10-09-2018, 05:24 PM | #1 | ||
Join Date: Dec 2010
Location: Wormtooth Nation
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Ghostly Movement, Variants
Ghostly Movement (page H20) is super creepy, super fun to fight, and even more fun to wield.
I've been playing a character (a monster hunters crossroads witch) with Ghostly Movement for the past four years. We've had to rule on some weird questions about how it works. I'll list some of those questions and our house-rulings for your consideration and comment. It's become clear there are two distinct interpretations of the advantage, with important differences in what they can and can’t do. I'll expand on that with write-ups of two variants of the advantage. First, the questions. Quotes are from Horror pg 20.
The answers depend on the power source – is it a special effect of being just that good E.G. Batman, or is it the literal ghostly movement of a supernatural being? The original text allows for both possibilities but does not distinguish between them. Lets try: Variants Ghostly Movement (Cinematic Speed) Your movement is the result of ninja-like skill. You can only move through barriers that you could conceivably pass using your skills in one second. Make the skill rolls for each obstacle as you discover them, moving sequentially through the obstacles exactly as if you were doing so without the Warp advantage. For example, to pass a wall, the wall must have an air-vent that you might fit through and you must have enough Move to reach the vent and get through it. You actually unscrew that vent and climb through it, you just do so very quickly. You get perception rolls to notice complications, may apply additional skills, and can stop whenever you choose. For example, if the vent has a laser tripwire, then you first roll to open the vent, then to notice the wire, then to disarm it, and you may stop at any time, leaving you that far into the process. Any failed roll produces its normal consequences. Ghostly Movement (Pathed Warp) Your movement is the result of being a Threshold Entity, or some other Power. You can pass any barrier as long as you know a long way to get past it, can pass the skill rolls, and the destination hex is within Move yards from the starting hex. Not only do you leave no traces, but you literally don’t pass the intervening space. The GM makes all the skill rolls to pass the obstacle(s) in advance of beginning the Warp, auto-failing any perception rolls to notice complications, such as if you knew about a door but didn’t know it was trapped. If any roll fails, including Perception, then the Warp fails and you don’t know why. This leaves you where you started, with no memory of the attempt except that it didn’t work. Powering Up Powering Up to go further requires changing two of the original writeup’s limitations:
Pathed Warp: You don’t need additional advantages. Instead, just buy down the Range Limit. You can warp further! In conclusion: I'm comfortable with these answers to questions 1 and 3, but I have no idea about question number 2. What do you think? Have you played with Ghostly Movement? Did you encounter these questions? What were your answers? See anything I missed? Cheers!
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"Guys, I think maybe this whole time we've been the villains." |
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Tags |
ghostly movement, horror, powers |
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