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Re: Supers! Rules Clarifications


That makes senses. Thanks Dustland! 4d gives you blanket coverage. I'll copy/paste that into my notes for SUPERS.

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Re: Supers! Rules Clarifications


Comp Dice Pools:

I was trying to reference a rule on comp dice that we've used to a friend but coulnd't find it in the rules, so I thought I'd throw it out here and see if this is just a house rule we made up, or is it in the rules?

For our games, the comp dice pool resets at the end of each scene. So for instance if you're playing a Normal, you get 2 comp dice to play with each scene.

Is this how it's supposed to be handled? Did we make this up? All questions, concerns, and comments welcome!
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Darkpaladin67 Profile
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Re: Supers! Rules Clarifications


Bottom of page 44. CP's replace with every adventure.
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Re: Supers! Rules Clarifications


Hey Gary!

I don't think it's that Life Support 4D gives you blanket coverage, but rather that Life Support gives you blanket coverage, regardless of how many dice are in the power.

The Judge then decides when a character has to roll for coverage.

Maiden America, for instance, has Life Support 4D. She can survive underwater or in space without rolling. In some instances, however, the Judge may decide that conditions are severe enough that she must roll against a Target Number or a Hazard Rating in order to survive. Such instances might involve diving into the heart of a volcano, or coming close to an event horizon, or diving to the furthest depths of the ocean. In addition, she can use her 4D to defend against certain attacks.

If a character wants Life Support that only works against a specific environment or condition, they can take a Complication.

All the best!

Dragonfly
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Re: Supers! Rules Clarifications


Perfect DP, thanks!
9/9/2012, 2:33 am Link to this post Email Dustland   PM Dustland Blog
 
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Re: Supers! Rules Clarifications


quote:

TGIDragonfly wrote:

Hey Gary!

I don't think it's that Life Support 4D gives you blanket coverage, but rather that Life Support gives you blanket coverage, regardless of how many dice are in the power.

The Judge then decides when a character has to roll for coverage....

If a character wants Life Support that only works against a specific environment or condition, they can take a Complication.



Excellent clarification. Thank you, TGI-DF!



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Re: Supers! Rules Clarifications


I never really understood how life support is a variable trait. Either you can survive in space or you can't. You can't sorta breathe.

How would it work if if you treated it as a Invulnerability costing 3D?

Also, does the disadvantage of unliving give some degree of life support (or un-life support) as well?
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Re: Supers! Rules Clarifications


quote:

Also, does the disadvantage of unliving give some degree of life support (or un-life support) as well?



First, Unliving is an Advantage.

Second, it spells out what you're immune to in the description.

If you feel that your Unliving character should be immune to some other effects/environmental conditions based on their unliving nature, then you should put dice in said immunity unless you and the Judge decide otherwise.

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Re: Supers! Rules Clarifications


Oops, you are correct. I don't know why I had that mixed up.
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Re: Supers! Rules Clarifications


quote:

Darkpaladin67 wrote:

I never really understood how life support is a variable trait. Either you can survive in space or you can't. You can't sorta breathe.




A lot of the super powers are actually like this - flying, invisibility, elemental form etc. You could argue "how can I sorta fly or how can I sorta be invisible".

They work fine until they are tested. It's only when you are relying on it to defend that the strength of it is tested against the strength of the attack (or the nature of the elements).

9/12/2012, 5:58 am Link to this post Email Simon W   PM Simon W Blog
 


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