Tag Info

New answers tagged

2

The decision as to whether to make an ally an Extra or Wild Card depends on a number of factors. The first and most straightforward consideration is how tough you want them to be. Making an ally a Wild Card significantly increases their capabilities, and you need to make sure they don't end up overshadowing PCs and stealing the spotlight. Another question ...


1

There are no hard rules about it, but I would usually expect a unique and named super to be a Wild Card. If you've seen "X-Men: The Last Stand", the battle at the end would be a good example of Wild Card supers (the heroes) standing off against a horde of Extra supers (not including the various named villains, who put up much more of a fight, and would ...


1

When applying major trappings, I find it's often useful to make comparisons with other powers as well, not just view the original power in isolation. Deflection has the same rank, PP cost and duration as Boost/Lower Trait (and both can be turned into a free action with Adept), but it grants the equivalent of 4 advances (Improved Block and Improved Dodge), ...


6

If you were using the elemental trappings from Savage Worlds, there would be two trappings that would boost a Trait: Darkness–Stealth: For beneficial powers, adding +1 Power Point to the cost causes the darkness to cling to the target and increases Stealth by one die type, or two on a raise. Electricity–Jazz: Beneficial powers “jazz” the target. ...


1

You’re right that in the Super Powers Companion it is possible to have a character that deals 6d6 damage using at 12 point Attack, Ranged (and this is only possible with Four Color Heroes or higher because Street Fighters have a Power Limit of 10). This does make the character very powerful and able to wipe out most enemies in one blow. The counter for ...


4

The rules specify that you cannot assist with a cooperative roll unless you are trained in the same skill. So, by RAW you cannot assist in the situation you describe. However, I can envisage circumstances where this might be allowable at the GM's discretion, if and only if it makes sense within the fiction and characters background. This is going to depend ...


6

The rules, as written, aren't explicit. They do say: Characters may not make cooperative rolls if they don’t actually have the skill in question. (You can't make default rolls to aid with Boating, for example, if your character doesn't actually have the Boating skill.) … which strongly implies that a character must have the actual skill being used and ...


5

Pinnacle's Clint Black gave an official ruling on whether or not tricks or tests of will (i.e. taunting and intimidating) could be done against multiple enemies in a single action: For combat effects, a character can't, not without some kind of Edge allowing it (such as Rebel Yell from Deadlands). For noncombat effects, it's really up to the GM to ...


1

The Investigation Hurdle Investigations are pretty hard to do well in RPGs. If you look at other media, like books, movies, TV, etc. which use investigations, you'll notice there's a lot of contrived ways the protagonists get information: They just happen to accidentally knock something over/stumble upon a clue They randomly run into, or overhear ...


1

Players forgetting to use their skills As I see it, there are a handful of ways to solve the problem you have here. The first one is to just talk with them. It might seem strange, but many a time pointing the problem to them, so they'll see it too, can solve it in and all by itself. "Oh, the GM said s/he has a problem with us forgetting our skills. Let's ...


1

While the question is about investigation at large, I think this issue comes up under a few very specific situations. A failure to account for the PC's failing investigations is present in campaigns that focus on solving a mystery. Indeed, even a single investigation-solved event is a tiny mystery. People get into the whole sleuthing, cop-show, Sherlock ...



Top 50 recent answers are included