[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: Power Packages & Cost (Re: [BNW] The Hacker)
>
>Again, I'm going from memory, but I thought the radar sense was a Trick
>based off of Night-Vision, not an aspect of Sneak itself. Granted, it's
not
>a very hard Trick to use to get radar sense (one success on Perception
>check, right).
You're absolutely right, its the Trick that gives you Radar Sense, but it's
so easy to activate... I rarely go without it. There's no disadvantage to
it, after all, and it doesn't 'go away' or anything.
>
>
>I'm pretty sure Radar Sense is the Trick not the power itself.
You're perfectly correct.
>
>Hmmm, see our previous discussion of the Sneak not necessarily being
>under-powered, but potentially unviable in the typical player/group dynamic
>kind of situation.
Yah, this is a valid concern. I definitely have to be a lot more subtle and
inventive than Johnny Punchclock, the blaster. Or Stormfront the gadgeteer..
etc etc. And in a straight up fight, my best ability is basically not
getting hit.
Important safety tip: Even when you spray paint the visor of a Goliath so
they can't see you, they're perfectly capable of grabbing a hold of you and
smashing you all flat. Trust me.
>
>
>Again, I'm going from memory (should have brought Ravaged Planet to work
>today). But...don't you lose the +10 as soon as you do anything
action-wise
>(move, shoot)?
Yes, but I can line the shot up at my leisure. Think of "Dodge this!" from
the Matrix...
>
>
>But...if he loses that bonus when he does anything, how useful is that?
Not
>to say that it isn't useless at all (I've _never_ claimed that).
Its still very useful. Because nothing says you can't reactivate once you've
moved... so long as someone isnt looking right at you. Poof- you're gone
again. fighting a sneak would get very frustrating, I imagine.
>
>And...you're also citing Tricks (assuming I'm correct on the whole Night
>Vision vs. Radar Sense thing). We were talking essentially about the basic
>power.
Mea Culpa. Sorry, i'm partial to the package.. it's one of the few that's
both useful in and out of combat.
Yes, Sneak becomes cooler when you factor in the Tricks. But _all_
>Powers become cooler when you factor in Tricks. If Sneak starts out
>behind the other Powers, than even if Tricks raise it up at the same rate
>that Tricks raise up other Powers, it still ends up behind, power-level
>wise.
I see your point. But consider this: how useful is Blaster out of combat?
Not at all, right?
Sneak is fairly useful in and out of combat, so it shouldn't be as good at
either, should it?
>> >So actually, a better arguement is that the Sneak is better in
non-combat
>> >situations. However, again, he is only superior by one success over a
>> >non-Sneak (and his one current Stealth-oriented Trick is a little better
True, but since it's an opposed roll, that's a pretty important one success.
>And, ummm, as long as you don't subsequently do anything, right? Or
>wrong...?
YOu're right. YOu have to stand stock-still. Thank god for sub-vocal radio
mikes.
>> >out_ a more powerful Power Package (page 172). Does anyone really think
>> >that +5 Stealth + Nightvision was really so powerful (compared to, say,
>> >Blaster or Speedster or Bouncer, which have _no_ Quirks) that Sneak
>>required
>> >a Quirk?
But can a speedster use his ability out of combat very much? A bouncer?
Okay, granted, a speedster doesnt have the basic problem most of our group
does (For instance, do you travel in your costume? If so, how do you pay
tolls on I-95? In your mask?) but it won't get him/her the secret plans, or
listening on the Primers telephone calls, or the layout of their HQ...
>
>Hmmm. While I'd be tempted to allow an inherent Quirk to be "bought off"
>with a simple purchase of a $0.50 piece of equipment (unless you're going
>for style) due to my own expressed concerns about balance...if I thought
the
>package _was_ balanced as is, I wouldn't allow that. Your Guide's opinion,
>or your opinion as a Guide, may vary, of course. :)
Naturally, its not truly "bought off" just ameliorated. It's what allows '76
to walk around during the day without grasping at his head and screaming in
pain.
>
>Plus, of course, Blues Brothers and what-not to the contrary, wouldn't
>sunglasses penalize your character's vision (night-vision or otherwise) in
>darkness?
If you don't take into account the Radar Sense trick... yes, you're right.
I've found the main concern to be getting bright shiny lights in
>your face when you're _trying_ to use your heightened visions (i.e., when
>the guard turns the spotlight in your direction).
True...in that case, its a major owie. I think it would be for just about
anyone, really.. but particularly bad for me. In that case... stand still,
disappear, and wait for your vision to clear....
But you're right, it is a quirk and it's a disadvantage... it can be
lessened in severity, but frankly, I consider it to be more a roleplaying
matter than anything else. A sneak is just plain uncomfortable in bright
lights, it goes against his nature!
The Spirit of '76