Friday, January 25, 2013

Teleportations and Other Escapes in MV

I like Patch's thoughts about the immediate escape from consequences. That seems to be a prevalent theme in Multiversal encounters. Despite reality hanging on such a thin thread within the realms of that roleplay, I don't like the idea of someone being able to just dance out of the way, laughing, either. Especially irking is when this character has the mysterious teleportation ability suddenly, at random, without mention previously in their profile or even in the conversation.

One of my characters, Carter Fleetham, is called an Extractor. An Extractor can take an Immediate with them when they teleport, making them effective for stinger or rescue operations. An Extractor needs a firm mental handle on where they are teleporting with their Immediate, so being extremely tactile is key.

It is harmful and difficult for an Extractor to make the jump within the same room, or more specifically, in the same line of sight or sound. So if Carter was in a pinch in the bar, he wouldn't be able to just teleport out of the way. He'd have to teleport across the country, back to where he came from, anything like that.

As I mentioned in the god/demigod thread, I don't have a problem with powerful abilities so long as there is some tension, some stipulation that goes with them that invites conflict in a compelling way.

And, to close, I have to echo what the venerable Patch said: When in doubt, talk it out. Contact the freaking other player.

Source: http://feedproxy.google.com/~r/RolePlayGateway/~3/EBbPIRWD2sk/viewtopic.php

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