Minor Features: Difference between revisions

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If a Minor Feature shows up a lot, consider promoting it to a full-fledged Feature. See the "Quick and Dirty Feature" rules on page 30 of ''The Watchtower Report''.  
If a Minor Feature shows up a lot, consider promoting it to a full-fledged Feature. See the "Quick and Dirty Feature" rules on page 30 of ''The Watchtower Report''.  
I didn't see anything in the books about giving Minor Features Plot Points to start off with, but maybe 1 PP wouldn't hurt if you want one to start off being able to use one of its cool Triggers or an Ability Special Effect (SFX). I don't think I'd give every Minor Feature PP to start with, and I don't think I'd give one more than 1 PP.


= Guardian Robot =
= Guardian Robot =


A robot built by Einstein Ellis to guard his facilities while he's away.  
A robot built by Einstein Ellis to guard his facilities while he's away. Note that it's actually pretty tough. When carrying out Einstein's orders and protecting the lab, it gets a d10 Value, d12 Relationship, and d10 Asset. On the other hand, Electra's electricity gun will get 3d8 Limit dice against it, and Shutdown its Invulnerability.  


== Values ==
== Values ==

Latest revision as of 18:16, 21 October 2012

The rules for Minor Features are on page 14 of The Watchtower Report. Here's how to make one:

  1. Come up with a concept.
  2. Give them at least 3 Values, with Statements. Feel free to give 'em all six Values if you're feeling ambitious. Remember that there can't be more than 15 "steps" worth of Values! (d4 = 1 step, d6 = 2 steps, d8 = 3 steps, d 10 = 4 steps, d12 = 5 steps. A character with two d12 Values has only 5 steps to spread out over the other four. A Minor Feature with three Values, all at d10, has used up 12 steps, so if you promote them to a full Feature, there'd only be 3 steps left for the other three Values.)
  3. Give them some Relationships. At least one should be a PC, to make things more interesting.
  4. Give them some Distinctions. Maybe some Abilities if it seems appropriate. There aren't any guidelines for deciding how many Special Effects to give for Abilities; I'd go with one, unless there seems like a good reason to give 'em more. (Remember: SFX need Plot Points to use!)
  5. Give them a Depth attribute, which is a descriptor and a die rating (at least 2 dice; the book says add them in groups of two, which I don't understand why).

For Depth, d6 is typical, with larger dice representing a lot of training or resources. For the other attributes, ratings of d12 should be rare and exceptional, since these are, after all, Minor Features.

In use, Depth works like a Resource. You use up its dice for Aid, and the dice refresh at the start of the next episode (if the Minor Feature returns, which they might not, because hey, minor). (Note: It's not entirely clear from the description in Watchtower that Depth dice are rolled as Aid. See page 24 of the High School Yearbook to see it made explicit. Cliques in the Yearbook are a lot like Minor Features.)

If a Minor Feature shows up a lot, consider promoting it to a full-fledged Feature. See the "Quick and Dirty Feature" rules on page 30 of The Watchtower Report.

Guardian Robot

A robot built by Einstein Ellis to guard his facilities while he's away. Note that it's actually pretty tough. When carrying out Einstein's orders and protecting the lab, it gets a d10 Value, d12 Relationship, and d10 Asset. On the other hand, Electra's electricity gun will get 3d8 Limit dice against it, and Shutdown its Invulnerability.

Values

  • Duty d10: "Must protect Master's laboratory!"
  • Truth d8: "Information access not authorized!"
  • Justice d6: "Obey the law, unless it interferes with Master's directives."

Relationships

  • Electra Ellis is to be protected! d8
  • Einstein Ellis is to be obeyed! d12

Assets

  • On a Mission d10: Roll die when acting directly to carry out mission, or when resolve is being tested. Triggers: Earn PP and Spend d6 from Trouble when foolishly pursuing a mission despite risk. Spend PP to Reroll a die in a roll directly contributing to mission.
  • Observant d8: Roll die when alertness helps. Triggers: Spend d6 from Trouble to Reroll first roll when you've been ambushed or surprised. Spend PP to Reroll a die in an Observant roll when you're sure there's more than meets the eye.
  • Blast d8: Attack. Electricity Blast. Limits: Rubber, water. Roll die when using Blast to threaten, scare, or injure. SFX: Create wide-angle sweep effect that inflicts Insecure or Afraid Stress.
  • Invulnerability d8: Defense. Physical. Limits: Electricity. Roll die when trying to resist or oppose physical attacks, showing off toughness, or ignoring hostile conditions. SFX: Decrease opponent's Injured or Exhausted Stress pool. Ignore need to breathe in airless environment. Ignore hunger or exhaustion due to lack of sleep.

Depth

Metallic servitor 2d6

Jackson Rage, Agent of GLAIVE

Rage is head of the Global League for Active Intervention and Vigilance, Extraordinary; an international organization dedicated to tracking and fighting super-powered menaces.

Values

  • Truth d6: "If my answers frighten you then you should cease asking scary questions."
  • Duty d8: "In a war, innocent people die."
  • Power d10: "And I will strike down upon thee with great vengeance and furious anger!"

Relationships

I dunno. Come up with something.

Assets

  • Tyrant d10: Roll when you exercise your power, threaten or intimidate, and square off against challenges to your authority. Triggers: Spend d6 from Trouble to Reroll any die when you threaten, coerce, or intimidate others. Spend PP to Gain a 2d8 Extra when you call on a useful minion.
  • Marksman d8: Roll when shooting. Triggers: Earn PP when you Choose to run out of ammo. Spend PP to Reroll a die in a Marksman roll.
  • Smartass d8: Roll when cracking wise, goading others, stirring up trouble in a social situation. Triggers: Earn PP and Give opponent a d6 when being a Smartass in a dangerous situation. Or make it a d10, and then if you inflict Angry or Insecure Stress, Increase your Stress pool.

(Maybe some Gear, too.)

Depth

Agent of GLAIVE 4d8