SSgt Baloo Posted June 24, 2008 Report Share Posted June 24, 2008 Re: Game Mechanics Well, memory is usually an INT roll, isn't it? How about Change Environment, -1 to INT rolls [1" radius], -25 to INT rolls [75] 80 points; 0 END [+1/2], Persistent [+1/2] AP 160, no range [-1/2], Always On [-1/2], Self Only [only affects rolls to remember character; -1/2], not while in character's presence [-1/2] Real Cost 64 points "self only" means the combat effects only apply to the character himself. Emphasis added. Actually, I think that's what "Personal Immunity" is for. How about: Change Environment, -1 to INT rolls [1" radius], -25 to INT rolls [75] 80 points; 0 END [+1/2], Persistent [+1/2] AP 160, no range [-1/2], Always On [-1/2], Personal Immunity [±?/?], Only affects rolls to remember character later [±?/?], not while in character's presence [-1/2] Real Cost = ?? points. I don't have the book handy so I don't remember how much Personal Immunity's worth, but you get the idea, don't you? Quote Link to comment Share on other sites More sharing options...
SteveZilla Posted June 24, 2008 Report Share Posted June 24, 2008 Re: Game Mechanics Memory isn't reduced down to a single Roll, though imperfect recall of a certain memory (that the player doesn't remember) is sometimes simulated with an INT Roll. By the way, this shouldn't affect a character that had bought Eidetic Memory -- they remember everything, right? Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted June 24, 2008 Report Share Posted June 24, 2008 Re: Game Mechanics Memory isn't reduced down to a single Roll, though imperfect recall of a certain memory (that the player doesn't remember) is sometimes simulated with an INT Roll. By the way, this shouldn't affect a character that had bought Eidetic Memory -- they remember everything, right? Which is why my first suggestion was invisibility. You don't remember what you don't sense. Quote Link to comment Share on other sites More sharing options...
SteveZilla Posted June 24, 2008 Report Share Posted June 24, 2008 Re: Game Mechanics Which is why my first suggestion was invisibility. You don't remember what you don't sense. Yet to interact with it, you have to be able to sense it. Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted June 24, 2008 Report Share Posted June 24, 2008 Re: Game Mechanics Yet to interact with it' date=' you have to be able to sense it. [/quote'] Somehow I suspect that "retroactive invisibility" wouldn't work well. How about in addition to the invisibility, you use telepathy that creates a false memory of the encounter. That way, when the guy makes his breakout roll, he'll remember that something happened, but won't remember details? Something like that anyway. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted June 24, 2008 Report Share Posted June 24, 2008 Re: Game Mechanics Somehow I suspect that "retroactive invisibility" wouldn't work well. How about in addition to the invisibility' date=' you use telepathy that creates a false memory of the encounter. That way, when the guy makes his breakout roll, he'll remember that something happened, but won't remember details? Something like that anyway.[/quote'] I like that. Planting a memory in the mind of the target that they remember certain things - badly - and the whole episode is very confusing and everyone could be affected by a differnt memory so you can never get a consensus. I mean it is still a greased pig to GM but it migth almost be worth it.... Quote Link to comment Share on other sites More sharing options...
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