Poison
#1
Posted 22 February 2011 - 06:13 AM
The idea of being able to kill someone by creating some sort of deadly poison seems to be what this thing is there for; it's a non-combat combat power (onset time for poison effects). The problem I see is that under its rules you need 3 successes per lethal damage. To get 7L, that means you need a minimum of 16 successes (assuming quantum 5 so 5 automatic successes).
I don't really see this as an anti-nova power; but it's not even much use against baselines. It only seems really good if you aim for stun attack damage. Or am I missing something?
Anyone else tweaked or had fun with the Poison power?
I'm not really complaining about it not being broken, it's just I think of stuff like snake toxins - some of which are close to 99% likely to kill you without antidote - and I can't see a way to reflect that in the poison power without making the Nova STUPIDLY overpowered (seems a bit overkill to go to quantum 5 to get your poison doing something, might as well just get quantum bolt).
#3
Posted 22 February 2011 - 01:33 PM
For me, the Poison power comes into its own when it's used with subtlety. There's more than just damage you can do with it. An insidious hallucinogenic, a nasty disease as Courier suggests, some sodium pentathol to get people talking. You can poison, disease OR drug people with this power. Get a Range or Area extra with it for that Plaguebearer motif. Quite frankly, it's awesome.
On the other hand, if you want a 'death touch' sort of power, just go for Disintegrate, make it touch range only, and do huge amounts of Aggs to everyone in reach.

Presence 4, Striking Looks 4; Predators Bearing;
+2 Soc dice w/ females; Sweet-Voiced Fiend (Sounds like Balthier)
Ferocity 2
Passion 1
#5
Posted 22 February 2011 - 02:39 PM
It bugs me that it's extremely hard for a quantum 5 Nova to outdo a venomous snake or a box jellyfish. Hardly very godlike, or world-shaking, which is the sort of power you're meant to be wielding at quantum 5.
Maybe the burning extra? 0_o
#6
Posted 22 February 2011 - 02:46 PM

Presence 4, Striking Looks 4; Predators Bearing;
+2 Soc dice w/ females; Sweet-Voiced Fiend (Sounds like Balthier)
Ferocity 2
Passion 1
#7
Posted 22 February 2011 - 02:51 PM
Then upon success, the victim was subject to the RL (or IG if a made up disease) symptoms and effects, just like they had otherwise contracted, injested or been injected with it.
With subtle use, this power can have a significant impact on a game, especially if it is something contagious...imagine an ebola outbreak at LAX or O'Hare.
Yes the power as written is completely FUBAR, but with a little common sense it becomes the most under utilized IMO.
#8
Posted 22 February 2011 - 02:55 PM
Poison is a subtle weapon. Don't think of it as a raging firestorm, think of it as the snakes, which use stealth and cunning to do their work, eh?
#9
Posted 22 February 2011 - 03:13 PM
The poison bit of the POISON power, though, seems somewhat lacking.
The problem comes in because it costs 3 successes for 1 level of Lethal damage, and 2 per level of bashing damage.
So, to deal 5 lethal damage, you need a minimum of 15 successes. To get those you'd be looking at sinking... 30+ NP into the power? Which seems a bit... expensive, especially if you don't intend to use the disease part of the power.
You'd be able to knock someone out mega easy because stun damage is per success, and bashing damage isn't so brutal, so you could hospitalize someone pretty easily.
#10
Posted 22 February 2011 - 04:27 PM
Most of us are experienced roleplayers and have learned to deal with stupid rules over the years by simply ignoring them or making them make sense.
#11
Posted 22 February 2011 - 05:18 PM
You're at a party, You poison someone with a net 6 sux doing 2 lethal levels. Then you do it again. And again. And again.
Then you walk away.
#12
Posted 22 February 2011 - 05:19 PM
Joani - Anna (retired) - Venus - Fahrenheit - Ramani - Nayobee - Valentine - Velocity - Bodhie - Roxanne - Chance - Osiris - Lavinia (retired) - Shane - Lillith - Suprema - Tarmon
GM of Legacy and Future Imperfect
#13
Posted 22 February 2011 - 05:44 PM
#14
Posted 22 February 2011 - 05:47 PM
But the key thing to remember about the poison power is it's subtle when it's inflicted.
The other key thing is poison can be a theme as much as a power. If you want a "kill now" power, then buy q-bolt(lethal)+sustained and make it no range. Baselines don't soak lethal damage.
#15
Posted 22 February 2011 - 07:28 PM
Thinking about it makes me wish I'd joined in Carver's evil game. That would be one hell of a fun theme for a bad guy type.
#16
Posted 23 February 2011 - 01:02 AM
But as a storyteller... that's often the best way to do things
I've never been a rules lawyer, I just have this odd relationship with rules systems and the desire to make my desires come true by using them as best I can.
#18
Posted 23 February 2011 - 07:37 PM
I have been guilty myself of being a 'rules lawyer' on occasion, and was really, really bad when I was younger. It was not uncommon for me to argue something just about every session of every game I was in as I tried to be a twinker-mary sue-man of awesome.
It is an unfortunate by-product of poorly written rules systems (like Abby) that requires lots and lots and lots of discussion beforehand to avoid running into issues like the oddness of Poison or the pure stupidity of weaknesses and strengths and Mastery.
#19
Posted 24 February 2011 - 02:07 PM
Weaknesses and Strengths are in a class by themselves in that I don't get the feeling they were supposed to be what they are.
#20
Posted 24 February 2011 - 03:32 PM
Intentional stupid is still stupid.
I agree. I'm pretty sure I know where they were going with it, but it is a far cry from the Extras & Flaws of M&M type-thing that they seemed to be shooting for in concept. A lack of guidance, concrete rules or just plain common sense makes them the printed nightmare of any Abby ST and the lotion bottle for any l33t g4m3r.
#21
Posted 24 February 2011 - 04:14 PM
I was wondering what it was all about? Why do you think they're so bad?
I mean, they're overpowered, but that's the point isn't it? It's 'that mechanic we used for Caestus Pax and Divis Mal'? (I'm pretty sure they said Pax had city-wide effects)
I just found it odd that it was in the player's guide when almost any storyteller will say 'NO'. As in fact I've had to to one player who started out with 5 in a level 3 power.
#22
Posted 24 February 2011 - 04:27 PM
Just because something is in a book (particularly in a WW book) does not make it sacred. It doesn't mean that it has to be in a game. I'm pretty sure that WW put the "if you don't like it as an ST, don't do it clause" in every one of their books. They put that in there so that people would feel free to create the game they wanted, with or without aspects of the system. So if something in the book sucks or is fine but doesn't work for your game, then it's not allowed. I've had players throw the "but it's in the book at me". I always reply with, "I'm the ST and not in this game."
All that said, if that's what you want as an ST, go for it and enjoy!
NPC Rights Movement, Member #3 - "Because NPCs have feelings, too."
http://talesofgideon.blogspot.com/
ST: Dead Rising, The Academy, StarGate: Atlantis
OW: August (WoDA), Wakiki (WoDA)
PbP Games: Jules (DR), The Morrigan (QF & MH), Infinity (QF), Blitz (LCU), Skye (BESM: MA & NE), Galiana (Shadows)
#24
Posted 24 February 2011 - 05:00 PM
I've got Rights as US Citizen, you can't take away my intellectual property by disallowing certain rules!
Oh wait...
Joani - Anna (retired) - Venus - Fahrenheit - Ramani - Nayobee - Valentine - Velocity - Bodhie - Roxanne - Chance - Osiris - Lavinia (retired) - Shane - Lillith - Suprema - Tarmon
GM of Legacy and Future Imperfect
#26
Posted 24 February 2011 - 05:14 PM
You have nothing to lose!
That said, I have been guilty of allowing Mastery into a TT Abby game, with the same results Dawn had - the game kind of fizzled out - though I had hilarious (for me) fun with the occasional Botch.
We ended up revamping the Mastery rules somewhat. I forget the details of some of the changes, but the big ones was Mastery 1 was only available at Q8, and 2 at Q10. There was no Mastery 3.
APP: ●●●● (Appealing)
MAN: ●●●● (Witty)
CHA: ●●●● (Charming)
Dark eyes and dark hair, boyish good looks and a quietly confident manner.
#27
Posted 24 February 2011 - 06:22 PM
With that exception (which most players don't saddle themselves with) darn little can challenge a mastery level nova short of another mastery level nova.
#28
Posted 24 February 2011 - 11:02 PM
I mean, mastered quantum bolt is still going to be piss-all use against a mega-manipulative mind controller.
Wasn't that basically the entire reason for Maxwell Lord's existence?
I do have a couple of NPCs with mastery, and in fairness I have drastically weakened it. In most cases just going for larger dice pools, and reducing the area business.
#29
Posted 25 February 2011 - 06:10 AM
I have to agree with what the others have said above. When you get to the power level where characters are adding mastery, it becomes extremely difficult to give them challenges. At that point it's really about telling big ol' epic stories, because if you are worrying about rolls then the game is pretty much doomed. Same applies to pretty much any of the Q6+ stuff in the Players guide. I see that stuff not so much as rules to play by, but rather, here's what you are capable of at this power level and how it works.
I could see myself using these rules and playing a game at that level, but only with select players like my old table top gaming group, but even then I don't think the game would last long. It would just be too hard to challenge them.
#30
Posted 27 February 2011 - 07:37 PM
Sure you've got mastered flight. Let's see you use that to solve your romantic issue or the person who's kidnapped your girlfriend and is holding her at an undisclosed location
The only ones which would scare me would be the very flexible powers like Shapeshift or an Elementary Mastery, which you can use to solve almost any problem.
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