View Full Version : Requires a skill roll
pinecone
Apr 1st, '03, 04:50 PM
I'm working yet again on a probability manipulator and I've had a brainstorm...VPP 30 requires a skill roll (any skill) that turns skills into powers...so I need to tap into your collective wisdom...is this legit? how much of a lim is requires a skill roll in this aplication? I'm thinking around -1/4 and would this power give you the willies? I'm thinking Damage reduction or armor for acrobatics or breakfall , empathic mind controll for seduction or oratory maybe even HA for a "Brawling" skill....would invisable tunneling for lockpick be over the top? I'm also considering X ray vision and fully indirect invisable TK for gambling skill etc...Thanx for any insights...
TheEmerged
Apr 1st, '03, 05:02 PM
For one thing... remember that the active point cost of a power in a VPP cannot exceed the pool cost of a VPP. While you can do some interesting things with 30 active points or less, I wouldn't say that's enough to give one the willies.
Beyond that, I'm not *entirely* sure I understand what you mean by "turns skills into powers". What I *think* you're saying is that the character can develop a "power" based on a skill that they possess if they make the skill roll.
As to how much of a limit RSR is in this scenario... -1/4 looks about right (-1/2 normal, 1/4 less limitation because the skill is variable).
If you're instead talking about a VPP for skills in which you can purchase skills the character doesn't ordinarily have -- I'd outlaw that in a heartbeat and not look back. I let one of those slip once before and learned my lesson.
pinecone
Apr 4th, '03, 02:36 PM
Well the idea is to use the alternate skills as powers section but pay for the powers myself...the idea is if I make a skill roll it is automaticly a "critical" success so the power is limited/based on the skill you use so if I want to use say High society I'd roll and if I make it then maybe Aid:Pres zero end (or succor?) is in order.If I want to do the "God of gamblers" effect I can use X-ray vision and invisable TK to arrange the dice under a cup etc....The 30 point amount is intentional so I don't go overboard with effects...the most extream power twisting I can think of can't do too much harm with a top end of 30! (I hope)...Thanx
CrosshairCollie
Apr 4th, '03, 11:49 PM
I'm guessing what you're trying to create are 'super-skills', for lack of a better term. For instance, the Batman Teleport-when-nobody's-looking thing (Teleport, RSR: Stealth, other limits), or invisibility to sound, RSR Stealth (SNEAK LIKE NINJA!), and that sort of thing. I'd go for a 1/2 limitation, because it's insanely versatile, but still limited (You can't, say, actually teleport or actually turn invisible, and most attacks are right out).
Ndreare
Apr 5th, '03, 10:24 AM
actualy this is something I think woud be very cool if a player did in one of my games.
I like the idea it simulates a cerian level of "Super Cinema"
As a matter of a fact I think I will sugest this to a player as an Idea but through on the -1/2 limitation of side effect "Critical Falure" this would make nicly for a super luck character with a litle unluck thrown in.
However as the character effect determanes what roll is required not his whim I would still give it the full -1/2 modifier.
pinecone
Apr 5th, '03, 02:53 PM
Glad to hear that this is not "over the top"...sometimes I fear my inner munchkin...yes I can see useing "vanising teleport for stealth or just plain invisable...hmmm...would Side effects be a fun addition? ie: I either crit my roll or crit my failure:)...I'm going to write this up into Fortune's bag of tricks then,though I currently intend to use this as "super brawling" by buying a "bar fighting" skill (9+con/5) for a 6D6 HA to reprisent critical hits in hand to hand....Thanx for the input...
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