Guardians - Welcome to the Wild Wild West (FULL)

I envision Karma's power working more like reflection than vodoo doll. If an enemy was to shoot at Karma with an energy blast it would be reflected back to him because he caused the damage. On an area attack Karma wouldn't bounce the shot back at the shooter because she wasn't the target. Karma's absorption powers would soak up the damage, I'll edit that in a minute.

I see it as a vodoo doll cause that was the concept of the power, if it was reflction I would have modeled it after deflection w/ reflection. Out of curiosity, this means all a person has to do is purpousfully miss Karma with an area attack to avoid getting hurt? How about if someone shoots a gun at her? Does the shooter get hurt, or does the gun.

I guess that means I need to buy a second attack power beside buying my absorbtion (blast), if I want to actually be able to hurt things, though it goes against the concept of not being able to hurt others, only get them to hurt themselves.
 
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How about this as a compromise:
Area attacks, depend on the SFX (ie Punk emptying the magazine on a machinegun to get area means he is actually shooting her and gets hit). If she is the main target of an area attack and it hits, or it misses, the enemy who fired gets fried (and no targeting the square next to her just to avoid it cause that is like major metagaming). If she is just collateral damage, ie, someone else gets targeted by a gernade, and she is caught in the explosion, she absorbs it, and then has a +x karmic blast stored that she can then fire off at the person, or persons who instigated it.

For example, right now, she was not the main target so the auto-karma did not fire off, but she still has 12 ranks of karmic blast availible to send back to the robots when her next turn comes around.

Does this work for everyone?
 

Yo, Keia, how's your armour work? Does it lose a point for every time you're successfully attacked, every time you take a hit, or something else? Because if it's the first, it's at +6 now, and if it's the second it's at +7. I just wondered how it worked as you have it listed at +8 in your latest post - do you have to fail saves by a certain amount for your armour to sustain damage?

Synch.
 

That's really close to how I envisioned it happening Supergirl, where if you get hit 'indirectly' by an area blast, you absorb the power for release later. So ome guy jumps us with a grenade, you absorb the blast, he runs around the corner thinking to finish us off and shoots you with a wee little gun (say +3) and you blow him through the wall with a +8 blast. Or like you say, you go after the twits that attacked the round later.

So your flaw could be interpreted that if there is a direct attack, you have no choice but to blast the person back, but if you have stored energy, you can use it in a normal attack action. That makes it very cool :)
 

For ablative, when he's hit with a damaging attack that exceeds the armor level, it loses one rank until repaired. If it's +8, he has to be hit with an attack that adds more than +8 to the damage. If Linda were to shoot him with an energy blast (+8), his armor would be fine, but if she where to hit him with a punch (+11), it would reduce his armor by a point.

At least I think that's how it works.
 

Calinon said:
That's really close to how I envisioned it happening Supergirl, where if you get hit 'indirectly' by an area blast, you absorb the power for release later. So ome guy jumps us with a grenade, you absorb the blast, he runs around the corner thinking to finish us off and shoots you with a wee little gun (say +3) and you blow him through the wall with a +8 blast. Or like you say, you go after the twits that attacked the round later.

So your flaw could be interpreted that if there is a direct attack, you have no choice but to blast the person back, but if you have stored energy, you can use it in a normal attack action. That makes it very cool :)


In the case above, when I get smacked with the grenade (unless I was the actual main target he was throwing it at), I abosrb it for use later. If he then shoots me with a +3 gun, he takes a +3 karmic blast, and I am still able to fire off my +8 blast when my turn comes around. The karmic blast you get hit with is always however much you hit karma with, even if she has more stored.
 




Just so it doesn't get buried, here is a compromise Gideon:

Area attacks, depend on the SFX (ie Punk emptying the magazine on a machinegun to get area means he is actually shooting her and gets hit). If she is the main target of an area attack and it hits, or it misses, the enemy who fired gets fried (and no targeting the square next to her just to avoid it cause that is like major metagaming). If she is just collateral damage, ie, someone else gets targeted by a gernade, and she is caught in the explosion, she absorbs it, and then has a +x karmic blast stored that she can then fire off at the person, or persons who instigated it.

For example, right now, she was not the main target so the auto-karma did not fire off, but she still has 12 ranks of karmic blast availible to send back to the robots when her next turn comes around.

Another example, when I get smacked with a grenade (unless I was the actual main target he was throwing it at), I absorb it for use later. If he then shoots me with a +3 gun, he takes a +3 karmic blast, and I am still able to fire off my +8 blast when my turn comes around. The karmic blast you get hit with is always however much you hit karma with, even if she has more stored.
 

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