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I'm focusing on Quake, but I'm curious about the powers in general. Can you choose not to use them? with some it seems you can; TK, Incap. With others it seems you can't( earthbound). Can you choose not to use your powers?
I'm focusing on Quake, but I'm curious about the powers in general. Can you choose not to use them? with some it seems you can; TK, Incap. With others it seems you can't( earthbound). Can you choose not to use your powers?
Page 18 of the rulebook:
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ACTIVATING POWERS AND ABILITIES
Powers are in effect when they appear on the character’s combat dial through the stat slot. Abilities are always in effect. Powers and abilities activate in a number of ways:
• Some game effects require that a character be given an action. These effects only activate when the character has been given the action specifically to activate the game effect. The game effect then overrides the normal activity of that move, close combat or range combat action.
• Some game effects activate as a result of something specific happening. The game effect will use the words “when” or “if” to describe the scenario required to activate the power or ability.
• Other game effects are always active or otherwise specify when they can be activated.
When a power or ability indicates that the character “may” do something, that indicates an option that the player of that character can make when the situation presents itself. Other than that, powers and abilities are not optional. A special power that says “Character can use Blades/Claws/Fangs and Stealth” does not allow the character to choose whether or not it is using Stealth (since that standard power’s description does not use the word “may”) but does allow the character to choose when it will roll a d6 for its close combat attack (since the description of that standard power does use the word “may”).
That should clear it up for you, but if you still have questions after that, feel free to ask.
Learning the proper terminology will help in understanding how all powers are used.
To answer your questions explicitly:
Quote : Originally Posted by BrunoHarm
can you ignore quake?
When your character possesses or can use Quake, you have the option to give the character a close combat action to activate it; you are not forced to use Quake with every close combat action that character makes.
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TK
Same deal, just because the character possesses or can use TK doesn't mean you MUST give the character a power action to use it.
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Incap
Same thing.
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With others it seems you can't( earthbound).
There is no named action required to activate Earthbound - it just exists as is. So while a character possesses or can use Earthbound, you must follow Earthbound's game text to "nerf" that character.
Quote : Originally Posted by normalview
For home games, you can scream "PUMPKIN BOMB!!!" and flip the table if you wish.
ok, So saying "give this character a close combat action" is essentially saying you MAY use this ability by giving them a close combat action, not WHEN you give them a close combat action, this stuff happens.
The definition I have for quake doesn't explicitly have the word "may" which is where my doubts were coming from. People have been playing it as optional, so I assumed that was the case, but I thought I would check.
ok, So saying "give this character a close combat action" is essentially saying you MAY use this ability by giving them a close combat action, not WHEN you give them a close combat action, this stuff happens.
The definition I have for quake doesn't explicitly have the word "may" which is where my doubts were coming from. People have been playing it as optional, so I assumed that was the case, but I thought I would check.
As per the rules above: "Some game effects require that a character be given an action. These effects only activate when the character has been given the action specifically to activate the game effect. The game effect then overrides the normal activity of that move, close combat or range combat action."
Quake is like that.
You give the character a close combat action. This is essentially paying a cost to activate something. You then have to choose what that cost is paying for.
Are you giving that close combat action to the character to pay for using Quake? Are you giving it to pay for using Haymaker? Are you giving it to pay for simply giving a vanilla close combat attack?
But, yes, if the effect says "Give this character a {type} action to..." then you don't have to give it that action.
ok, So saying "give this character a close combat action" is essentially saying you MAY use this ability by giving them a close combat action, not WHEN you give them a close combat action, this stuff happens.
Yes. But be sure to read the powers carefully, because there are powers that activate WHEN you give the character a close combat action and those powers activate any time you give the character a close combat action for any reason.
Agreement with VP. Energy Explosion will activate anytime you make a ranged action that deals damage. Likewise Precision Strike will activate for any attack. Conversly when you give a close action you may activate quake if you have it or you might just make a vanilla attack.
Agreement with VP. Energy Explosion will activate anytime you make a ranged action that deals damage. Likewise Precision Strike will activate for any attack. Conversly when you give a close action you may activate quake if you have it or you might just make a vanilla attack.
Just to be clear on energy explosion, it may technically activate anytime you make a ranged action that deals damage but whether or not there is an area of effect is up to the attacking player.
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Just to be clear on energy explosion, it may technically activate anytime you make a ranged action that deals damage but whether or not there is an area of effect is up to the attacking player.
Right. Just like blades always activating for a close action but having the option to roll.