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Great White Games/Pinnacle Entertainment Group Discussion Forum for PEG/GWG
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Elias4444 Novice
Joined: 23 Apr 2012 Posts: 45
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Posted: Mon May 07, 2012 6:31 pm Post subject: [SPC] Device limitations? |
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Are there specific limitations that must be in place for device powers?
Like, they must be removable, destroyable, or whatever?
I'm seeing some interesting ideas on how to get the "device" discount without any readily noticeable drawbacks. Things like, super suits that are bonded to skin, or mystic bracers that are infused organically into the player's arm.
Also, how do you handle it when a player steals or loots a super device from an enemy? Does the player now get those super powers for free from the device? Or are the powers only useable by the original person? |
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SavageGamerGirl Heroic

Joined: 24 Oct 2010 Posts: 1255
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Posted: Mon May 07, 2012 7:16 pm Post subject: |
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I think it's an inherent limitation to a device that it can be removed or destroyed. That's why you get points off for it.
A suit that can't come off or something that's permanently bonded to the character isn't *really* a device as described by that modifier -- it's just a trapping to describe where the power comes from.
| Quote: | | Also, how do you handle it when a player steals or loots a super device from an enemy? Does the player now get those super powers for free from the device? Or are the powers only useable by the original person? |
This depends on your setting really. In comic books, heroes don't usually claim the villain's equipment as spoils. In most cases, such gear would probably be locked away in an evidence vault somewhere.
Otherwise, maybe you could let the player use the device, but require that he take the Power Points edge with his next advancement in order to justify the extra powers.
If he can't get enough PP to purchase the device normally, you can use a little story element to introduce the new device to the character. Perhaps the device stops working, and another hero 'customizes' or 'reconfigures' the device. Let the player re-build the device using new restrictions and limitations until he's able to get it down to a PP cost he can afford.
Just tossing out some ideas.  _________________ 'But I don't want to go among mad people,' Alice remarked.
'Oh, you can't help that,' said the Cat: 'we're all mad here.'
The Order of the Dice... OF DOOM! |
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Zadmar Heroic

Joined: 10 Nov 2010 Posts: 1380 Location: Munich
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Posted: Tue May 08, 2012 2:58 am Post subject: |
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Here's an excellent post by Clint on the subject of devices:
| Clint wrote: | As to the drawbacks of the device, that depends a lot of the trappings of the device itself (although susceptibility to Malfunction is a general drawback). I recommend balancing somewhere between breakable and removable. If a character wants an unbreakable magic device, then it should be fairly easy to take away from them (Disarm maneuver). And if they want a device that's hard to take away like a suit of armor, then it's going to suffer the same damage the character does from most every attack. Between those two options are a lot of variations. For instance, an item that is breakable and could be taken away might be small and given a penalty to hit (like -4), so it's not hit by general attacks and is a bit tougher to take away.
Ultimately, the power is in an item and not the character, and that should lead to drawbacks for the GM to exploit. If it doesn't, then the "device" may be nothing more than a trapping and not worth the modifier. |
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