I cast Feather Fall and other situational abilities

This week, we’re talking about situational abilities. D&D’s feather fall is probably the most egregious example but there are plenty of others in different games. Anima’s ktechniques had the ability to build moves that would work on a specific opponent or only at night and games like World of Darkness’ Werewolf had abilities that dealt only with specific targets (Spirits).
Other examples include characters that are highly specialized in a specific skillset (Pilots or Drivers are a good example here) or carry very specific tools (like explosives)

I am a feather on the wind.

How do you, as a GM give these people the opportunity to shine without making that specific element of play the focus of the campaign? And how do you, as a player, make sure you actually get to use those cool spells and abilities you’ve worked so hard for to have?

That’s what we’ll be looking at today.

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The heat is on

This week, I’d like to take a moment and spotlight a specific mechanic found in a roleplaying system that I’ve been running for a good few sessions now.

The system is Infinity and the mechanic I’d like to spotlight is Heat & Momentum. These two combine to turn Infinity from a fairly standard game into a tense game of give and take when it works and a bit of a stomp when it doesn’t work.

Generating Heat the traditional way: insult the city you’re in and bringing a steel folding chair. Not the subject of this post.

So if you’re  interesting in learning about generating some heat, and perhaps learning about an interesting system that maybe wasn’t entirely well thought out, read on.

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