Author Topic: Inhuman Mental Toughness  (Read 1907 times)

Offline Jack B

  • Conversationalist
  • **
  • Posts: 250
    • View Profile
Inhuman Mental Toughness
« on: December 23, 2010, 04:33:31 PM »
So what do you guys think?  I think it's balanced but spellcasting is very powerfull and can easily be abused.  I'm just tired of only being able to cast 4 spells per scene (not counting consequences).  This would bring me up to 6 and clear any consequences faster.

Power:
Inhuman Recovery [–2]

Description: You have an incredible mental fortitude, able to cast more spells and heal faster than a normal human can.

Musts: You must attach this power to a Catch.

Skills Affected: Conviction, other mental skills.

Effects:
Total Recovery. You’re able to recover from mental harm that would leave a normal person permanently damaged. You can recover totally from any consequence (excluding extreme ones) with no other excuse besides time; simply waiting long enough will eventually heal you completely.

Fast Recovery. Out of combat, you may recover from physical consequences as if they were one level lower in severity. So, you recover
from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

Vigorous. Conviction never restricts other skills due to a lack of rest. You may skip a night of sleep with no ill effects.

Shrug It Off. In combat, once per scene, you may clear away a mild mental consequence


Inhuman Mental Toughness [–2]

Description: You’re unusually tough minded and have incredible mental fortitude. You’re able to access deeper mental reserves than a normal human can.

Musts: You must attach this power to a Catch.

Skills Affected: Conviction, other physical skills.

Effects:
Hard to Hurt. You naturally have Armor:1 against all mental stress. (Note minimum stress when casting an evocation is still 1)

Hard to Kill. You have two additional boxes of mental stress capacity

The Catch +3
Everybody else.  Outside mental effects affect you normally.

The ability protects you from something specific, namely your own spellcasting. (+2)
The ability is bypassed by something that anyone has reasonable access to.  I.e. anyone with mind affecting powers will affect you normally. (+2)

Offline bibliophile20

  • Conversationalist
  • **
  • Posts: 426
  • Mmmm.... BBQ.
    • View Profile
    • Gaming Group Wiki: UR-Talarius
Re: Inhuman Mental Toughness
« Reply #1 on: December 23, 2010, 04:43:41 PM »
Sorry, Jack, but  it's been done:



Quote
Inhuman Stoicism [-2]

Description: Your mind is abnormally stout, withstanding far more abuse then the average human.

Musts: No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).

Skills Affected: Conviction (page YS:124), other mental skills.

Effects:

    * Hard to Twist. You naturally have Armor:1 against all mental stress.
    * Hard to Break. You have two additional boxes of mental stress capacity.


Quote
Supernatural Stoicism [–4]

Description: Your mind can handle trauma that would normally destroy a person.

Musts: This ability replaces Inhuman Stoicism. No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).

Skills Affected: Conviction (page YS:124), other mental skills.

Effects:

    * Harder to Twist. You naturally have Armor:2 against all mental stress.
    * Harder to Break. You have four additional boxes of mental stress capacity.


Quote
Mythic Stoicism [–6]

Description: The durability of your mind is beyond the mortal scale.

Musts: You must have permission to purchase this ability. This ability replaces Inhuman or Supernatural Stoicism. No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).

Skills Affected: Conviction (page YS:124), other mental skills.

Effects:

    * Nearly Impossible to Twist. You naturally have Armor:3 against all mental stress.
    * Nearly Impossible to Break. You have six additional boxes of mental stress capacity.


Tips for the Evil Henchman:
#12. If the seemingly helpless person you have just cornered is confident and unafraid despite being outnumbered and surrounded, you have encountered a Hero in disguise. Run while you still can.

DFRPG Resources Wiki

Offline Jack B

  • Conversationalist
  • **
  • Posts: 250
    • View Profile
Re: Inhuman Mental Toughness
« Reply #2 on: December 23, 2010, 04:54:32 PM »
Jack slinks back muttering about using the wrong key words in his search...

Wait...

Inhuman Stoicisms works against outside effects whereas Mental Toughness works against self-inflicted stress.

Tbora

  • Guest
Re: Inhuman Mental Toughness
« Reply #3 on: December 23, 2010, 04:58:49 PM »
I think your version is cool, and for higher level spell casters it makes sense, IE an experienced wizard may have one of your powers up to inhuman(IE Harry when Changes comes around) and a Senior Council level wizard may have up to supernatural,but things like mythic for that ability is probably reserved for the Fae and other supernatural creatures.

Offline Belial666

  • Posty McPostington
  • ***
  • Posts: 2389
    • View Profile
Re: Inhuman Mental Toughness
« Reply #4 on: December 24, 2010, 02:08:18 AM »
1) Anyone with sponsored magic of any sort can take sponsored debt to cast magic without paying stress.
2) Stunts allow you to have a couple extra consequences per stunt for a specific purpose.


Other than that, getting powers that improve mental stress tracks or make mental consequences heal faster are a bad idea for spellcasters. Improving mental stress track means you not only have more boxes but also bigger boxes - increasing the power of those spells. Allowing consequences to heal faster (i.e. mild consequences clear automatically with inhuman) would enable the wizard instead of casting more little spells every scene, to blow those consequences on a single spell, increasing its power considerably without a real drawback.