid.  Any clever attempt to bypass this will receive a brief applause, followed by you taking whatever damage you would have dealt.  They take nothing.

Yes, this is unfair if they can hurt you, since you can't hurt them.  Oh well.

Second, I'm not fond of the fate chip to activate thing, but I see that the problem is rapid switching.  So, how about this: it takes an opposed Spirit roll, modified by Dominion, to activate (still a free roll at the start of your turn), and if you succeed, you're intangible for 3 rounds.  This is in line with other powers, most of which are 3/1.  However, in order to come out before the time is up, you need to make another Spirit roll and spend a fate chip.  Failure means you stay insubstantial.  This also requires an action; you can take a -2MAP to do something else that turn, as normal.  (Special note: if you succeed in the activation roll with a raise, you get a +2 to the roll to end early.)

I don't like making it a Dominion roll, because if I succeed a lot, then I might get more control over the Manitou.

This brings it more in line with other powers, since there's a duration.  However, by limiting your ability to switch, you remove most of the tactical cheese from the power. On top of that, Stray and other GM's should define what a Ghosted character can and cannot do, making it a liability in some situations.

Also, I like the idea that you can't ghost through certain substances.  Anything lined with Ghost Rock seems appropriate, as would anything warded magically (or by any AB in Deadlands, as defined by GM).
Janet Weiss
 player, 607 posts
 I feel released!
 P4 T5 W0 F0 Cha4 W2R0B1L0
Sun 8 Mar 2015
at 03:26
Re: The Grand Hotel ((OOC III))
Also: I strongly, strongly suggest that people be banned from making others insubstantial, even with the rules I suggested.  That strikes me as way, way too broken.
The Stray
 GM, 1524 posts
 The Marshal
 'round these parts
Sun 8 Mar 2015
at 03:53
Re: The Grand Hotel ((OOC III))
You know, I'm liking some of those ideas. Spending a fate chip to come out of ghost early is a workable solution to some of my issues. Let me plug that into my edge format:

quote:
Ghost
Requirements: Veteran, Harrowed

The character may become intangible, as per the power. The character may make an opposed Spirit roll against his manitou's Spirit (modified by the character's current Dominion). If successful, he becomes incorporeal for 3 rounds. If he wishes to become tangible again before the duration ends, he must spend a Fate Chip. He must remain in that state until his next action — he can’t attack and then go ethereal. While ghosted, the Harrowed is intangible and unable to affect the physical world in any way, though he is still visible, magical attacks affect him normally, and he can affect other incorporeal beings.

If the Harrowed somehow suffers damage, say from a magical or supernatural attack while in this state, he must make a Spirit roll or immediately become tangible. If a Harrowed rolls a 1 on his Spirit die (regardless of the Wild Die) the manitou may make a Dominion check for free. If the Harrowed's manitou is in control, it only needs to succeed on a normal Spirit roll to turn insubstantial.

If the Harrowed would become corporeal in a solid object or being, he is instead shunted to the nearest open space and is Shaken. The Harrowed may not pass through objects containing or made with Ghost Rock (such as raw Ghost Rock, powdered Ghost Rock mixed with other substances, the smoke from burning Ghost Rock, or Ghost Steel). He must also choose one other relatively common material that he cannot pass through, dependent on the Trapping of this ability--for example, a Harrowed who turns into shadow might not be able to pass through lighted areas, while a Harrowed made of mist might only pass through porous materials and through small cracks, and a Harrowed in the form of a specter might not be able to pass through natural earth or might be contained by salt.


Does this seem acceptable?
Janet Weiss
 player, 608 posts
 I feel released!
 P4 T5 W0 F0 Cha4 W2R0B1L0
Sun 8 Mar 2015
at 06:50
Re: The Grand Hotel ((OOC III))
I still think a fate chip and a Spirit roll to come out would be a bit better-- it makes switching a bit riskier.

I'd also make it clear that some things warded by another AB might prevent them from ghosting through.  So, a church blessed by a Blessed could prevent passage, as could a lab defended by Mad Science, etc.
Tan Xiaohan
 Screaming Rabbit, 829 posts
 Born to run
 P5 T5 W0 F0 Cha 0 W1R0B0
Sun 8 Mar 2015
at 09:02
Re: The Grand Hotel ((OOC III))
In reply to Raven (msg # 5):

Hi, baddies!

Those are some zoomy pole men...I picture them as moving more like China Miévillie's flesh elementals, myself: sort of lizard-stop-motion man-on-crutches, but horrifically fast.
The Stray
 GM, 1525 posts
 The Marshal
 'round these parts
Sun 8 Mar 2015
at 14:10
Re: The Grand Hotel ((OOC III))
I haven't read that book yet...sounds creepy.
Tan Xiaohan
 Screaming Rabbit, 830 posts
 Born to run
 P5 T5 W0 F0 Cha 0 W1R0B0
Mon 9 Mar 2015
at 08:50
Re: The Grand Hotel ((OOC III))
I think they're mentioned in passing in Iron Council as part of one character's war trauma...but yes, they are terrifying, particularly the speed with which they can disassemble and take a soldier's flesh.
Ezekiel Starkweather
 player, 140 posts
 Mountain Man
 P5 T8 W1 F0 Cha -2 w2r2b3
Mon 9 Mar 2015
at 18:43
Re: The Grand Hotel ((OOC III))
Janet Weiss:
First: one "house rule" I'd strongly suggest is this: While incorporeal, the Harrowed cannot harm any corporeal being or item in any way.  Period.  You also can't hurt them by coming out of incorporeal, such as sticking your hand into someone and becoming solid, or dropping an object on them and letting it become solid.  Any clever attempt to bypass this will receive a brief applause, followed by you taking whatever damage you would have dealt.  They take nothing.


I think that is the rule, and I agree with it. I have always tried to play Zek using the power as such.

I also agreed with the inital ruling before you added the fate chip cost. I have no problem with having to roll, at a minus, to make the power work under stressful conditions.
The Stray
 GM, 1527 posts
 The Marshal
 'round these parts
Fri 13 Mar 2015
at 01:57
Re: The Grand Hotel ((OOC III))
So my PDF copy of Stone and a Hard Place has finally arrived...:D Time to look it over!