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Aberrant RPG - A question about daredevils


Geryon
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Hey guys, noob to these forums but a longtime lurker here and poster elsewhere in the world of A!-A-T forums. I have a question, and I apologize to those who read both this and the white wolf boards for having to read this twice, BUT, how would you guys do the rules for a suped-up daredevil? Basically, if someone wanted to play a daredevil in a trinity or low-level aberrant campaign, what ideas would you implement to power them up so that they mesh well?

One thought I had was to let them keep dramatic editing. Since none of the other characters could use it it would be a powerful and useful thing for tha player and would make an excellent plot tool for me as the ST.

Geryon

THERE IS NO TAINT ONLY PROGRESS

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Daredevils, huh?

I'd prefer that they don't enter my game as PCs. They work far better as NPCs, because nothing is so embarrasing to a nova as being outwitted by (to them) a lowly human. Again, and again, and again.

The way I figure it, the Directive must have a ton of them. Probably the same with many other organisations that have to interact with novas on less than the best of terms...

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Kirby1024

You know, I've heard people say that over and over again about daredevils beating novas but it really isn't true. Oh yeah, they're impressive to anyone that believes they're 'merely' human but that is their sole advantage.

Their knacks will (possibily) keep them alive until they run out of inspiration but a nova doesn't burn quantum for mega strength. In the end a daredevil will still go *crunch* when hit by the fist of a determined nova. They're main use is in undermining a novas view of the world and his place in it.

Don't get me wrong; dramatic editing is more fun than matter creation on acid. But all good things come to an end and, one-on-one, a daredevil throwing down with a nova better be looking for the exits before his luck runs out. Which if you think of it is a very simple analogy for the mechanics of dramatic editing.

Geryon

Honestly I'm not sure you have to "power up" a daredevil. I would ask the player if he/she understands what a daredevil really is, just a man (or woman) surfing the probability wave. If they answer yes then let them run a daredevil as written - dramatic editing and all.

There's a word for a single psiad/psion willing to go up against overwhelming forces all on their on. The word is 'dead.' Just as psiads/psions need to exercise discretion and good judgment, so to do the inspired.

This applies equally to daredevils.

~C~

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Quote:
Originally posted by Condomble:
Lady Fortune smiles on them with a consistency that breaks all statistical probability but otherwise they're just normal folks.
I think that's the most succinct but accurate description of daredevils, and the earlier analogy for dramatic editing, that I've ever heard.

I'm not sure I agree on the "a nova would crunch a daredevil" idea though. In Trinity where an state of open warfare exists between Aberrants and everyone else - and all aberrants are monsters - that's probably true. That's also why most psis don't go mano a mano with aberrants, but hit them as a group instead. Sometimes a really big group but still...

I think daredevils are on equal footing with psis of both flavors and although lacking in obvious power, put a daredevil in a VARG and he's going to kick some serious butt. Plus his presence bodes well for the success of the mission and the survival of the group. In other chronicles he's like any other character and needs to play to his strengths.

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Quote:
Originally posted by Condomble:
Kirby1024
Their knacks will (possibily) keep them alive until they run out of inspiration but a nova doesn't burn quantum for mega strength. In the end a daredevil will still go *crunch* when hit by the fist of a determined nova. They're main use is in undermining a novas view of the world and his place in it.
There are ways a Daredevil can beat a nova without ever actually seeing him in combat. I don't think that Kirby was talking about combat at all in his post.

Quote:
Originally posted by Condomble:
Geryon
Honestly I'm not sure you have to "power up" a daredevil. I would ask the player if he/she understands what a daredevil really is, just a man (or woman) surfing the probability wave. If they answer yes then let them run a daredevil as written - dramatic editing and all.
~C~
I didn't ask why you would power them up, I asked how. My situation isn't someone wanting to play a daredevil in an Ab or Trinity campaign, it is me wanting to use 100-200 year old daredevils as part of my plot in Aberrant or trinity. I can't exactly tell Danger Ace that he just has to suck it up and not gain anything new after the first 50 years of adventuring. Basically, I am looking for the "high level" book for Daredevils, since we already have it for mesmerists (in the form of psiads) and for stalwarts (in the form of novas).

Geryon
THERE IS NO TAINT ONLY PROGRESS
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Yeah, I can see what you're getting at now.

The problem (in my mind) is that I see daredevils as the 'just normal folks' they were written as when the developer explained explicitly that they have no powers. Lucky beyond belief but ultimately human.

Coming up with more knacks is easy. Grafting on a fundamental change to the game to allow them (daredevils) more than five dots of attributes and skills wouldn't be hard either since WW already put out the rules in another game based on the story teller system.

I just don't see a way to 'power them up' without changing the most fundamental element of their nature, i.e., being lucky 'normal' folks. I could talk about why that's appropriate and how both novas and psiads have kyptonite weakness in taint and psi dysfuntion but you want a how not a why.

I'll give it some thought and see if I can come up with something. Sorr.

~C~

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An easy way to "Power up" A Daredevil, if you needed it, would be to increase their Inspiration pool from [inspiration + 3 Per Transformation Point] to [(Inspiration x 2) + 6 Per Transformation Point]. It means that their Dramatic Editing lasts far longer (Their Knacks can go on Indefinitely, seeing as no Daredevil Knack costs Inspiration to use), and that means more frustration as the building that the nova hit convieniently keeps dropping masonry in the way of the Nova's attack.

Although, I'll point out, Daredevils shouldn't get into combat with Novas without serious backup anyway. Traps are far easier for a Daredevil to concoct, and nothing is as annoying as having your Hyperint's perfect plan foiled by a normal guy that just happenned to find that timeline that you swore you deleted three months ago...

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On a tangent, my PCs are all Novas apart from one Mesmerist.

The Mesmerist is working on being able to make superscience gadgets to fight Novas with and is surviving the encounters through "Cloud the Mind" (which not even a Node roll can break).

NB - A Stalwart with 5 dots of Inspiration (and all in Destructive facet) and the Piledriver(?) knack effectively has one dot of Megastrength for combat.

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The thing about dare devils its that they may be the anwser.Novas only use Quantum, And become separate from the world around them.Psi people only use sub-Quantum and become part of the world...So total freedom aand indigulity or totals equality and understanding u each other. So no freedom, or total freedom. If people make what comes after the dare devil they would have to come up with away to make them somewhere in the middle.

As if they go either way, they become si or novas, and what is the point in that?And for those of you new or that missed it before.. this why I love Aberrant.The motives and pit falls behind the world.

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Tons of good ideas here. I am thinking I will do both of the following things:

1. Increase inspiration pool as described by Kirby, as this seems to represent a sort of mastery of their abilities. This would also allow for a TON of dramatic editing, which I think is exactly what the doctor ordered.

2. Super-science innovations. This is a very good idea for powering them up, especially since it seems that if you channel quantum/psi on the high level that novas/psions do, you lose the ability to infuse items with that power.

I think the increased inspiration idea is a great one, I don't know why i didn't think of it myself... Inspiration can be used for a lot of nifty, non-nova non-psiad tricks like dramatic editing and a lot of the knacks.

Geryon

THERE IS NO TAINT ONLY PROGRESS

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It's been said before...Inspiration, Inspiration, Inspiration.

It's tthe best way to make a lucky human luckier without actually giving him tangible powers.

You may also wish to come up with some unique feats based upon his skills or uses of skills.

In my games, I allow for Inspired to gain more than five dots in an attribute, and more than six dots in an ability. I made a (Crappy) character sheet that goes up to ten dots in anything (Except the facets of Inspiration).

I'm also working on Knacks that only work at Mastery Level. I'll prolly post some for review at some point on theA! forum.

As for who could beat who...

,,
Quote:
Their knacks will (possibily) keep them alive until they run out of inspiration but a nova doesn't burn quantum for mega strength. In the end a daredevil will still go *crunch* when hit by the fist of a determined nova. They're main use is in undermining a novas view of the world and his place in it.

Don't get me wrong; dramatic editing is more fun than matter creation on acid. But all good things come to an end and, one-on-one, a daredevil throwing down with a nova better be looking for the exits before his luck runs out. Which if you think of it is a very simple analogy for the mechanics of dramatic editing.

Well yeah, but does every Nova have Mega Strength?

Granted, I've done up some Novas that used little to no Quantum. I'm done an equal number of Novas that are complete and total Quantum Whores... For every Mega Stamina/Armor/Mega Strength Nova I've done, I've done a Quantum Bolt/Forcefield Nova.

A few points of Inspiration is significant to "live to fight another day" in the proverbial pinch.

I'm not saying all Inspired can kick all Novas butts or anything like that. It's nowhere near that cut and dry. Many Daredevils can hold their own, however.

I used the Daredevil Template for one of my flavor characters, an NPC who was (ironically before Adventure) nicknamed "The Daredevil." He was part of a NYC task force for dealing with Rogue Novas. He was a real hot shot, who used what tech he could, combined withsheer pluck, to deal with Nova theats. Of course, he had the NYPD to back him up, and he couldn't"Take Divis Mal" or anything like that... Street level Novas, some Starting character level Novas, maybe a little higher...Maybe.

One of the examples I gave of him in the media was him jumping onto a flying Nova's back in a pursuit where he latched on and "Coaxed" him down with an explosive charge and a dead man's switch.

Granted, it wasn't a PC, it was only for media flavor, and he didn't pummel him into submission, lock him in a figure 4, and finish him off with a fireball from his ass, but I believe it's in the realm of believability.

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