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Post by gamedave on Aug 13, 2019 12:17:08 GMT -5
Resistances and Powers look good. I've got a couple of notes on your Advantages and Disadvantages... you don't need to change anything, but I do want to make sure we're on the same page. Remember that I interpret Attractive more strictly than Savage Worlds does. It's not enough that the other person finds you attractive (you're supers - everyone's pretty) you have to be trying to use that fact to get the reroll. In other words, you have to be intentionally using the fact that you're pretty within the narrative to justify the re-roll (it can be subtle, of course, but it has to be understood at the table and by the target). On the disadvantages, I use a pretty simple formula. Disadvantages come up in game proportional to the relative values of dice across the characters. Right now, for example, you have 4D of disadvantages. Wildcat and Zero have 2. Redline and Chris's guy have 1. So, yours will come up 4 times as often as Chris/Clint and twice as often as Julie/Derek. It's fine to have those disadvantages, I just want to make sure everyone understands that the value you're getting in Dice is going to be paid for by having problems. We'll probably need to figure out a few types of situations where we agree that Paragon's Code applies. That's mostly so that my interpretation and yours are the same at the table. I'd like to have a grab bag of things I can throw at you that make it easier to bring up in play. Here is an example... -- Innocents come first - when presented with a choice in a round between attacking the bad guy or saving an endangered civilian, the civilian always takes priority That's the kind of thing I'm looking for... something where we can make it a little less abstract and easier to put into play at the table. On Advantages, that's fine. It's more a "ribbon" than something I was trying to get a mechanical advantage from. The idea is that she goes from being "merely" pretty to a bombshell (kind of like Fairchild from Gen 13). On Disadvantages, to be honest, I felt a little min-maxy with those, but I'm a bit concerned with your interpretation. As it is, IIUC, the higher dice values are already more hindering. The Vulnerability 2 means I subtract 2 Dice from all defense rolls against that source (vs. subtract 1 Dice for Vulnerability 1). The Mental Hindrance Major means that my Composure roll to resist the Hindrance is DC 20 (vs. DC 12 for the Minor version; I can't even make the Major roll without using Competency Dice). If they also come up twice as often as the lesser versions, honestly, that seems a little punitive to me. I may just drop those down to 1D each and get rid of the 2 Competency Dice. For Pargon's Code, BTW, I was using the Code of Honor for the Paragon archetype in the book - Will Not Lie, Cheat, or Steal.
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Post by gamedave on Aug 13, 2019 13:39:23 GMT -5
I think you and I have a fundamental disconnect on design philosophy regarding the Disadvantage points. But, I've got enough experience playing with you GMing that I'm willing to trust your instincts. And, again, to be honest, I felt like I might have been being a little min-maxy with the Drawbacks and Disadvantages anyway. I'll leave it like it is and see how it plays out.
For the Paragon's Code, here's a couple of examples. Maintaining a secret identity is going to be difficult for her. When she has to cut class or miss practice due to super heroing, she's either going to have to take reveal her secret identity, take the consequences (possibly including failing or getting cut), or lie. And if she lies (since she can't make the Composure DC), she'll take a -1D for the scene. She'll only have 1D Presence to sell the lie (so she might get the worst of both worlds - lie and not be believed), her Academics or Technology will only be 1D for the class, her Athletics will only be 1D for the next practice, and so on (so she might get the worst of all worlds - lie, not be believed, and perform like crap).
Granted, for supers, stealing probably won't come up often, but it's a genre trope, for example, for the heroes to have to break into the seemingly-legitimate-but-sinister lab that they can't prove is actually up to no good in order to destroy the experiment. [Spoilers for Spider-Man: Into the Spider-Verse] For example, in Spider-Man: Into the Spider-Verse, when Milo and Peter break into the Hudson Valley lab, a character with the Paragon's Code would have -1D to sneaking around, breaking the password, and sneaking out, (I think Milo clearly has those penalties in those scenes), because it's a legitimate business on the surface, and they'll get arrested if they get caught, and it's far from clear until the very end whether the staff is in on it or innocent bystanders. Kingpin is legally, and to some extent, morally on the high ground. On the other hand, his particle accelerator is pretty clearly illegal and super-dangerous, so breaking into that facility and sabotaging it wouldn't conflict with the code.
Cheating as such probably won't come up often, outside of a contrived death-trap chess-match to the death (which, supers, it could happen), but it would cover underhanded tactics, trickery, ambushes, and the like.
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Characters
Aug 13, 2019 17:14:41 GMT -5
via mobile
Post by darthorn on Aug 13, 2019 17:14:41 GMT -5
Superhero Name: Pyc-Tech Real Name: Harrison Hue Hawthorne III Age: 18 Power Origin: Accident [TBD] Occupation: student at Freedom City University Family Mother: Jenaveve T. Hawthorne ( declared dead) Father: Edward H. Hawthorne ( declared dead) Sister: Holly Hawthorne ( medically induced coma) Uncle: Alexander J. Hawthorne ( current CEO of Hawthorne Industries and evil)
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