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* While demonstrated through the lens of supernatural mad science, TabletopGame/GeniusTheTransgression allows you to do this with the Wonders (gadgets that should be impossible by currently understood natural physical laws) you create, in that so long as you have sufficient mastery over the Axioms (Power Categories), sufficiently high Inspiration (Power Stat), and keep it properly in-line & consistent with your character's personal philosophy & theories (though this is more a role-playing concern than a mechanical one outside of being a Lemurian, going Unmada, or just becoming out-&-out Illuminated.
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* This kind of behavior is heavily encouraged by ''TabletopGame/SentinelComicsTheRoleplayingGame'', with the core rule book urging players to rename and reskin abilities and Principles at their leisure. Additionally, witch exceptions any power can be assigned to an ability meaning that an ability gained from a magical Archetype can just as easily be assigned a Technology power. On top of that there are the Signature Weapon and Signature Vehicle powers which can be pretty much anything so long as it's a Weapon/Item or Vehicle and players ''always'' have to make up a unique Quality for their character based on said character's backstory or personality.

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* This kind of behavior is heavily encouraged by ''TabletopGame/SentinelComicsTheRoleplayingGame'', with the core rule book urging players to rename and reskin abilities and Principles at their leisure. Additionally, witch exceptions (with exceptions) any power can be assigned to an ability meaning that an ability gained from a magical Archetype can just as easily be assigned a Technology power. On top of that there are the Signature Weapon and Signature Vehicle powers which can be pretty much anything so long as it's a Weapon/Item or Vehicle and players ''always'' have to make up a unique Quality for their character based on said character's backstory or personality.
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* The ''TabletopGame/HEROSystem'' has the "Variable Power Pool", which is a set of points that can be used to temporarily buy ''any'' power that has that cost or less. It's often bought with assorted limitations to make it less of a GreenLanternRing GameBreaker.

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* The ''TabletopGame/HEROSystem'' has the "Variable Power Pool", which is a set of points that can be used to temporarily buy ''any'' power that has that cost or less. It's often bought with assorted limitations to make it less of a GreenLanternRing ComboPlatterPowers GameBreaker.
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* This kind of behavior is heavily encouraged by ''TabletopGame/SentinelComicsTheRoleplayingGame'', with the core rule book urging players to rename and reskin abilities and Principles at their leisure. Additionally, witch exceptions any power can be assigned to an ability meaning that an ability gained from a magical Archetype can just as easily be assigned a Technology power. On top of that there are the Signature Weapon and Signature Vehicle powers which can be pretty much anything so long as it's a Weapon/Item or Vehicle and players ''always'' have to make up a unique Quality for their character based on said character's backstory or personality.
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* The ''Television/StarTrekTheNextGeneration'' RPG by Last Unicorn Games uses this for minor items that are common enough on Starfleet ships that it would be impractical for a GM to track the location of every last one of them, like phasers, medical kits, and tricorders. Instead, unless a player specifically declared that they were equipping themselves with one before getting into their current situation, a player can make a search roll. If they score high enough, it turns out there was a phaser there the whole time. Of course if the PC leaves the ship, then there seem to be a lot fewer phasers and tricorders just lying around.

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* The ''Television/StarTrekTheNextGeneration'' ''Series/StarTrekTheNextGeneration'' RPG by Last Unicorn Games uses this for minor items that are common enough on Starfleet ships that it would be impractical for a GM to track the location of every last one of them, like phasers, medical kits, and tricorders. Instead, unless a player specifically declared that they were equipping themselves with one before getting into their current situation, a player can make a search roll. If they score high enough, it turns out there was a phaser there the whole time. Of course if the PC leaves the ship, then there seem to be a lot fewer phasers and tricorders just lying around.
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* The ''Television/StarTrekTheNextGeneration'' RPG by Last Unicorn Games uses this for minor items that are common enough on Starfleet ships that it would be impractical for a GM to track the location of every last one of them, like phasers, medical kits, and tricorders. Instead, unless a player specifically declared that they were equipping themselves with one before getting into their current situation, a player can make a search roll. If they score high enough, it turns out there was a phaser there the whole time. Of course if the PC leaves the ship, then there seem to be a lot fewer phasers and tricorders just lying around.

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