WT Errata

Superhero roleplaying in a world gone mad!

Postby hairygumby » Tue Apr 17, 2007 5:41 pm

BLOCKING, DODGING AND SUPER-DEFENSES, Page 29, last paragraph, second column.

> "You roll to block and look for a matching set, as usual, but every
> attack that you know is coming must EQUAL OR BEAT your defense roll's
> height to hit you. As always if the attack goes first it hits before
> you can get your guard up."

SHANE POSTED ON WT YAHOO GROUP
That needs to be corrected. Wish I'd recognized it beforehand.
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Postby Shane Ivey » Thu Apr 19, 2007 5:02 pm

IMPACT DAMAGE

The impact rules were written more with an eye toward what happens to
your character when he slams into a wall (or when something
wall-sized, like a car, slams into him) than what happens to the wall
itself.

So for determining whether a car (or hero) can slam through a wall, my
first piece of advice would be: Wing it. It sounds to me like a
guy who can bench press a tractor should be able to get through a
brick wall, so let him knock through it. Don't worry about the math.

But if you definitely want a more, er, concrete answer, let's see. For
a character trying to muscle through a barrier, you could just say he
automatically breaks through his Body dice in damage -- whatever kind
of damage his Body stat inflicts. With 10 dice in Body you do width in
Shock and Killing, so you can do 10 Shock and Killing to a barrier. No
need to roll, because the wall is just sitting there waiting for you
to clobber it. Add Deadly and Penetration as appropriate. Maybe give
him width in bonus damage if he succeeds at a Brawling check, so Joe
Normal can kick down an ordinary door or the Hyperbody guy can kick
down a bank vault.

For a car (or tyrannousaurus, or Darko the Amazingly Dense Man, or
whatever) trying to slam through a wall, use the Throwing Large
Objects rule: Each point of HAR the big thing has counts as a point of
Penetration against the target. So if your player's Ford has HAR 3,
that's 3 Penetration on top of the impact damage. At 32 mph, it does 5
Killing with Penetration 3, which is enough to break through two or
three feet of concrete. (Hope he was wearing his seat belt.)
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Area

Postby Shane Ivey » Fri Jun 22, 2007 2:34 pm

Area, page 35:

"A weapon with the Area quality explodes when it hits, inflicting extra
damage to the target and everything within a certain radius."

By default that's a 10-yard radius. Individual weapons may have a greater or lesser radius.
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Measuring Miracles

Postby Shane Ivey » Mon Jun 25, 2007 9:04 am

PAGE 60: Measuring Miracles: Range, Capacity and Top Speed

Add this text to the end of the section:

If you need to determine both the weight capacity and the range of a power, or the capacity and the speed, or all three, you must divide your dice in the power among them.

If you have Teleportation 8d, for example, you could dedicate 3d to capacity (to carry 200 lbs) and 6d to range (to teleport 320 yards). Or with Flight you could divide the dice between capacity and speed.

Dividing the dice up in this way does not affect your roll -- you still roll your full dice pool -- only the way the power is used if it works.

Unless the power's description says otherwise, you can use the power on yourself without dedicating any dice to capacity.
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Postby blackheart » Fri Jul 20, 2007 6:21 am

Uh, not to be a jerk, but doesn't 3d + 6d = 9, not 8?

just askin'.
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Postby Shane Ivey » Mon Jul 23, 2007 8:56 am

Not here in Alabama.
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Postby dsprag » Wed Nov 21, 2007 12:00 am

The description of Insubstantiality w/ Defends (p. 98) reads in part:

Without Attacks, any attack coming must beat the width and height of a gobble roll or be automatically pass through you.

Doesn't really affect the interpretation of the rules, but it is kind of bothersome.


Dan
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Postby SPook » Mon Dec 03, 2007 11:52 am

I noticed this a while ago but kept forgetting to post it.

the minimum cost for an archetype is 1point. thus the GODLIKE talent defaults to 1point, As is the write up for the Red Scare on the dispatches page, which has his total for the archetype down to zero.

Of course the rule could be wrong and the point minimum for an archetype is zero, which would make sense simplicity wise as well as mean the two example we have are in fact correct.
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Re: WT Errata

Postby Claive » Mon Sep 24, 2012 10:49 am

On Page 160. The "Dodge-Podge" example should cost 20 points rather than 10.

Maths
((1) for a hyper skill + (4) for the permanent extra) * (2) for hard dice * (2) for number of dice = 20 points.

I'm not sure why the power is permanent instead of Endless... ?
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Re: WT Errata

Postby Claive » Thu Oct 04, 2012 9:32 am

On Page 310 for the Stalin Power Armor Mark 2's Heavy Armor

Heavy Armor 2hd (D; 8 per die; 32 pts)
Defends Extras and Flaws: Focus: Armor Plating
(Bulky, Environment-Bound, Indestructible, Manufacturable)
+0, Interference +2, Permanent +4.
Capacities: Self.

Interference should cost "+3" not "+2" though if you through in "always on -1" or some such the overall cost of the power would be the same.
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Re: WT Errata

Postby Gryphynx » Mon Oct 22, 2012 1:32 am

Page 320, Yaum Al-Qiyamah is a bit broken... Should probably be set to a hard-set Total Points value of 500 instead of 676.

There is 120 points for Invulnerability, and it's not even used down in the Defenses because it only calcs Light and Heavy Armour... Ideally, it should probably be set to Invulnerability 9hd if you wanted to spend the 676 instead of capping it at 500. Or for cost-effectiveness, you could drop it entirely, raising Heavy Armour and Light Armour to 10hd each...

However, he got past security and made it to the Tower without being detected... I'm thinking this could easily be done through using the Combat Fugue in Godlike... Attaching his Hypers and Miracles to a single 2HD Miracle that "turns on" the others... Reducing the Permanents to Endless would then give you the same time levels, but again, reduce the cost immensely. Invulnerability with Attached, and Endless instead of Permanent, reduces the cost from 20 per die to a staggeringly low 12 points per level. The total cost of the current Heavy/Light/Invul is a whopping 298 points. That's enough to take Invulnerability to 10hd with 58 points left over. Combat Fugue with Useful, Endless, Self Only, and Depleted (maybe require prayer for this holy martyr to replenish) and for 4 points, you have 2HD (Combat Fugue being an on/off switch for his Superpowers and thus letting him walk around as a mostly-norm most of the time).

Reduce the cost of Hyper Body and Native Body due to being also Attached, and you save another 20 points. Regeneration Attached saves 8 points.

Invul should probably be 7hd with the way he's described, so we save 130 points there, 28 for the other Superpowers, 158 in total. His Archetype changes to Themed and with his Willpower level, we can reduce that cost to 0 with No Willpower No Way, and we've cut 173 points off the 676 for a new total of 503. Reduce his Base Will to 23, and it's a 500 point character that is actually stronger than described (purely because Invulnerability wasnt taken into account).

If we want the 9HD HAR and 8HD LAR, we can remove the Immunity stuff entirely, saving 14 points and raise Invulnerability to 8HD.... Could go even higher with the Obvious Flaw, having bright glowing sparks fly off of any place something/someone hits him.

As for Errata: his Defense is ignoring his Invulnerability. :P
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Re: WT Errata

Postby Claive » Thu Feb 14, 2013 4:07 pm

Claive wrote:On Page 310 for the Stalin Power Armor Mark 2's Heavy Armor

Heavy Armor 2hd (D; 8 per die; 32 pts)
Defends Extras and Flaws: Focus: Armor Plating
(Bulky, Environment-Bound, Indestructible, Manufacturable)
+0, Interference +2, Permanent +4.
Capacities: Self.

Interference should cost "+3" not "+2" though if you through in "always on -1" or some such the overall cost of the power would be the same.


I just noticed that the focus cost is also not what it should be according to the extras and flaws section...
(Focus) -1 plus (Bulky) -1 plus (Environment-Bound) -1 Plus (Indestructible) +2 plus (Manufacturable) +2 is a total of +1 rather than zero...

While the story teller could hand wave the costs... as examples they need to be consistent with the rest of the rules so people can use them to help figure out how to build their own characters.

This version of Heavy Armor should cost 10 per die?

Heavy Armor 2hd (D; 10 per die; 40 pts)
Defends Extras and Flaws: Focus: Armor Plating (Bulky, Environment-Bound, Indestructible, Manufacturable) +1, Interference +3, Permanent +4.
Capacities: Self.
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Re: WT Errata

Postby Shane Ivey » Tue Mar 05, 2013 2:26 pm

Looks that way.
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