Klytus
Feb 26th, '03, 11:40 AM
I know that there have been countless arguments on the topic of whether mutant power-suppression technology and such actually make sense, if it is truly consistent, just a writers crutch or what have you. I am not interested in that.
For the sake of this specific post, let us take it as a given that in this campaign world, any and all "mutant" powers can be deactivated by the use of dampening fields and/or special collars. What is the best in-game mechanic to handle this?
1) Simply use Suppress?
- I don't like this option, because for very powerful mutants, it would require HUGE amounts of dice in Suppress to turn off powerful mutants. For every device to be this powerful makes little sense. And in the comics where this tech is displayed, the same power suppressor that can keep ANY mutant in check, whether it is Rogue, Magneto or Beast.
2) Make every mutant buy a Vulnerability: x2 Effect from Mutant-Suppressors?
- This is a little better, as it requires the Suppression tech to be less powerful to affect all mutants equally. But there is still the problem of very powerful mutants having some of their powers functional while under the collar - yet this also defies how it is portrayed in the comics.
3) Make each mutant buy a Physical Limitation: Powers do not work in an anti-mutant zone?
- Simple and elegant. The problem is: how much do you charge for this? Clearly, this would not cost as much for a martial artist who has only spent 30 points for one mutant power when compared to an energy projector who spent everything BUT 50 points on powers.
4) Make every mutant in the game buy all of their powers with the Limitation: Does not work in a mutant-suppression zone.
- This approach has the benefit of a universal weakness. It also clearly defines which parts of a stat are "mutant-powered" and which are not. I mean, if you have a brick with a 60 STR, exactly how much of that STR is because of his mutation? All but 20 points?15? 10? Making the player buy his "mutant" STR with the limitation ends the guess work.
The obvious drawback, of course, is that it is very easily abused: mutants will have more real points to spend on their powers if everything has a flat -¼ Limitation on it.
5) GM Fiat.
- I hate this option, as it makes it impossible for the players to make or use the tech when there might be good in-game reasons for them to do so.
Opinions and feedback, please.
For the sake of this specific post, let us take it as a given that in this campaign world, any and all "mutant" powers can be deactivated by the use of dampening fields and/or special collars. What is the best in-game mechanic to handle this?
1) Simply use Suppress?
- I don't like this option, because for very powerful mutants, it would require HUGE amounts of dice in Suppress to turn off powerful mutants. For every device to be this powerful makes little sense. And in the comics where this tech is displayed, the same power suppressor that can keep ANY mutant in check, whether it is Rogue, Magneto or Beast.
2) Make every mutant buy a Vulnerability: x2 Effect from Mutant-Suppressors?
- This is a little better, as it requires the Suppression tech to be less powerful to affect all mutants equally. But there is still the problem of very powerful mutants having some of their powers functional while under the collar - yet this also defies how it is portrayed in the comics.
3) Make each mutant buy a Physical Limitation: Powers do not work in an anti-mutant zone?
- Simple and elegant. The problem is: how much do you charge for this? Clearly, this would not cost as much for a martial artist who has only spent 30 points for one mutant power when compared to an energy projector who spent everything BUT 50 points on powers.
4) Make every mutant in the game buy all of their powers with the Limitation: Does not work in a mutant-suppression zone.
- This approach has the benefit of a universal weakness. It also clearly defines which parts of a stat are "mutant-powered" and which are not. I mean, if you have a brick with a 60 STR, exactly how much of that STR is because of his mutation? All but 20 points?15? 10? Making the player buy his "mutant" STR with the limitation ends the guess work.
The obvious drawback, of course, is that it is very easily abused: mutants will have more real points to spend on their powers if everything has a flat -¼ Limitation on it.
5) GM Fiat.
- I hate this option, as it makes it impossible for the players to make or use the tech when there might be good in-game reasons for them to do so.
Opinions and feedback, please.