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[SPC] Sample Jinx effects?

 
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Elias4444
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Joined: 23 Apr 2012
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PostPosted: Mon Jun 18, 2012 10:51 am    Post subject: [SPC] Sample Jinx effects? Reply with quote

I keep going back and forth on allowing the Jinx power for a character that could really use it for their concept.

In the description, it says if the enemy rolls a one, something should happen that at least makes them lose their turn. Well, if they rolled a 1 for an attack, they've already "lost" their turn by not hitting anything. I'm guessing it should therefore be at least something better than that.

So what are some examples of Jinx effects? Should it cause the enemy to become shaken? Self inflicted wound? I really don't know at what level to implement it.
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ValhallaGH
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PostPosted: Mon Jun 18, 2012 11:20 am    Post subject: Re: [SPC] Sample Jinx effects? Reply with quote

Elias4444 wrote:
Well, if they rolled a 1 for an attack, they've already "lost" their turn by not hitting anything.

Unless they're in the middle of a multi-action, or are a Wild Card and the wild die succeeded. Wink

I tended to have the weirdest misfortunes occur. Weapons slip out of grips and fly overboard. Feet catch on ropes, and the acrobat lands on his face (prone, maybe shaken). Belts come unbuckled, tangling the foe in his trousers and causing a modicum of embarrassment. Chaotic and kind of silly, but also genuinely problematic for the victim.
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Zadmar
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Joined: 10 Nov 2010
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PostPosted: Mon Jun 18, 2012 5:28 pm    Post subject: Re: [SPC] Sample Jinx effects? Reply with quote

Elias4444 wrote:
In the description, it says if the enemy rolls a one, something should happen that at least makes them lose their turn. Well, if they rolled a 1 for an attack, they've already "lost" their turn by not hitting anything.

Not necessarily. A Wild Card might roll 1 on their skill die but get a sucess (or even raise) on their Wild Die - normally that would be a hit. An extra can technically hit on a 1, if their modifiers are high enough (eg Gang Up, Wild Attack, etc). But if they were attacking someone with Jinx I would treat it similar to a critical failure (which normally only a Wild Card can get, and only on snake eyes).

If you're struggling for ideas, making the attacker Shaken is a fairly safe bet. Another good one for attackers is to have them accidentally hit one of their allies, or perhaps have their gun (or a grenade on their belt) explode in a burst template centred on them, etc. None of these require you to track any additional information, so they shouldn't slow down the fights.
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Boldfist
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PostPosted: Tue Jun 19, 2012 7:53 am    Post subject: Reply with quote

These are some good ideas. I've had several different players that had characters with Jinx. I had them come up with their own lists of 20 things that could happen with Jinx during combat. It's their character after all, why should I do all the work? So why not have your player come up with a list of neat/funny/cool ideas and then you can pull it out during combat and pick a few? Or you could roll a d20 (it feels lonely sometimes if it doesn't get used) to choose off their list!
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Lord Lance
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PostPosted: Mon Jun 25, 2012 12:38 pm    Post subject: Reply with quote

Firearms jam. They need an action (in the next turn) to clear.
They stumble. -2 to parry and next turn they have to get up.
They eat a fly while menacing! Vigor roll or shaken next turn.
Etc.
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Huppolitan
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Joined: 04 Jun 2012
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PostPosted: Wed Jun 27, 2012 2:51 pm    Post subject: Reply with quote

One of my Big Bads had Jinx (strengthened by a smoking, glowing contraption with the skull of Edgar Allan Poe as its centerpiece). When the power was activated, my players had to come up with the bad-luck effects that happened to their PCs. The results were hilarious, and the players were much harder on themselves than I would have been.
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