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  • #150677
    Anonymous
    Inactive

    So,

    What are some powers, not in the core book, you would like to see in a future product?

    #256897
    Anonymous
    Inactive

    A type of deflection and/or reflection power. It might even be a Power Trick for Force Shield after gaining oh soo many ranks in it.

    #256953
    Anonymous
    Inactive

    I have a player that is using move object a lot so I’ve been playing around with the rules around it recently. After a post in the rules forum it was suggested that I show one of the power maneuvers I’ve worked up for it here. It came into being when one of my players wanted to pick up a bunch of guns at once and fire them.

    Far Hand
    Powers: Move Object
    Cost: Demanding
    Attack: Avoidance
    Effect: You can manipulate objects as though you were using your own hands. You can pull triggers or work with fine tools. For each object beyond the first it adds +3 burnout and a die penalty to any skill checks.

    #256973
    Anonymous
    Inactive

    Something simple, but Enhanced Skill for all those times that you want to play someone who is inhumanly good at something without increasing an entire attribute.

    #257869
    Anonymous
    Inactive

    Another thought – I’m more interested in Power Exploits than brand-new powers. For Teleportation, I could see one where the character doesn’t grant Tactical Edge for being outnumbered, with a visual of a ton of short-range teleports (think of Nightcrawler near the start of X-Men 2).

    #260255
    Anonymous
    Inactive

    So I was playing around with ideas and was thinking about how you would make spider-man. He is pretty easy up until trying to figure out web slinging. Flight with some flavor is my quick fix for now, but it seems like there should be something more representative for him and other characters that shoot out lines and grappling hooks.

    #260439
    Anonymous
    Inactive

    So I was playing around with ideas and was thinking about how you would make spider-man. He is pretty easy up until trying to figure out web slinging. Flight with some flavor is my quick fix for now, but it seems like there should be something more representative for him and other characters that shoot out lines and grappling hooks.

    for now… look at combining Fly and Surge, add limitations that the hero must be within 1 area of a large structure..

    the Surge would be a (Leap) to get up to a height and start swinging, it could also be used as a “sling shot”

    but a unique power may be a good idea

    #263862
    Anonymous
    Inactive

    Hey Henry, I recently picked up the game and so far I am enjoying it. There are however a few things I’d like to see in a companion product. First I’d like to see a discussion clarifying the “hidden costs” of a number of powers. By that I mean, not every rank in a power has any appreciable effect, some powers have huge stretches of “dead ranks” and while I don’t have a problem with that per say, making players aware of that design choice up front will go a long way to easing player disappointment when they realize just how much it will cost them to get to their next useful rank in those powers.

    I’d like to see a revision to Adaptive Muscle Memory. As it currently stands according to the rules as written, Adaptive Muscle Memory does nothing until rank 3 at which point you get 1 slot for either a copied skill or advantage. You get a second slot at rank 8 and a third slot at rank 15. While the power isn’t entirely useless, particularly if you are copying a skill, the points you are spending on could really be better spent just buying advantages and skills themselves. While I realize the individual ranks matter for just how many ranks in any given skill you copy, that only matters for skills and for all intents and purposes that stops mattering after rank 8 to 10 as the average character’s skill aren’t really going to be much higher than that. I think allowing the character with this power a number of slots equal to the passive value of the power would go along way to making the points spent in it feel more valuable.

    I’d like to see a few more Power Source options. I think having a magic user power source, maybe an Alien power source and a different Tech power source that wasn’t focused on power armor, more like a gadgeteer, would be cool.

    I’d like to see a ton more power tricks. These can really make the game awesome. There are also a few more powers I’d like to see like an absorption power. I think it would also be cool if you put in examples of how to build certain power effects with the existing powers, like the Swinging effect you built above.

    Overall the game looks really good though and I am excited to play!

    #267773
    Anonymous
    Inactive

    I think a “Portal” power would be sooooo awesome to use. Kinda like teleport, but you can create gateways into other areas. Kind of like Blink from x-men.

    #272199
    Anonymous
    Inactive

    Just moving this over from the other forum, but this is a power trick I designed for one of my players using Move Object and Entangle who wanted to crush her opponents instead of just throwing them into things:

    POWER TRICK: Crush
    Powers: Move Object, Entangle
    Cost: +Complex, +2 Burnout
    Effect: After successfully pinning an opponent with Entangle, you may opt to use this power trick as a variant of your “Move Object” power, where instead of applying force to move a person/item around, you apply force directly on top of them, effectively crushing them into the ground. As they are already ensnared in your Entangle, this attack is automatically successful (as per the punish move in the grapple section on pg. 92) until they break free of your entanglement, and deals damage based on your move object power die and your resolve die.

    #272436
    Anonymous
    Inactive

    This is a collection of Power Tricks I’ve come up with for running in my game that I thought I’d throw out here.

    Celerity:
    POWER TRICK: Seamless Combination
    Cost: +Special, +3 Burnout
    Effect: This move allows you to complete more actions than normally allowed (seven ticks), up to a maximum of ten. The speed cost is variable, as it depends on the actions being taken, but the extra burnout cost is fixed if the number of ticks taken to complete a combination of actions exceeds seven.

    Element/Energy Blast
    POWER TRICK: Delayed Blast
    Cost: +Variable, +Variable
    Effect: This Trick expands upon the Element/Energy Burst trick, allowing you the additional ability to delay the burst effect up to a number of ticks equal to your passive power value. As per the Burst trick, your attack encompasses an entire area, not just one target, but you also control the duration of this wait time. The cost for this trick is variable, as you have two options:
    One, you may choose a set number of ticks (up to your passive power value), pay +2 Burnout on top of Energy Burst, and the Blast goes off at the beginning of that tick with no further effort on your part
    Or two, you may choose to concentrate on the Energy Grenade you have created and decide the tick that it detonates on. Each tick of waiting costs one additional burnout, and you may not take any other action while you focus your attention on managing the energies you have released. Should your concentration be interrupted or you run out of burnout, the Burst automatically detonates.

    Elasticity:
    POWER TRICK: Constrictor
    Cost:+2 burnout
    Effect: You may attempt to wrap yourself around an opponent, pinning their arms and legs, effectively grappling with them. After successfully pinning them, you may opt to automatically deal damage as a complex action, dealing your power die (Mi). They may break your hold as per the grappling rules on page 92, rolling against your power.

    Entangle:
    POWER TRICK: Crush
    Powers: Move Object, Entangle
    Cost: +Complex, +2 Burnout
    Effect: After successfully pinning an opponent with Entangle, you may opt to use this power trick as a variant of your “Move Object” power, where instead of applying force to move a person/item around, you apply force directly on top of them, effectively crushing them into the ground. As they are already ensnared in your Entangle, this attack is automatically successful (as per the punish move in the grapple section on pg. 92) until they break free of your entanglement, and deals damage based on your move object power die and your resolve die.

    Telepathy:
    POWER TRICK: Unseen Watcher
    Cost: +2 Burnout
    Effect: For an additional two burnout you may attempt to establish a connection to another person’s mind that they aren’t aware of, allowing you to read their thoughts unbeknownst to them.
    POWER TRICK: Anticipate Attack
    Cost: +2 Burnout
    Effect: You establish a mental connection to your opponent and gain an insight into how they’re fighting, granting you either a +2 to your avoidance or +2 to your attack. Should your opponent have a larger plan or scheme that they are acting out, you may make an perception check against their melee (having to fight with both your fists and mind is not an easy task) to view it so that you may circumvent it.

    Teleport:
    POWER TRICK: Follow In My Wake
    Cost: +5 Burnout
    Effect: As you teleport to a new location, you may choose to leave a temporary portal behind you that others may pass through for a number of ticks equal to your passive modifier. One person of size Medium or smaller may pass through each tick, until the portal snaps shut, barring further passage. You may choose to renew the portal for an additional five burnout, or close it early at no extra cost.

    Wireless:
    POWER TRICK: Download
    Cost: None
    Effect: When viewing a map, image, pdf or other such document on a computer you have ported into, you may choose to download that document to remember it with perfect recall. You may have as many such documents as your power’s passive value (with the option to “Delete” anything from your memory at any time), and the Editor is free to force a power action roll or not allow the download if a document is deemed by them to be too large, though you are welcome to download only a bite sized chunk of the whole doc. You may also opt to “Upload” such a document to a computer with a successful Power Action roll, though if you fail, the document is lost in transmission and destroyed for all intents and purposes.

    #272603
    Anonymous
    Inactive

    good stuff!

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