I was a bit surprised by the answer for a character whose VPP requires a half phase to change, or 0 phase if he makes a Fast Draw roll. I would have thought this was a Limited Advantage, so he would apply the Requires a Skill Roll (Fast Draw) limitation to the +1/2 Advantage for moving from a half phase to change to a 0 phase to change.
Am I missing something in that regard? We used this mechanical structure for a character who may or may not quickly recall how to change a VPP. He had "No roll to change" on a 14-, "Half phase" on 11- and "Zero phase" on 8-. So if he wants to change his VPP, he rolls. 15+, he considers it for the full phase with no result; 12-14 he takes the full phase to change it; 9-11 he changes it in a half phase, and 8- he recalls how to do that with no time lost.
It felt like that was tailor made for limited advantages/partially limited powers.
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Hugh Neilson
I was a bit surprised by the answer for a character whose VPP requires a half phase to change, or 0 phase if he makes a Fast Draw roll. I would have thought this was a Limited Advantage, so he would apply the Requires a Skill Roll (Fast Draw) limitation to the +1/2 Advantage for moving from a half phase to change to a 0 phase to change.
Am I missing something in that regard? We used this mechanical structure for a character who may or may not quickly recall how to change a VPP. He had "No roll to change" on a 14-, "Half phase" on 11- and "Zero phase" on 8-. So if he wants to change his VPP, he rolls. 15+, he considers it for the full phase with no result; 12-14 he takes the full phase to change it; 9-11 he changes it in a half phase, and 8- he recalls how to do that with no time lost.
It felt like that was tailor made for limited advantages/partially limited powers.
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