Grimmshade
Topic Author
Posts: 107
Joined: Wed 05 May 2021, 23:15

Power question

Sun 23 May 2021, 22:29

There is a lot of gear that doesn't mention power supply, but the rules for power rolls are cool and definitely thematic.
Do most GM's add power supply to gear that lacks it? (And for which it makes sense)
 
Lord Drah'Kan
Posts: 27
Joined: Mon 23 Nov 2020, 18:31

Re: Power question

Wed 26 May 2021, 12:55

I prefer story over dice rolling, so I avoid adding more situations that need a roll.
 
Grimmshade
Topic Author
Posts: 107
Joined: Wed 05 May 2021, 23:15

Re: Power question

Wed 26 May 2021, 15:31

Understood, although I think a failing flashlight could add to story.
 
ecclektik
Posts: 7
Joined: Mon 09 May 2022, 00:07

Re: Power question

Mon 09 May 2022, 05:56

Understood, although I think a failing flashlight could add to story.
The flashlight always fails as they enter the dark corridor and hear a noise. No die roll needed.
 
User avatar
Angelman
Posts: 203
Joined: Sun 11 Apr 2021, 12:46

Re: Power question

Mon 09 May 2022, 09:40

You can also use the Power Supply mechanic as a story inspiration. When the flashlight runs out of juice, that, of course, is a signal that the GM should ramp up tension and have a stalking thread bounce by ;)

I had a character unexpectedly run out of air in their space suit (rolled 3 Facehuggers on 3 dice Air Supply), and of course, that didn't just mean they were breathing carbon dioxide, but also that aliens showed up down the corridor and the character had no time trying to deal with the air trouble as they had to get a fallen comrade to safety while gasping for air. In short, running out of supply is where the dice create a story moment for the GM to exploit.
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged

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