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Monday, June 11, 2018


Failure comes to everything, eventually.  Ideas simply stop working.  Fashionable notions find their days and dim, replaced by others.  Only ideals and needs endure—and each time will find some vehicle for each.  It’s not always a happy process, but it is the essence of progress.

We have covered half-life’s here before: ideas which come back as nostalgia items or are repurposed for a new need.  There are more horses being kept in this country than ever before. And not a one of them has an actual use.  Even cowboys drive trucks. They’ve come back as pets, affordable pastimes for the rural-inclined. It’s the biggest comeback ever, if the numbers are right.

Sadly, not everything which has outlived its utility is finding a place in our world. Our beat here is the magazine, in general, and pulp fiction, in specific.  Pulp fiction is doing well and will probably never die. Most of what is currently passing for entertainment in big time media has its roots in pulp fiction. Its previous container, the magazine, however is on a straight downward trajectory with no uptick potential evident.  Gossip and fashion are holding on, but everything else seems to be on the endangered species listing.

We previously covered the death of Newsweek in these pages. After a series of tragic-comic fits, America’s second favorite news weekly bit the dust as any sort of going concern.  It is now a cult’s trademark, used sporadically to dress up oddball stand-alone publications (which we have dubbed neo-pulps) and give credibility to a website which deserves none.  It’s a new vampire stage, an existence predicated on the desire to fool the unwary.

I fear Time Magazine, the last of the news weeklies, is now heading down the same wobbly path Newsweek did in its death throws. Let me make this clear: Time was never in all that exalted of a position to begin with.  Although they have shied away from sensationalism or the plastering of celebrities on pages, Time long ago developed a penchant for stunts. Time will raise stupid issues. Time will create controversy. Time invented the ‘stunt issue’ with their Man of The Year branding and listings of the world’s most influential, powerful people. The only thing that keeps them from doing a swimsuit issue is that its parent firm also owns Sports Illustrated.

Selling the cover, however, is sort of a new low. Sometime back we covered Conde Nast’s seeming attempt to break into the advertorial market with the creation of a magazine custom tailored for a specific advertiser. It was sent free, as additive material, to the subscribers of Conde Nast’s many fine periodicals.  All in all, it was a fairly nice magazine, a bonus, a fine value-added proposition for all involved. This is not. This is being a whore. This is sending me junk mail in place of the magazine I have subscribed to.

There is nothing newsworthy about drones. As a class of items, they have done nothing interesting lately of note. They are not new, even as a subclass of little radio-controlled helicopters. Even their commercial deployment and other attempts to figure out how to make money on what is essentially a toy is old hat at this point. Other than their possible future use as a method of tracking me down and killing me, there is nothing relevant or interesting about them. Moreover, even as a method of my potential demise, the subject is dated. People have already been killed by drones. Thousands of them, in fact. So what’s the sudden buzz? Other than Intel parting with cash in your direction?

Time’s one-time stable-mate Life Magazine has similarly been guided to some lesser stage of existence. Few living people have ever seen an actual regularly issued copy of Life Magazine. It went into some sort of stasis field about the time everyone got a color television. It has been intermittently revived as a brand for vo-tech libraries, oldies collections and coffee table takes on short subjects. It was a leader in the neo-pulp field until recently, shovelwaring out old coffee table book contents in magazine form. Here we see it in the form where a cow turd becomes indistinguishable from mud, the heretofore unheralded harmonic convergence of the neo-pulp and the coloring book.

That’s right. It’s a coloring book. It’s not a flippy book coloring book—otherwise I would have immediately ascended, achieving critic’s nirvana, and thus I am here to recount this. I did not believe it at first. Mind you, Life has already done tours as a Sunday section (like Parade) and as a shill for crosswords and word finds. I saw the ‘LIFE’ logo and did not make any connection to the fine world of adult coloring. It could have as easily been related to LIFE the breakfast treat or LIFE the board game. The cause for being a coloring book is stated as ‘inspirational coloring book’. I kid you not. The inside is a coloring book, done in the style for adults, but not particularly inspirational as it is architectural. The connection to LIFE, the once magazine, is that the artist of the coloring book is drawing scenes of buildings which were previously photographed in Life. She’s drawing the same subjects. Cow turd is now mud indeed.

This is what happens when you rehash something so many times that people forget what was originally attractive about it. Hint: in Life’s case, it had giant full color photographs of interesting stuff. When you take  the ‘giant’, ‘full color’ and ‘photograph’ out of the product, it becomes unclear what Life is supposed to be a brand name for.  Thankfully, the thing seems to be a failure. I picked up my copy at the dollar store—a place for the last sightings of misplaced old brand names.

Han Solo seems to have gone the way of Life also.  Although Han will probably not be mistaken for Solo Cups anytime soon, the fact that he’s the title character in a new Disney movie has escaped the public’s notice. Shades of John Carter Warlord of Mars, no one care. While Disney seems to have scored big with its acquisition of Marvel Comics, the incorporation of the Star Wars properties is petering out. That there aren’t too many shades of difference between John Carter and Marvel and Star Wars gives one pause. The material is rather reflective of each other, pulp fiction John Carter having directly inspired Marvel and Marvel having inspired Star Wars. (Kind of.)

A few things could be happening here. John Carter had numerous strikes against it. It is massively dated material, and not really timeless. (Tarzan and Conan are timeless.) John Carter is a space opera which takes place at the turn of the last century. We’ve been to Mars. No one is there. Of course Edgar Rice Burroughs didn’t know that, but I suspect someone at Disney did. It might have worked a bit better if it was modernized. Put Carter on present day Earth, just as a starter. Move the action to somewhere other than Mars. Otherwise the thing is irrelevant. Marvel’s stuff works because it’s science fiction with a heavy dose of the here and now. Although there isn’t a Marvel character younger than the Star Wars band, having stayed contemporary gives the likes of Spider-man and Thor a continual edge. Star Wars could always overcome its ‘long time ago in a galaxy far, far away’ movie serial trope through the magic of telling new stories—ones people don’t already know the ending to. We know Han Solo dies. We know every interesting thing he’s ever done. How about something new?

We are continuing with the revision of Weird Detective Mystery Adventures and should have a new ‘Living Edition’ online within a month or so. We also have a fiction piece slated as well as a new Pulp History work.

Tuesday, May 29, 2018

Weird Detective Mystery Adventures Project Notes

A new "streamlined" edition of Weird Detective Mystery Adventures is now in the works. We have been posting some of the new and reworked abilities here, but our intention is to place a live edition on the website.  We anticipate that this will be the last edition of the game, or at least the last full re-write.  The re-write has a revised mechanics system and a greatly expanded listing of abilities.

In the coming months we hope to post a new "live" edition of the game on our website. This will be followed by the issuing of a new edition in PDF Format, E-Book Format, Print On Demand format and, at some future point, a limited print run.

We hope to have the live edition up shortly and invite your comments. 

WDMA Abilities Arsenal Update

6th Sense
also known as danger sense

This power warns its user of present or potential danger. The user can sense evil, danger, bad intentions, circumstances gone awry. The unerring psychic warning  system gauges the immediacy of the threat, becoming intense in urgent situations or simply ringing a mental bell for future reference.  This power is largely a self-centered ability. All of its readings reference danger to the user primarily. The power’s range is the user’s ‘world’—people, places and things that the user finds himself in proximity to. The nearer the proximity and the greater the familiarity, the more acute the power’s readings will be.

Base Cost: 60 points plus Double SAVE. Min Link: Champion. Suggested Link: IQ, PERC, WILL Ability Type: Innate, situation-activated. Ability Class: High End Psychic Ability, Defensive Ability.


Omega Dodge against all physical attacks. Factored into the Omega Dodge is a bonus movement. If the user has the capacity to move out of the range of an attack, he will do so at the time of the attack, regardless of whether or not they have moved in a given action. It is a spontaneous boost in movement using either the character’s base MPS or a power.

Life Flashes Before Eyes: If the user is unable to get away from an attack or event, 6th Sense will disclose, in vivid detail, the nature and scope of whatever circumstances are about to befall him. Not that this might help much, but it may come into play later.

Boost Active Level or ACC to Omega: At the sacrifice of a single action of activity, boosts the active levels for one of the user’s attacks to Omega level. Requires that the user not move, attack or use a power during the previous action. Does not boost the output of the attack, only the stunt roll to affect the target.

Points the Way Out: Automatically detects potential escape routes. Finds good hiding places. Detects enemy blind spots.

Bad Vibes Meter: Accurate assessment as to the potential danger of people, places and things. That said, a target endowed with an applicable defense to this ability may screw up the meter. The user can’t be snowed—he can’t be convinced something is safe when it’s dangerous or a person is good when they are evil—but they can be fuzzed. The meter can be deadened. Mr. Bad Guy still moves the meter, just not as much as he should.

Psychic Booster: Access to the Extra Functions listed below at a cost of one full action of inactivity. Activates on a successful Weighted Contested Roll using the power’s linked level as the active level and the benchmark level listed for the function as the defending level. May be used up to the ACT in times per day. Failed attempts count as a use.

Extra Function at Mutant Level or Higher:

Advanced Bad Vibes Meter: the user will be able to sense if the danger is present or merely possible.

Extra Functions at Extreme Level or Higher:

Danger Scale: Will let the user know how dangerous a situation is likely to become.

Mini Oracle: Informs the user of the hypothetical consequences of a proposed action. Immediate options and simple choices only. Inerrant.

Demonic Level or Higher

Danger Dowling Rod and Timer: 6th Sense will tell the user the place the danger comes from and what time it is going to strike.

Wins Initiative: Persons with a 6th Sense at this level or higher are never surprised and always move first on any action.

Note: PRECOGNITION is a less intense version of this ability. It can be found in the PYSCHIC POWERS listing.

WDMA Abilities Arsenal Update

Master of disguise
(man of 1000 faces, chameleon power)

This skill gives the character the ability to adopt the mannerisms and image of another person, either fictional (made up by the character) or that of a real person. This is largely a cosmetic ability, a power/skill set/set of equipment which enables the user to assume to the role of another person convincingly.

This ability can manifest itself as an innate ability to change one’s form or a specialized set of skills, set of equipment or some mixture thereof.

Base Cost: 10 plus SAVE. Min Link: Skilled. Suggested Link: ATT, CHAR, KNOW
Ability Type: At Will. Ability Class: Uncommon Skill or Special Effects


Malleable Features: Allows the user to shape the contours and features of his/her face. User can change his/her weight and height within human range.

Background Investigation: User is a gifted snoop. They can glean everyday details of a subject’s life from observation, conversation with people familiar with the subject and searches of official records. Skill to do this is rated at the power’s level.

Forgery: User is adept at duplicating or crafting official looking documentation. Overall defending level is equal to the power’s level if using extraordinary methods are deployed to examine the work product of this skill. Otherwise the defending level is Omega.

Counterfeit Identity: As per the power, at the same level.

Mimic: Omega level imitation of voice, choice of words, mannerism and poise. Other details will depend on how well the user’s background investigation went and how much time the user has had to prepare. A perfect imitation takes 30 days of study minus the ACT, but starts at the power’s level. (Incorporates MIMIC the power.)

Options Available at Additional Allocation Cost

Perfect Match: User can match the subject’s finger prints, voice prints, eye retina pattern and DNA. Has a special SHIELD (as per the power) which seems to emulate the subject’s thoughts and personality as well as disguising the user’s own. Additional cost of ACT.

Versi Match: Functions as a method of imitating the abilities and powers of an extranormal.  The imitation is an illusion which can function to emulate the appearance of the subject’s powers, albeit minimally. Works on only one power at a time. Additional cost 25 points.

Maxi Versi Match: As in the LEECH POWER function Emulation, but does not require the user to have been the target of the subject’s power. User will have to have been in an area where the power was deployed by the subject within the SAVE in days. May also be used to emulate skills. Additional cost is 20 points plus ACT.

Note: Overall the user’s imitation has an Omega level for persons who don’t know the subject or know the subject all that well. The actual level of the imitation only really comes into play when the user’s imitation is put under the scrutiny of persons intimate with the target—siblings, parents and spouses.

Sunday, April 1, 2018

WDMA Abilities Arsenal Update

Hive mind or Collective conciousness

This power represents a guiding consciousness endowed to a group of otherwise independently functioning entities.  It is seen in nature, expressed by schools of fish, hives of insects and flocks of birds. Some ordering force, a pack instinct, organizes the actions of otherwise autonomous individuals. In nature this ordering is done primarily for defense or some other group task, such as migration.  As an extranormal ability, the tasks and motives can be changed at whim.

This is an odd power, changing the nature of the character itself. The character is NOT one thing, but rather the organizing force of a collection of independently functioning entities. He is a flock of birds, a pack of rats, a collection of cars which form a giant robot. As such, the player should configure his character sheet to reflect the abilities of the pack as a whole. In the standard version of this ability, the components of the swarm are fixed, are a set defined group. The character is literally a flock of pigeons or a swarm of insects or a cloud formation or the contents of Uncle Steve’s steamer trunk. The power can also be additive to other abilities, such as FLUID FORM, NRG FORM, NRG BATTERY, SEPARATION, ELONGATION, TRANSFORMATION, DUPLICATION or PASS PRESENSE.  


·         Limited Immortality: The collective consciousness exists as long as at least one of its members is still alive.

·         Pack Recovery: If diminished, the swarm replenishes naturally over a period of time. The power conveys no additional ability to rebuild lost pieces.  If your character is a flock of seagulls and you only have one seagull left, it’s going to be a while before you have more seagulls. The swarm can be repaired through outside agency or the application of another ability. You can always convince the mad scientist who created you to breed more seagulls, which is an example of using an outside agency. The power TRANSFORMATION would also aid your seagull in rebuilding his swarm.

·         Individual Autonomy: The basic abilities of normal pack members do not need to be accounted for. Seagulls fly, fish swim, ants dig. It is assumed that the pack members will function normally when not under the guidance of the collective conscious. It’s a pigeon. When not spying or attacking machinegun emplacements, he’s engaged in standard pigeon business.

·         Fixed Group: Once defined, the swarm does not grow, nor is it entitled to sympathetic actions from like individuals. Your pigeons may not go out and recruit more pigeons. Your pack of wombats does not have any special standing amongst wombat-kind, in general. The swarm, the collective conscious, only has the power to influence the individuals under its direct control.

·         Collective Reduction: The swarm’s abilities decrease as it loses members, in proportion to its losses. This affects all BASESTATS and abilities. We can use some fuzzy accounting on this, measuring losses in terms of 10%, 1/4th, 1/3rd, ½ and so on. The reduction primarily applies to attacks and is across the board. If the Swarm has lost 10% of its members, the damage potential of all attacks are reduced 10%, range is reduced 10% as is duration and so forth.

·         Immune to Mental Influence: Individual members of the swarm are immune to outside influences. The swarm as a whole cannot be controlled by anyone other than the character. Swarms cannot be affected by non-damage causing mental attacks. This immunity vanishes if the swarm is reduced to only one member.

·         HTK and Number of Members: The swarm should be configured as a regular character. Two factors determine the number of individuals in the swarm, (1) the SAVE that SWARM is linked to and (2) the SAVE of the character’s SIZE Basestat. Adding these two numbers together determines the swarm’s number of members. Each member of the swarm is endowed with HTK equal to the character’s SIZE ACT plus the ACT of the level linked to SWARM.

EXAMPLE: Captain RatHoard has a SIZE of Mutant (ACT 10 SAVE 35) and has his SWARM ability linked to a level of Super Human (ACT 12 SAVE 40). Per the character concept, the swarm is a hoard of rats. The Captain would have 75 rats in his hoard, each of which have an HTK Total of 22 points.

·         Attack Distribution: The SWARM may deploy any power the character is endowed with, either in distributed form or projected from a single member. You are free to have one pigeon fire off your full NRG BLAST or split attacks between several pigeons attacking several targets. Attacking several targets is effectively splitting dice and follows those rules. Most powers can only be applied once per action and should be treated as a standard attack emanating from a member of the swarm. Other powers could be construed as emanating from the entire swarm. The player needs to determine how each power is applied. In general, being in SWARM form does not convey any real advantage when determining the effect on a potential target.

·         Worldwide Broad Telepathic Control:  Members of the swarm may be controlled worldwide. They may scatter hither and yon and still be in communication with their host, still under the watchful control of the singular entity which guides all their actions. That said, any extranormal sense or power endowed to the SWARM may only be used by one member at a time.

·         HTH Attack: This attack is available in proportion to the number of members of the swarm which are present at the same location. The same is true for any attack which is dependent on the character’s form. If more than 2/3rds of the flock is present, the Swarm is entitled to make an HTH Attack as an area of effect attack. The area of effect of such an attack is equal to SWARM’s linked ACT in square meters. The swarm may make this form of attack once every other action.

·         No Recovery and Limited Invulnerability: Individual members of the swarm have a form of invulnerability. If the damage inflicted on a member is less than their HTK Total, they take no damage. If the amount of damage is greater than their individual HTK Total, the member is eliminated, considered dead. The swarm does not recover during combat and may not be replenished during combat.

·         Attack Battery: The Swarm has a base attack, which can be added to the HTH Attack. The attack is equal to the ACT in dice. There is also a bonus pool of dice equal to the SAVE in dice, which may be applied either as an attack on its own or to another power. This battery replenishes at a rate of the ACT in dice for every action it, or the base attack, are not used. Points from this pool may also be used to increase the range of a power or attack on a one meter per point spent basis. Points can be used to create a Conditional Advantage to attacks on a one point spent per +1 awarded.

·         Mutant ACC and DODGE: Individual swarm members have a fixed ACC and DODGE at Mutant level.

Mechanics: 75 plus SAVE plus SIZE SAVE. The basic set up assumes that the character is built with this power as its centerpiece. It assumes that the members of the swarm are somewhat normal on their own. It’s a pack of dogs or bees or some other common entity. The player should configure his character as if it were aspects of the swarm as a whole when it comes to the physical traits. (As a whole, the Swarm can lift a car or whatever.) When it comes to the derived BASESTATS, the player is free to add his REC Score to his MPS rating. The REC rating otherwise does not apply to SWARM characters. HTK, DEFL and STUN are also irrelevant to characters built around the SWARM ability.

We do allow for some flexibility with this power. The following are suggested alterations. The judge should feel free to customize the ability to match a player’s concept.

Additions and Alterations:

Increase number of SWARM members. At no additional expense, the number of pack members may be increased by reducing the HTK Total of each member. At Half HTK per member, the number of members doubles. By multiplying the HTK total per member to the number of members, you get the HTK total of the entire swarm. The player is free to subdivide this number as he wishes, as long as no individual has more than ½ of the Swarm’s total and that each member has at least an HTK Total of 1. The smaller the HTK Total is, the less substantial the individual swarm member will be. Additional members may also be purchased at a cost of the HTK Total.

Increase HTK Total of individual Swarm members: You may substitute SWARM’s linked SAVE for the normal HTK Total by reducing the number of members in half. Other bonuses to the HTK Total of alike swarm members cost 1 point multiplied by the number of swarm members per point of increased HTK per member.

Unalike Members: The basic set up assumes that all of members of a swarm are similar normal entities. This isn’t a hard and fast rule. As long as the members can be defined in terms of the basic rules above, the members can be anything from a pack of different animals to a gaggle of tween girls. NO SUPER SPEED INVULNERABLE PACK OF ELEPAHNTS. Anything somewhat touching on that is a SIDEKICK or SUMMON subject.

Merge Form: For an additional 100 points the swarm may merge to create a singular being. It’s probably going to be a big guy, something like a giant robot. The entity has an ACC and DODGE of Mutant. Its HTK Total is equal to the number of Swarm members multiplied by the HTK Total of the individuals. (Or is simply given a total HTK of all Swarm members.) This being has no DEFL and no REC Score. Its STUN is equal to its HTK. Alternatively, for 10 points, the swarm can form a rather ordinary person. This person’s only real ability is to turn back into a swarm. Having the ability to simply be a person can be a great advantage to a Swarm character.

SWARM Replenishment: For 25 points the swarm rebuilds its membership at a rate of the ACT in individuals per day.

Attack Battery: No modifications allowed, however the battery could be used to add to the point pools of other powers the character possesses.

DODGE and ACC Modifications: Increase both levels at a cost of 30 points per. Increase either DODGE or ACC at a cost of 15 points per level. Decrease ACC and DODGE reduces cost of power by 10 points per level, with Average being the lowest level possible.

SWARM SIDEKICK: (Alternative Power) If all you really want is a pack of rats to follow you around, may we suggest MASTER OF THE UNIVERSE. If you want to boss around some otherworldly creature and his entourage, you probably need SUMMON. But for those of you who would like to have a pack of flying monkeys or some other such neo-fantastic thing, a pack of normal critters with a few gimmicks thrown in, there is an option to configure SWARM as effectively a SIDEKICK. As with the character who has SWARM as his centerpiece ability, you configure a separate character record for the SIDEKICK. All of the basestats need to be accounted for, minus 60 points. You then pay for the SWARM ability and whatever other powers your SWARM SIDEKICK may have. Now you are not a pack of flying monkeys. Instead you are a person with a pack of flying monkeys.

NOTE: The suggested set up for a basic SWARM character would include also allocating for either the TRANSFORMATION or INTERNAL IMMUTABILITY. That said, most SWARM characters are monsters and not standard issue science fiction protagonists.

Monday, March 5, 2018

WDMA Abilities Arsenal Update

Mind Cloud
Also known as hypnotism or suggestion

This power gives the user the ability to cloud people's minds.  A target whose mind has been successfully clouded will have an attention span of mere microseconds.  The target will be unable to attack or perform any action during the duration of this power. (He will have the same DODGE level, however.)  Persons affected by this power are extremely prone to suggestion. They can be convinced of all sorts of unreal things. While in this state, they are incapable of lying or withholding information, although they are sort of spacey. User will receive short answers from his targets, usually of the “yes or no” variety.

Mechanics: Power cost is 35 points plus ACT. When attacking with this power, the power's linked BASESTAT level is the active level and the target's PERC level is defending level. Options follow.

·         Change Defending level to the highest of either PERC, IQ or KNOW: 25% cost decrease.  
·         Change Defending to the lowest of either PERC, IQ, WILL or KNOW: Cost SAVE in points.
·         Change stunt roll to deploy power to standard ACC v. DODGE: No cost. 

Range: In general, Mind Cloud works up close and  personal. You have to be in someone’s immediate presence. At no cost, this factors to one half of the linked BASESTAT ACT in meters. The target doesn’t have to see you, but the user must somehow be able to perceive the target.

·         Range Extension I: For an additional 20 points, the range is based on the target being in the close presence of an aspect of the user, most typically his voice. If the target can hear your voice, he is in range.
·         Range Extension II: For an additional 40 point increase, the target can be within the perception range of a projected aspect of the user, such as his image in a picture or voice over the radio or loudspeaker. This also grants the user the ability to hear whatever the heck his target is mumbling about.
·         Range = ACT in meters: skip all that aspect jazz. 10 points per.
·         Range = SAVE in meters: skip all that aspect jazz. 20 points per. .

·         2D6 actions: No cost
·         1 plus half of BASESTAT ACT in actions: 50 points per.

This power essentially freezes its target and then enables the user to question the target briefly. Other than this, the user cannot really command the target to do anything. The target will not remember what he/she is doing during the course of MIND CLOUD’S duration, but will remember what happened immediately after that duration is over.

Power Additions

Suggestion: User can leave a strong suggestion in the target’s mind which will linger as if it is one of the target’s own thoughts. It’s something that the target will feel that he needs to take action on, either immediately, eventually or inevitably. The power can also be used to cause the target to forget what he has told the user. This is an additive ability and takes effect the action after the duration of the Mind Cloud has expired. Any target who has succumbed to one action of Mind Cloud may have a suggestion implanted upon them, with no extra stunt roll on the user’s part requires. The urgency or import that the target places on the suggestion should be determined by a Better Roll Rule result. Suggestion is open ended, but is not MIND CONTROL. No matter how well the result may be, the target is highly unlikely to launch an attack against his allies or take any action which could be an existential threat to himself. Cost 20 points.

Note: Should a target have SHIELD or some other mental defense, it needs to be applied at its level, regardless of what defending level MIND CLOUD is set to work against.

Alternative Power


This is the power to cause a target to communicate truthfully. The target will react to a proposed question and offer the truth as they know it. When confronted with a hypothetical proposal, the target will offer their best educated guess.

Mechanics: This power is always additive to the successful result of some other action or power function. What exactly activates the ability is up to the player’s character concept, but it needs to be a set activity which has been deemed to be previously successful. The duration is either one action (one question) or as long as the triggering event or action. The power comes free with MIND CLOUD, MIND CONTROL and the psychic power H-M Psychic.  To persons endowed with those abilities, compelling the truth is merely an application of a more comprehensive ability. Although person with TELEPATHY or LIE DETECT may know a fib when they hear one, neither of those powers cause a target to focus on what the truth is. The addition of this ability would do so. The stunt roll would be either TELEPATHY or LIE DETECT’s level against the target’s WILL.  In the literature, however, this power is often triggered by a seemingly non psychic action, such as entangling a target in a magic lasso or simply inflicting damage on the target. (Beating the snot out of someone to gain the truth only has demonstrable efficacy in fiction. In this case, the active level can either be COMPEL THE TRUTH’s or the underlying level of another power. The defending level is always the target’s WILL. Targets endowed with SHIELD, FORTITUDE, TOUGHNESS or NERVES OF STEEL are immune to this power. Other defenses may impact either the defending level or duration. Cost is 25 points or 25 points plus ACT if endowed with its own level.


Saturday, February 17, 2018

WDMA Abilities Arsenal Update


This is a defense which has the potential to reduce the damage of an attack inflicted on the user.  The user is taking some physical action to blunt, block or parry the attack. It can either negate the attack entirely or mitigate the impact of its effect. The defense works best against attacks which inflict physical damage.

Mechanics: In order to activate this ability, the user must give up his next (1) opportunity to move or (2) the use of a weapon or a HTH Attack or an attack power.

When activated, the Blocking Option enables the user to:

(1)   Negate the attack entirely or end the duration of a power which has affected the user.  User’s player makes a stunt roll. A roll of double 2s, 3s, 4s or 5s negates the attack entirely. A roll of double 6s not only negates the attack, but allows the user to immediately move or deploy the attack ability he was using to block with. A roll of two ones is a total failure, meaning that the Blocking Option does not perform any function.
(2)   Reduce the points of damage inflicted by the attack, either (a) by the damage output of the attack the user is deploying to block with or (b) by at least the linked in SAVE in points.
(3)   At the cost of not using an attack and forgoing movement, the damage reduction is increased to double the linked SAVE. Unfortunately, if the user has rolled two ones, this function fails to activate.

Blocking Option works on all attacks from a single attacker during a single action.

Power Costs 20 points plus SAVE. Blocking Option needs to be linked to a level, but not necessarily the same level of the attack or movement power being used to block. The user is free to switch up which attack form is being sacrificed to block with. (Default is the HTH Attack.)

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