Makers of Award-winning Role Playing Games › Forums › Rotted Capes › Rotted Capes: Rules and Rulings › Looking for thoughts on how to represent gateways
- This topic has 2 replies, 3 voices, and was last updated 8 years, 5 months ago by Anonymous.
- AuthorPosts
- January 12, 2018 at 3:16 am #152769AnonymousInactive
So I have a concept that I’m struggling to find the best way to represent the powers mechanically.
The end effect is to have a hole in space connecting distant points. Teleport is the obvious base to work from. However I’d like for it to not move the character and allow for it to stay open if sustained. This makes it less of an escape tool than teleport but certainly allows significant utility.
I’m thinking that it should be a power trick but struggle to find the right speed and cost modifications to for it to be useful but not over powered. So I’d like to hear some thoughts on it to try guiding my design.January 12, 2018 at 5:54 am #275951AnonymousInactiveHi there
I used a similar concept for one of the NPCs in the Living Rotted Capes issue – Mercy Dash.
I did not worry about creating the mechanics but in my mind I was thinking of it as a power trick for Teleport with an initial burnout cost, followed by a cost every 12 ticks to sustain it
I was thinking something like +3 Burnout and 3/12 ticks to sustain. This would allow the average hero to only sustain it 12 to 24 ticks without risk of burnout.
January 12, 2018 at 2:42 pm #275952AnonymousInactiveGeospatial Shift from Survivor’s Guide with the Sustained Damage Perk reskinned.
This Perk has a built in duration (Power Passive Value * Complex Actions).Possibly apply Chained Blast Power Trick to determine the number of targets/objects that can pass through while Sustained before collapsing.
:edit: Forgot about the existing Tricks from Transporter (RCRPG pg171). Apply the Mass Teleport Trick and/or Teleport Other Trick as appropriate.
- AuthorPosts
- The forum ‘Rotted Capes: Rules and Rulings’ is closed to new topics and replies.