Re: New to OVA: A Few Questions
Posted: Sun Mar 20, 2016 6:56 am
Thanks Clay as always. This ever-growing personal OVA FAQ I've been compiling over these months as a Word document has proven to be very useful for me and so I appreciate all of your input.
Hey, I was wondering something. I recall it's mentioned somewhere in the text that Abilities and Weaknesses may work differently than usual depending on the context. The example given if I remember correctly was that Cute! could act as a Weakness penalty when trying to intimidate someone, whereas Bizarre Appearance could act as an Ability bonus when trying to intimidate someone.
1) Similarly speaking, Beautiful and Cute! are usually the two Abilities used for a character's attractiveness. But those seem to be specifically for somewhat feminine or at least effeminate characters, such as the androgynous bishonen samurai Raine. If however a manly male character had Abilities like Agile, Quick, Strong, Tough, and Vigorous it could probably be assumed that the character is in good physical condition, probably sporting a muscular and athletic build. Could such physical attributes aid in seduction and other such social rolls that Beautiful and Cute! usually handle if the character in question is showing off the hotness of their toned and fit bod rather than their beautiful or cute face?
2) Also, the name "Beautiful" makes the Ability sound most appropriate for females or effeminate or androgynous bishonen males. Does that Ability however just reflect attractiveness in general, even if it's a more manly or rugged handsomeness?
3) This one is unrelated to the above, but what happens when one combined Armored and Resistance? For example, let's say someone has both the Armored +3 and the Resistance (Fire) +3 Abilities. They are then successfully attacked by someone who is using the Attack +3 Ability with a level of the Effective Perk and a Fire Affinity. With the defender's combined levels in both Armored and Resistance (Fire) coming out to +6, and the attacker's DX value of 5.
The attacker's DX of 5 is reduced by the defender's combined Armored/Resistance (Fire) value of +6, bringing the attacker's DX down to -1. So, does that mean the fire attack will be eligible for actually granting Health to the defender? Or does it not qualify for granting Health because even though the DX was reduced below 0, it wasn't done so by Resistance alone but only because it was combined with Armored?
4) For Perks like Continued Effect, if someone has the Attack Ability at +1 and has taken the Perk just once, it means that when the attack is successfully used, the victim takes full damage. Then, on the following round, they automatically take an damage amount of damage equal to half the damage of the original attack, is that correct?
Also, does this additional damage occur at the start of the following Round, at the beginning or end of the victim's turn during the following Round, or at the beginning or end of the attacker's turn during the following Round?
5) With the Trap Perk, since OVA isn't a tactical game where one would normally keep track of every character's specific position on a grid, if a character lays a Trap on the ground during a battle, what would other characters roll to see if they are able to avoid stepping on said trap or if they instead set it off?
And would such a roll be a reflexive free action roll? Or would it cost others an action?
6) If a character has Magic, Arcane, do Abilities gained as spells stack with their existing Abilities? For example, if a character who already has the Attack Ability uses Arcane Magic to gain the Attack Ability again, do the two stack, or are they considered separate?
Related, if a person uses Arcane Magic to gain the Attack Ability, are they able to gain various attack spells from it by creating a suite of attacks each with their own unique Perks and Flaws, such as a fire spell, an ice spell, a lightning spell, etc?
7) When making an attack suite, can one give each individual attack the Weapon Flaw, but have each of those attack refer to the same weapon (so that if the weapon is lost, they lose multiple attacks in their suite?) For example, a sci-fi ray gun that had various different settings, such as burn, freeze, zap, stun, etc? Or a weapon that could be used as both a melee weapon and alternately be used as a thrown weapon as well?
9) Casting a spell using Arcane Magic costs an action, correct? So if I understand correctly, f one used Arcane Magic to cast a spell on them self that granted them the Attack Ability, they would have to take on multiple action penalties by spending an action to cast the spell and another action to actually attack with it, or wait until the next turn to use the newly gained attack? Or is casting the spell and the firing the attack considered all one action?
10) If someone takes the Arcane Magic Ability with the Self-Only Flaw, it means they can only grant Abilities to themselves, and not others. But can they still use their Magic to grant themselves Abilities that in turn can affect others? For example, if someone took Arcane Magic (Self-Only), could they still use spells like Teleport (with the Area Effect or Multiple Targets Perks) and Healing on other people, even if they couldn't actually grant those Abilities to other people?
Basically, I realize I'm not sure how Arcane Magic works by default when used on other people. Does using a Teleport spell for example with Arcane Magic simply cause the target to teleport somewhere else if successful as a one-time-thing, and that's the end of it? Or does it instead grant the target the Teleport Ability, allowing them to continue to teleport anywhere, anytime they want as much as they want for as long as the Magic-user decides to continue to commit the expended Endurance? Is Magic with Self-Only the way to have a magic user who can't grant Abilities to others, but can still use his own granted Abilities on other people?
11) Can the Activation Flaw be taken more than once, so that it takes more than one round to charge up the Ability before use, but during which the character can still dodge and move around? I like the idea of a character that needs multiple rounds to charge up before using an attack, but Buildup which can be taken multiple times for multiple rounds lets the character fight and act normally during the charge time which is less dramatic, but Concentration which can also be taken multiple times for multiple rounds is too dramatic since the character can't dodge or get hit without cancelling out the charging time and having to start over again. Activation is a good compromise between the two extremes, but unlike Buildup and Concentration, Activation doesn't say that it can be taken more than once to increase the charging time, so I was wondering why that was.
12) Can a weapon originally built simply as an attack with the Weapon Flaw, later be upgraded to being to an alternate equipment method that grants Abilities with the item rather than just an Endurance decrease? That is, for example what if later on Raine's Kaze Satsujinsha or Auren's Orion was enchanted with magic, so that it lit up when danger approached (Sixth Sense) and brought him good luck as well (Lucky). Would they just delete that attack from their Attack Ability's suite of attacks and then remake the sword as Gear? Or would they just take the Sixth Sense and Lucky Abilities, then add the Focus Weakness, and then delete the Weapon Flaw from the Attack (as you can't have Gear, Focus, Requirement, and/or Weapon apply to the same item)?
13) For Abilities like Barrier, Incorporeal Form, and Teleport that let you roll those dice pools instead of a normal Defense Roll, do they also let other Abilities stack with them as well? That is, could Abilities like Smart, Intuitive, Iron-Willed, or any other possibly applicable Abilities apply to the roll as well? Or do those only exclusively use the Barrier/Incorporeal Form/Teleport dice pools?
14) Abilities taken as spells via the Arcane Magic Ability only require spending the casting cost once, and do not cost anything further to maintain the spell though the character cannot regain the Endurance spent to cast the spell until they end the spell. What about Abilities taken in combination with the Endurance Use Weakness? It costs Endurance to use the linked Ability, but can they also maintain the Ability for as long as they like? Also, can they still recover that spent Endurance used on the Ability even if they maintain it, or must they end the Ability to get the Endurance back just like with Arcane Magic?
15) For Abilities like Telekinesis that can be used both for combat (as an attacK) and non-combat (to lift things up) purposes, if the Accurate Perk is given to the Telekinesis Ability, does that bonus get applied to both when it is used as an attack and when it is used to lift things up, or does the bonus only count towards attacks?
Also regarding Telekinesis, it adds to the Damage Multiplier (DX) for telekinetic attacks the same way that Strong adds to the Damage Multiplier for physical strength-based attacks. Does the Attack Ability also stack towards damage with Telekinesis though in the same way that Attack does with Strong?
16) When calculating threat value for the purpose of difficulty of an opponent NPC or group of opponent NPCs (on the table on page 124), should you round up the final result by default, or round accordingly by standard rounding rules?
17) As a rule of thumb, when an Ability is linked to the Endurance Use Weakness, do simple uses of the Ability that don't require a die roll still require spending the Endurance cost? For example, using Telepathy for telepathic communication with someone who is not resisting, using Telekinesis to lift small, light objects, or seeing and talking to a spirit with Spirit Medium. Do such uses require the use of Endurance even if such actions don't normally require a dice roll?
Hey, I was wondering something. I recall it's mentioned somewhere in the text that Abilities and Weaknesses may work differently than usual depending on the context. The example given if I remember correctly was that Cute! could act as a Weakness penalty when trying to intimidate someone, whereas Bizarre Appearance could act as an Ability bonus when trying to intimidate someone.
1) Similarly speaking, Beautiful and Cute! are usually the two Abilities used for a character's attractiveness. But those seem to be specifically for somewhat feminine or at least effeminate characters, such as the androgynous bishonen samurai Raine. If however a manly male character had Abilities like Agile, Quick, Strong, Tough, and Vigorous it could probably be assumed that the character is in good physical condition, probably sporting a muscular and athletic build. Could such physical attributes aid in seduction and other such social rolls that Beautiful and Cute! usually handle if the character in question is showing off the hotness of their toned and fit bod rather than their beautiful or cute face?
2) Also, the name "Beautiful" makes the Ability sound most appropriate for females or effeminate or androgynous bishonen males. Does that Ability however just reflect attractiveness in general, even if it's a more manly or rugged handsomeness?
3) This one is unrelated to the above, but what happens when one combined Armored and Resistance? For example, let's say someone has both the Armored +3 and the Resistance (Fire) +3 Abilities. They are then successfully attacked by someone who is using the Attack +3 Ability with a level of the Effective Perk and a Fire Affinity. With the defender's combined levels in both Armored and Resistance (Fire) coming out to +6, and the attacker's DX value of 5.
The attacker's DX of 5 is reduced by the defender's combined Armored/Resistance (Fire) value of +6, bringing the attacker's DX down to -1. So, does that mean the fire attack will be eligible for actually granting Health to the defender? Or does it not qualify for granting Health because even though the DX was reduced below 0, it wasn't done so by Resistance alone but only because it was combined with Armored?
4) For Perks like Continued Effect, if someone has the Attack Ability at +1 and has taken the Perk just once, it means that when the attack is successfully used, the victim takes full damage. Then, on the following round, they automatically take an damage amount of damage equal to half the damage of the original attack, is that correct?
Also, does this additional damage occur at the start of the following Round, at the beginning or end of the victim's turn during the following Round, or at the beginning or end of the attacker's turn during the following Round?
5) With the Trap Perk, since OVA isn't a tactical game where one would normally keep track of every character's specific position on a grid, if a character lays a Trap on the ground during a battle, what would other characters roll to see if they are able to avoid stepping on said trap or if they instead set it off?
And would such a roll be a reflexive free action roll? Or would it cost others an action?
6) If a character has Magic, Arcane, do Abilities gained as spells stack with their existing Abilities? For example, if a character who already has the Attack Ability uses Arcane Magic to gain the Attack Ability again, do the two stack, or are they considered separate?
Related, if a person uses Arcane Magic to gain the Attack Ability, are they able to gain various attack spells from it by creating a suite of attacks each with their own unique Perks and Flaws, such as a fire spell, an ice spell, a lightning spell, etc?
7) When making an attack suite, can one give each individual attack the Weapon Flaw, but have each of those attack refer to the same weapon (so that if the weapon is lost, they lose multiple attacks in their suite?) For example, a sci-fi ray gun that had various different settings, such as burn, freeze, zap, stun, etc? Or a weapon that could be used as both a melee weapon and alternately be used as a thrown weapon as well?
Because I'm building an urban fantasy paranormal investigation/occult detective setting world where magical Abilities that only work in the dark or in shadows will be a common restriction in the campaign, to cover my bases what level of the Trigger Weakness would that be?Clay wrote:Well, depends on the setting. If you’re playing Batman in Gotham City, pretty much everything happens at night, so getting more than a -5 Penalty wouldn’t really be justified. But as a general rule, I think -10 would be fine.2 C) And if one used the above method but with the Requirement (Heightened Sense: Vision Only Works in the Dark) Flaw, how much of an Endurance Cost reduction would that be worth?
9) Casting a spell using Arcane Magic costs an action, correct? So if I understand correctly, f one used Arcane Magic to cast a spell on them self that granted them the Attack Ability, they would have to take on multiple action penalties by spending an action to cast the spell and another action to actually attack with it, or wait until the next turn to use the newly gained attack? Or is casting the spell and the firing the attack considered all one action?
10) If someone takes the Arcane Magic Ability with the Self-Only Flaw, it means they can only grant Abilities to themselves, and not others. But can they still use their Magic to grant themselves Abilities that in turn can affect others? For example, if someone took Arcane Magic (Self-Only), could they still use spells like Teleport (with the Area Effect or Multiple Targets Perks) and Healing on other people, even if they couldn't actually grant those Abilities to other people?
Basically, I realize I'm not sure how Arcane Magic works by default when used on other people. Does using a Teleport spell for example with Arcane Magic simply cause the target to teleport somewhere else if successful as a one-time-thing, and that's the end of it? Or does it instead grant the target the Teleport Ability, allowing them to continue to teleport anywhere, anytime they want as much as they want for as long as the Magic-user decides to continue to commit the expended Endurance? Is Magic with Self-Only the way to have a magic user who can't grant Abilities to others, but can still use his own granted Abilities on other people?
11) Can the Activation Flaw be taken more than once, so that it takes more than one round to charge up the Ability before use, but during which the character can still dodge and move around? I like the idea of a character that needs multiple rounds to charge up before using an attack, but Buildup which can be taken multiple times for multiple rounds lets the character fight and act normally during the charge time which is less dramatic, but Concentration which can also be taken multiple times for multiple rounds is too dramatic since the character can't dodge or get hit without cancelling out the charging time and having to start over again. Activation is a good compromise between the two extremes, but unlike Buildup and Concentration, Activation doesn't say that it can be taken more than once to increase the charging time, so I was wondering why that was.
12) Can a weapon originally built simply as an attack with the Weapon Flaw, later be upgraded to being to an alternate equipment method that grants Abilities with the item rather than just an Endurance decrease? That is, for example what if later on Raine's Kaze Satsujinsha or Auren's Orion was enchanted with magic, so that it lit up when danger approached (Sixth Sense) and brought him good luck as well (Lucky). Would they just delete that attack from their Attack Ability's suite of attacks and then remake the sword as Gear? Or would they just take the Sixth Sense and Lucky Abilities, then add the Focus Weakness, and then delete the Weapon Flaw from the Attack (as you can't have Gear, Focus, Requirement, and/or Weapon apply to the same item)?
13) For Abilities like Barrier, Incorporeal Form, and Teleport that let you roll those dice pools instead of a normal Defense Roll, do they also let other Abilities stack with them as well? That is, could Abilities like Smart, Intuitive, Iron-Willed, or any other possibly applicable Abilities apply to the roll as well? Or do those only exclusively use the Barrier/Incorporeal Form/Teleport dice pools?
14) Abilities taken as spells via the Arcane Magic Ability only require spending the casting cost once, and do not cost anything further to maintain the spell though the character cannot regain the Endurance spent to cast the spell until they end the spell. What about Abilities taken in combination with the Endurance Use Weakness? It costs Endurance to use the linked Ability, but can they also maintain the Ability for as long as they like? Also, can they still recover that spent Endurance used on the Ability even if they maintain it, or must they end the Ability to get the Endurance back just like with Arcane Magic?
15) For Abilities like Telekinesis that can be used both for combat (as an attacK) and non-combat (to lift things up) purposes, if the Accurate Perk is given to the Telekinesis Ability, does that bonus get applied to both when it is used as an attack and when it is used to lift things up, or does the bonus only count towards attacks?
Also regarding Telekinesis, it adds to the Damage Multiplier (DX) for telekinetic attacks the same way that Strong adds to the Damage Multiplier for physical strength-based attacks. Does the Attack Ability also stack towards damage with Telekinesis though in the same way that Attack does with Strong?
16) When calculating threat value for the purpose of difficulty of an opponent NPC or group of opponent NPCs (on the table on page 124), should you round up the final result by default, or round accordingly by standard rounding rules?
17) As a rule of thumb, when an Ability is linked to the Endurance Use Weakness, do simple uses of the Ability that don't require a die roll still require spending the Endurance cost? For example, using Telepathy for telepathic communication with someone who is not resisting, using Telekinesis to lift small, light objects, or seeing and talking to a spirit with Spirit Medium. Do such uses require the use of Endurance even if such actions don't normally require a dice roll?