Tue 03 Feb 2026, 20:24
I just had a session using the Alpha rules last night and a few things came up over how powers work in general.
The first thing is for Summoning. It says the minions last a few minutes or until they’re broken or the summoner is broken. Does this mean that in combat, they can just continually summon minions every turn and create an army? That seems very powerful. I initially ruled that when you summoned new minions while having minions already summoned, the new ones replace the old ones but it’s not said in the power if that’s the case. Overall it’s unclear to me how Minions attacking works. It says they get their own separate attacks but that it’s recommended they attack together by helping each other giving them +1 die for each minion in the group. Is that instead of attacking separately? Helping isn’t stated to be an action at all.
Also the Boost for Super-Speed called Untouchable Speed, it states that you can take 1 stress to use your Super-Speed as an interrupt action. It doesn’t state it’s a quick interrupt action so does it use a full action, quick action, or neither? Similarly the Quick Teleport Boost for Teleportation is worded the same way.
Regeneration doesn’t currently state if it helps critical injuries heal quicker which I imagine it would. Maybe it could reduce the time needed to recover by one category. (For example: A few weeks -> a few days)
The Energy Absorption Boost for Protection says that you get an extra die for Strength, Fighting, and Agility rolls for each point of damage your Armor absorbs. Is it capped at your Armor value or can it stack until you have a chance to expend the dice? For example, if you have Armor 2 and take 4 attacks before your turn, all dealing at least 2 Damage, your armor reduces the damage by 2 for each attack. Energy Absorption gives you 2 dice since it blocked 2 damage but since it blocked damage on 4 separate instances, when it’s your turn do you have 8 extra dice?
Camouflage makes it so that if you haven’t moved, someone targeting you with an attack has to make an Intuition roll with a -3 Penalty or forfeit their action. Does it mean if you haven’t moved within the zone or simply haven’t taken any actions that require you to move like slugfest attacks?
The Sudden Strike boost for Strike says you can take 1 point of stress to make a Slugfest attack against a target within reach as a quick interrupt action but that it also doesn’t count toward your actions for the round meaning, you’d still have your quick action?
In general powers like Affliction require a successful presence roll to break free of but could otherwise last forever since there’s no duration? Characters with low Presence having a -3 Penalty until they make a successful roll sounds pretty tough and if there’s no alternative for allies to help, what happens after combat ends? Do they just keep rolling until they succeed? Durations should be listed or something should say that things like that end when you’re broken or when the person who used the power is broken. It’s clear in some powers and unclear in others.