Fortunately Sage was already spayed when she came to live with me.
No office this week, since I can’t miss morning handover due to transit failure. Stayed at home, did some work, learned a little TLS.
Watched (anime): Roll Over and Die 1.7: Flum is doing pretty well at filling her house with cute girls, but there are still criminal lowlives and classism causing problems. Also monsters.
Watched (anime): Journal with Witch 1.7-8: Teenagers are difficult! Adults are difficult! Grief is extremely difficult!
Watched (anime): Sentenced to Be a Hero 1.7: Another weirdo, also shopping and ninja attacks.
Read (manga): The Apothecary Diaries vol 7 (Natsu Hyuuga, Nekokurage, Itsuki Nanao, Touco Shino): The large metal beam!
Written (game design): 231:
Setting that aside for the moment, these either let you get something
without the tradeoff, or get more for what you trade (like putting Area
Effect on a power gets you more than just spreading to fill hexes).
Earlier I mentioned needing one to effectively attack, but is that
covered by whether you pay for your powerset to include attack powers?
Probably something as general as that should be at the powerset level,
but maybe those should be techniques instead? If you don’t have the
ranged attack technique, you have to improvise to attack somebody or
something at range, which gives some kind of penalty, I guess? Or you
can’t use all your dice? It would be a maneuver, trading off something
in order to do the ranged attack at all.
For whatever reason, it seems like getting areas of capability in a
powerset should cost per die, so a flat-cost technique shouldn’t be able
to completely make up for that, or maybe not make up for it at all. Of
course you can always save up and add a new capability to a powerset if
you really want to be able to do the thing.
How do we divide up capabilities? And what do you get for each one
as a base without maneuvers or techniques? I still think
offense/defense/movement/chrome is too coarse, but we can split those
up. I don’t think ranged/melee is the right divide for attacks;
normal/special (NNDs, drains) seems better. Defense I’m less sure about
splitting, maybe it stays as one capability. Are mental powers part of
special attacks, or a separate thing? Based on how many special rules
Hero has for them, they probably are their own thing. Movement also
tricky, since the obvious division is speed vs movement modes that give
you extra stuff like Flight. And chrome is not only a grab-bag, but has
things that don’t really correlate with how many dice you have in your
powerset, like Extra Limbs or Enhanced Senses.