Author Topic: Custom Power List  (Read 216545 times)

Offline Belial666

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Re: Custom Power List
« Reply #270 on: April 25, 2011, 12:25:32 AM »
[-3] Spell-like Abilities
You have 2 spell-like abilities you can use twice per day each - or you may use one by taking a 1-point mental stress hit. You aim SLAs with Discipline or an other thematically appropriate skill. Their power is equal to your Conviction or your Lore, whichever is higher, and you can have any Evocation or Thaumaturgy effect as an SLA. However, once chosen those abilities are fixed and cannot be changed. You may lower the Power of an ability when initially chosen by a number to increase its number of uses by the same number - though it still costs 1 point of mental stress to use.
[-1] Improved Innate Magic
You have more varied spell-like abilities available than normal. Each time you take this ability, you get four new SLAs, each one following the same rules as your original SLAs. Instead of new SLAs, you may take an existing SLA more than once, adding up the total number of uses.
[-1] Potent Innate Magic
Your innate magic is stronger than normal. Each time you take this ability add 1 to the Power and number of uses of each SLA you have. You may take this ability a number of times equal to your Lore or Conviction.




That's how I'd do DnD-like SLAs if you have to have separate, defined effects. The above rules are the exact same rules as those used for Enchanted Items with an extra refresh cost that counts as the reverse of the One-Time-Discount of items of power; instead of giving rebate to put a power into an item, you pay refresh to use the powers of items without physical items. It is easier to do thematically limited SLAs with an Incite Emotion rip-off though.

Offline Sanctaphrax

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Re: Custom Power List
« Reply #271 on: April 25, 2011, 05:27:14 AM »
Good idea, Belial, but it kinda hoses characters with only one spell. It's clearly designed for a sizable set of abilities. So I think I'll stick with what I have.

Anyway, does anybody here have any good ideas on how to handle phasing or voluntary intangibility?


Offline Silverblaze

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Re: Custom Power List
« Reply #272 on: April 25, 2011, 04:56:19 PM »
Good idea, Belial, but it kinda hoses characters with only one spell. It's clearly designed for a sizable set of abilities. So I think I'll stick with what I have.

Anyway, does anybody here have any good ideas on how to handle phasing or voluntary intangibility?



Not off the top of my head, but... I can hazard that phasing/intangiblity can be overpowered (not that this game is particularly balanced anyhow). 

Were i working on the ability, I'd use mistform(gaseous form) from YS as a basis from which to work.  Perhaps instead simply use Physical Immunity to physical attcks (not energy or mental based)?   In order to offer anymore help, I'd need to know a few things.  Can the intangible being still attack?  Does it disrupt machinery like Kitty Pryde(Shadowcat of Marvel fame)?  What will be able to harm the intangible being, whilst intangible? 


Offline Gatts

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Re: Custom Power List
« Reply #273 on: April 25, 2011, 06:25:38 PM »
Anyway, does anybody here have any good ideas on how to handle phasing or voluntary intangibility?

I'd trim the bits you don't want from Spirit Form, and take Physical Immunity probably.

Offline devonapple

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Re: Custom Power List
« Reply #274 on: April 25, 2011, 08:48:03 PM »
Anyway, does anybody here have any good ideas on how to handle phasing or voluntary intangibility?

At its simplest, it sounds like a Block (Spirit, or another appropriate theme).
If you want guaranteed immunity to damage, then Physical Immunity (with limitations) is the way to go.
It could also be one or more Maneuver Aspects that can be tagged to successfully protect from damage.
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Offline Sanctaphrax

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Re: Custom Power List
« Reply #275 on: April 25, 2011, 10:07:44 PM »
I'm thinking that a slightly stronger version of Gaseous Form might be our best bet.

I was thinking that the intangible character would be able to act freely, but not be able to affect the material world.

I'm not sure what would be able to harm the intangible character.

Offline jadecourtflunky

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Re: Custom Power List
« Reply #276 on: April 25, 2011, 10:14:02 PM »
If you take it from the Shadowcat example, any attack that is entirely physical and most energy-based attacks go through. Anything specifically designed to hit her, diseases, and mental attacks still hit.

Offline devonapple

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Re: Custom Power List
« Reply #277 on: April 25, 2011, 10:27:51 PM »
I'm thinking that a slightly stronger version of Gaseous Form might be our best bet.

I was thinking that the intangible character would be able to act freely, but not be able to affect the material world.

I'm not sure what would be able to harm the intangible character.

"In gas form, you set aside all ability to act in exchange for the Physical Immunity ability" (YS 175), so the inability to affect the material world seems covered already. It seems to allow movement actions and that is it. What types of actions would you want to have available in this "phased" state?

As for harm, you could trade "things that can affect a gaseous cloud" for "things that affect energy fields," so things like magic, electricity, and magnetism may still affect the phased creature.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
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Offline Save_vs_DM

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Re: Custom Power List
« Reply #278 on: April 25, 2011, 11:31:53 PM »
So here are a few powers I've been working on and would like a bit of feedback, if you folks would be so kind.

Focused Study [–1]
Musts: Channeling and/or Ritual; if you take this power you cannot later upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy.
Description:  Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study.
Skills Affected: Discipline, Conviction, Lore.
Effects:
Deeper Understanding.
Focused Study is a tool for improving your channeling over time. Each time Focused Study is taken, choose two of the following options:
Learn and master 2 additional rote spells.
Gain a +1 power bonus for all your evocations.
Gain a +1 control bonus for all your evocations.
Gain a +1 complexity bonus for all your rituals.
Gain a +1 control bonus for all your rituals.
Unlike refinement, you do not have to structure your specialization bonuses according to the “column” limits for skills (see page 65).

Focused Mastery [-2]
Musts:
Focused Study
Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft.
Skills Affected: Conviction, Discipline, Lore
Effects:
Breadth of Knowledge.
You have far fewer blind spots than most other spellcasters who deal with your type of spellcraft. This has no actual game effect other than giving you better justification for performing magic that might be considered unusual for your particular brand of spellcasters. Game masters are encouraged to be a bit more lenient with such players when they attempt more unusual uses of magic.  For example, a pyromancer with this power might make the case for fire being a purifying element and use this justification to perform a spell that “burns out” a sickness or malady someone is suffering.
Depth of Knowledge. You've unlocked a lot of secrets within your area of specialization. Roll Lore at +1 whenever dealing with your particular area of expertise (as defined by your Channeling or Ritual power). For example, a pyromancer would roll his Lore at +1 whenever dealing with fire magic or the results of fire magic.
Respected Master. Your expertise is so extensive that even wizards respect your prowess. When dealing with other spellcasters (anyone with the Channeling, Evocation, or Sponsored Magic powers), all of your social skill rolls operate at a +1 bonus.

Signature Spell [-1]
Musts:
Channeling or Evocation
Description: You've utterly mastered a single spell and have learned how to cast it with an economy of energy and motion.
Skills Affected: Conviction, Discipline, Lore
Effects:
Signature Spell.
Choose one of your rote spells. The stress cost for casting this one particular spell is reduced by one. If this reduction would reduce the stress cost to zero you may only cast this spell for zero stress a number of times equal to your Lore rank, after which you must pay the normal stress cost.


Thoughts
Focused Study is more or less Refinement for people who have Channeling and Ritual. It's always bothered me that people who focus in one particular element can't actually get any better at that element (unless they make an item). This bridges that gap but also locks you out of further upgrading. That's why the bonuses say all evocations: you'll only ever have one element or type of ritual. The addition of gaining rote spells just felt right.

Focused Mastery is a bit murkier. I like the general feel of the power but it's really hard to price because one of the benefits is so nebulous. I made the other two benefits somewhat minor (a lesser version of Marked by Power) to compensate. I'm really open to suggestions if people happen to have other ideas. I just felt that focused practitioners needed a cool capstone ability.

I'm still really up in the air on Signature Spell. It was a neat mechanic I was toying around with and I wanted to write it up formally. I think it might be a bit strong for only 1 point of refresh, but it fills a bit too lackluster for 2 refresh. However, I was looking at the Incite Emotions and Beast Change powers. Both are more or less "one spell" that you can cast for free all the live long day. However, wizard spells are a lot more potent so I knew they shouldn't be unlimited. And linking it to Lore at least makes sure you have to keep a third skill up there (and does play into the Rote spell aspect). Thoughts on the power of this one?
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Offline devonapple

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Re: Custom Power List
« Reply #279 on: April 25, 2011, 11:41:22 PM »
Focused Study is more or less Refinement for people who have Channeling and Ritual. It's always bothered me that people who focus in one particular element can't actually get any better at that element (unless they make an item).

Alas, the setting strongly privileges full-powered spellcasters, so the rules support that. Which I do not intend as actual criticism of your proposed powers.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline Save_vs_DM

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Re: Custom Power List
« Reply #280 on: April 26, 2011, 12:16:12 AM »
Alas, the setting strongly privileges full-powered spellcasters, so the rules support that. Which I do not intend as actual criticism of your proposed powers.
None taken, of course. But at the same time page 76 (the sticky notes) makes it sound like some of them should be incredibly capable (that's a literally phrase from "Harry") so I felt the rules should really reflect that.
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Offline Silverblaze

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Re: Custom Power List
« Reply #281 on: April 26, 2011, 01:26:25 AM »
I think that the first power (Focused Study) is better than Refinement.  This in my opinion shouldn't be.  I think adding two rote spells should be added to the Refinement power in any game that this power is allowed also.  I think perhaps choosing only one option per refresh is more balanced. Perhaps allowing two choices per is fine but once all choices are picked (each only allowed to be chosen once) the power cannot be taken again.

For example: once a playr has chosen this power twice they would have all the bonuses other than +2 rote spells.  Maybe throw in two rotes for free once it has been taken twice?

While on the topic I think it is entirely possible non wizard spell casters get the shaft in the long run, I'm not sure how to fix that, but this doesn't seem quite optimal to me.

Focused Mastery -2 (this costs too much for what it does.

The closest thing to keeping casters in check is forcing them to take metal stress for spells.  Letting them skip that is a bad idea.  If the power is allowed it should only be allowed once, not several times (one signature spell ever).  I also think letting them cast it multiple times per day without stress is a poor idea.  Maybe only allow the casting without stress once a day?

Offline Save_vs_DM

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Re: Custom Power List
« Reply #282 on: April 26, 2011, 01:49:58 AM »
I think that the first power (Focused Study) is better than Refinement.  This in my opinion shouldn't be.  I think adding two rote spells should be added to the Refinement power in any game that this power is allowed also.  I think perhaps choosing only one option per refresh is more balanced. Perhaps allowing two choices per is fine but once all choices are picked (each only allowed to be chosen once) the power cannot be taken again.
Not a bad suggestion. What if they still had to obey the column limits? In that instance they'd be limited to a +1 bonus and a +2 bonus for channeling and ritual. In which case this is more or less refinement then.

I'm really leery on only allowing one option per refresh, since that makes it half as effective as Refinement. That one extra refresh for Evocation gives you a heck of a lot of bang for your back when compared to Channeling. Plus if you limit it to only one option per pick then you might as well pick Evocation at that point. You'd get the same specialization benefit plus two extra elements.

Personally, my thinking is this: Refinement lets you pick 2 specialization bonuses per choice (and in my games I did add the rote spell clause to refinement) which is what this does. Those specializations must go into one element; but if you only have one element known then choosing said element is pointless. Then again, I suppose you could take sponsored magic. That loophole needs closed.

While on the topic I think it is entirely possible non wizard spell casters get the shaft in the long run, I'm not sure how to fix that, but this doesn't seem quite optimal to me.
This is so freaking true. My players are now sitting at 13 refresh and the wizard is just an utter powerhouse. It's gotten to the point where the rest of the characters are feeling overshadowed. And unfortunately, the normal balance of compelling the wizard like crazy only makes him stronger in the long run. I've no idea how to close the gap.

Focused Mastery -2 (this costs too much for what it does.
That's good to know. See, I was worried that it was too cheap for what it offered.

The closest thing to keeping casters in check is forcing them to take metal stress for spells.  Letting them skip that is a bad idea.  If the power is allowed it should only be allowed once, not several times (one signature spell ever).  I also think letting them cast it multiple times per day without stress is a poor idea.  Maybe only allow the casting without stress once a day?
Yeah, the power might well be much too powerful. And I never intended it to be taken multiple times.

You know, I might modify it instead. Maybe give the wizard a +1 bonus on his targeting roll with that one spell instead of reducing stress.
By a knight of ghosts and shadows
I summoned am to tourney
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Methinks it is no journey.

Offline Sanctaphrax

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Re: Custom Power List
« Reply #283 on: April 26, 2011, 03:23:43 AM »
I kinda like Focused Study. It's sort of similar to the Elemental Command power that I posted here a while ago.

Adding 2 rotes is an acceptable stunt in my books.

Focused Mastery looks like two stunts and an aspect. I wouldn't bother with it.

Signature Spell makes me very nervous.

The main differences between Intangibility and Gaseous Form would be that the Intangible person could fight other Intangible people or make navel-gazing maneuvers. I think maybe social actions should be allowed too.

Offline citadel97501

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Re: Custom Power List
« Reply #284 on: April 26, 2011, 04:15:32 AM »
Signature Spell [-1]
Musts:
Channeling or Evocation
Description: You've utterly mastered a single spell and have learned how to cast it with an economy of energy and motion.
Skills Affected: Conviction, Discipline, Lore
Effects:
Signature Spell.
Choose one of your rote spells. The stress cost for casting this one particular spell is reduced by one. If this reduction would reduce the stress cost to zero you may only cast this spell for zero stress a number of times equal to your Lore rank, after which you must pay the normal stress cost.

I'm still really up in the air on Signature Spell. It was a neat mechanic I was toying around with and I wanted to write it up formally. I think it might be a bit strong for only 1 point of refresh, but it fills a bit too lackluster for 2 refresh. However, I was looking at the Incite Emotions and Beast Change powers. Both are more or less "one spell" that you can cast for free all the live long day. However, wizard spells are a lot more potent so I knew they shouldn't be unlimited. And linking it to Lore at least makes sure you have to keep a third skill up there (and does play into the Rote spell aspect). Thoughts on the power of this one?

I agree the Signature Spell power is something to be careful with, however since your limited to one spell I think it will be OK.  It is just going to balance the evocation/channeling specialists to something closer to the Enchanted Item Crafter's, since evocation specialists do have an issue when comparing straight combat skills. . .