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#116088 - 06/16/08 02:44 PM
Re: Rules Questions
[Re: MCoH Mod]
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Baseline
Registered: 05/15/08
Posts: 48
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Hey guys, remember that your characters get 5 influence points to spend, with none higher than a 3 at start of character. My apologies to those I told 3 to, I misremembered. Influences can be spent on arenas like Meida, Business, Police, Transportation, Health, Academics, Occult, Underworld, Street, High Society, Politics, or individual groups like Utopia, the Teragen, or the Abberants. Feel free to get as specific as you want. The more specific, the more each dot gets you from that smaller group. Influences are all subject to Moderator approval. 
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#117830 - 07/03/08 09:35 PM
Re: Rules Questions
[Re: SkyLion]
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Nova
Registered: 06/05/08
Posts: 110
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Although maybe Mega attribute +1 since t has Quickx3 but Mega Wits of 2. Of course it's not as if White Wolf cheats on their NPC write-ups all the time... :sarcasm: What are you talking about? What has M-Wits 2 but Quickness x3? <----- I'm over here. Your over there somewhere -------------------------------> Focus.
_________________________
You will be shown How I've become....
Indestructible. Determination that is incorruptible. Annihilation will be unavoidable. Every broken enemy will know. That their opponent had to be invincible.
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#117850 - 07/04/08 04:24 AM
Re: Rules Questions
[Re: SkyLion]
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Nova
Registered: 12/27/06
Posts: 1793
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Here's another rules question.
Looking at the chart for extras at Q6, it would seem one could have a great deal of extras on powers that are lower to start from, though I may be mistaken as this chart can be confusing.
Heres an example of what I was thinking of:
Immolate starts at L2. 1 dot with extras area effect and burning. Since the first extra doesn't raise the power level we pay the same as a dot: 6 xp. The second extra raises the dot to L3 so we pay 9 xp.
That seems straight forward. But now what if on top of that I want to add reduced q cost and mastery? When you normally buy an extra at Q5 or lower you just add in all the extras and determine what the final cost is for that dot. So here we are with the first dot that ultimately is going to be L4, so we pay 12 xp for it. Then the +6 for the area extra that didnt raise it to L3 and then +9 for the the RQC extra that didn't raise it from L3 (since L3 gets two before it ups the level).
So the final cost in this accounting for an area effect, burning, reduced q cost, mastery level immolate at 1 dot costs, 27 xp for the first dot, and then 9 for the second, 18 for the third etc...
Did I get that right?
Or how about this one: What if I just want the burning, RQC and mastery on the immolate? It starts at L2, the burning costs 6 xp, but then the RQC makes it L3 and then mastery immediately jumps it to L4. So the price should be...12+6 = 18 xp for the first dot and then L4 prices after that?
If I decided to buy RQC twice, then burning at L3 without raising a level and then mastery does that mean I would pay 0 QP to activate it, since it would be L4 = 4 QP/2= 2/2= 1/2= .5 round down to zero?
Also, the chart says at Q6 a single extra will raise an L4 power to an L5 but this doesn't make sense as you need Q8 to have an L5 power. Shouldn't the chart for extras say 0 or N/A under L4-Q6?
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#117858 - 07/04/08 01:29 PM
Re: Rules Questions
[Re: SkyLion]
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Nova
Registered: 01/08/07
Posts: 668
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The chart will be reviewed and fixed, if required. As for your calculation, you don't get a free extra per level. You get it per power. So if you have Immolate, a level two, you get one extra that won't raise the level. You get another one that will raise the level, making it a level three power. Mastery will make it a level 4. So with the set up you want, you can have RQC twice or RQC once with burning, plus Mastery and all its bonuses and inherant abilities. In theory, with RQC twice with Mastery would create a power with 0 quantum cost. Whether the mods will allow such a thing is another matter.  Hope that helped.
_________________________
"Perfect courage means doing unwitnessed what we would be capable of with the world looking on." --La Rochefoucauld
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#117878 - 07/04/08 06:18 PM
Re: Rules Questions
[Re: Ptesan-Wi]
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Wakanwinyan
Registered: 08/19/05
Posts: 996
Loc: Inyan Kara
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Various answers to various questions:
* The multiple-instances-of-an-Enhancement thing: I need to check with MCoH Mod on this one, but I lean *very* much in favor of limiting iterations of an Enhancement to the dots in the governing Mega-Attribute. (i.e., with Mega-Wits 3, one could have no more than three instances of Quickness.)
* The multiple-instances-of-an-Enhancement-purchased-in-a-month thing: No. Buying (for example) instances of Quickness is very much like buying dots in a power (albeit without the multiplied XP cost); increasing it by more than one dot in a month isn't kosher (outside of things like Apotheosis and Chrysalis).
* The free-extras-at-Q6 thing: This one involves the chart on p 120 of the Players Guide that is often mis-read. Here goes... ----First of all, the numbers in that chart do not represent a cap on extras. What they do represent is how many extras it takes to raise a given power by a level. ----Since we're currently limited to Q6, what that means for us is that for a Q6 character the first extra purchased for a L1, L2 or L3 power doesn't raise the level of the power (but does cost NP/XP equal to what a single dot of the power would cost). ----Extras beyond the first one for L1, L2 and L3 powers do raise the level of the power by one. Thus at Q6, an L1 power with two extras becomes L2, an L2 power with two extras becomes L3, and an L3 power with two extras becomes L4. ----As L4 powers don't get a "free" extra, any extra applied would raise them to L5... which you can't have at Q6. ----You can dump as many extras on a power as you care to, until the thing hits the level cap dictated by your Quantum rating. So at Q6 you could indeed take a L1 power and add four extras (including the "free" one) to the sodding thing, bumping it up to L4. It'd cost you dearly to do so: 8NP or 12XP for the first dot (1NP or 3XP for the "free" extra plus 7NP or 9XP for the L4 power), and then 7NP or 9 x current level of XP for every dot thereafter. Hope those extras are worth it....
* The multiple-instances-of-RQC thing: See the chart in the MCoH Orientation Thread.
* Gaining Extras with Experience: A character may "upgrade" her powers by purchasing an extra later in the game. The cost of doing so is equal to the total difference between the experience point costs of all the dots without the Extra and the cost of all the dots with the Extra, calculated as if the character had used experience points to purchase the power "from the ground up". A character may halve this cost by taking a point of permanent Taint at the time the Extra is purchased. Extras that don't raise the power to a new level cost the same as a single dot of the power at its current level: one nova point or three experience points for Level 1, three nova points or five experience points for Level 2, etc.
_________________________
"Continuous effort - not strength or intelligence - is the key to unlocking our potential." - Black Elk
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#117886 - 07/04/08 06:43 PM
Re: Rules Questions
[Re: SkyLion]
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Nova
Registered: 06/05/08
Posts: 110
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The chart clearly states that the number under the level is the number of extras it takes before boosting it to the next higher level. So at Q6 it takes 2 extras to boost an L1 to an L2. Looking at L2 it takes 2 extras to make it an L3, and then 2 extras after that to jump it to L4. No Fool, the example below that chart derails your "I can have 6 extras on a Level 1 power." idea. Read it more carefully.
_________________________
You will be shown How I've become....
Indestructible. Determination that is incorruptible. Annihilation will be unavoidable. Every broken enemy will know. That their opponent had to be invincible.
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#117895 - 07/04/08 07:43 PM
Re: Rules Questions
[Re: SkyLion]
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Nova
Registered: 05/20/08
Posts: 407
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If it were that simple there would be no need for a chart. It would just simply state "At Q6 you get a free extra. At Q7 you get 2 freebies, etc." But no, that's not what it says. It says, and I quote, "When a Nova of Quantum 1-5 buys a single extra for a power, that power moves up a level: A level 1 power now costs the same to buy and use as a level 2 power, and so on. This changes at higher Quantum. A nova can now buy more than one extra for a power, without changing it's quantum power level. The following chart shows the number of extras required to raise a power to the next higher level, based on the novas Quantum." Yep that's true, no one is saying that is the case. You don't get a "free" extra, you just don't raise the power level of the power. If you haven't already bought an extra for the power you want to add another extra on. For a new power the first extra you get doesn't raise the power lvl and cost stays the same. The second extra raises the power level! What the chart says is that if you have Q6 you can have two count them 1,2 extra's for a lvl 1,2,3 power. That's it. No more than that. Quite simple really if you just read it right!
_________________________
Battle not with monsters lest ye become a monster and if you gaze into the abyss the abyss gazes into you
Friedrich Nietzsche
Cha 3, App 3
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#117898 - 07/04/08 08:07 PM
Re: Rules Questions
[Re: SkyLion]
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Wakanwinyan
Registered: 08/19/05
Posts: 996
Loc: Inyan Kara
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*sigh*
The following are the rules for the purposes of MCoH (and for any other game that follows what the rules actually say), and are not up for debate.
THE CHART OF EXTRAS
At Q1 through Q5: A Level 1 power may have up to two Extras, each of which raise the level of the power, up to a maximum of two Extras at Level 3. A Level 2 power may have one Extra, raising the level of the power up to Level 3. A Level 3 power may have no Extras. Level 4, 5 and 6 powers are not available.
At Q6: A Level 1 power may have one "free" Extra; up to three subsequent Extras may be added, each of which raise the level of the power, up to a maximum of four total Extras at Level 4 A Level 2 power may have one "free" Extra; up to two subsequent Extras may be added, each of which raise the level of the power, up to a maximum of three total Extras at Level 4. A Level 3 power may have one "free" Extra; one additional Extra may be added, raising the level of the power with two total Extras to Level 4. A Level 4 power may have no Extras. Level 5 and 6 powers are not available.
At Q7: A Level 1 power may have up to two "free" Extras; up to three subsequent Extras may be added, each of which raise the level of the power, up to a maximum of five total Extras at Level 4 A Level 2 power may have one "free" Extra; up to two subsequent Extras may be added, each of which raise the level of the power, up to a maximum of three total Extras at Level 4. A Level 3 power may have o | | | |