Author Topic: Spellmans Syllabary  (Read 4109 times)

Offline Todjaeger

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Re: Spellmans Syllabary
« Reply #15 on: February 01, 2012, 07:48:16 AM »
I would recommend de-capitalizing the references to 'Supernatural Recovery' and 'Supernatural Toughness' (becoming instead 'supernatural Recovery/Toughness') so as to avoid confusion as to whether the power is specifically referencing the median versions of those power continua.

Other than that, I would suggest that an additional option be given to grant Supernatural Toughness (possibly with a slightly higher Complexity) for the same FP cost at casting, since Water is a sufficiently ubiquitous catch to grant the requisite refund to accommodate that, even if it would require personal knowledge to know to use it.

The capitalization was deliberate, as I was referencing those powers in the notes.  The intent was to make it clear that a character with any of the Recovery powers could still benefit from the effects of the 'coat' while a character that already had any of the Toughness powers (except perhaps Invulnerability...) could not.  It is distinctly possible that in my attempt to make that clear, I accomplished the opposite effect... :o

As for being able to 'bump' the effect of the coat up to Supernatural Toughness or Mythic Toughness, that should certainly be doable.  Given that my group is currently still at a Feet In the Water level and this project stems from a player's request to have some 'pre-generated' spells with Complexity, cost and effects already determined, I've been more focused on some of the lower powered spells.  At a minimum I would think Supernatural Toughness with a Catch: Water would have a Complexity of at least 13, and Mythic Toughness of at least 17.  To be honest though, I'm inclined to make this Complexity higher for both, more along the lines of 17 and 25 respectively, while keeping the Fate Point cost of one (1).

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Offline Tedronai

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Re: Spellmans Syllabary
« Reply #16 on: February 01, 2012, 08:09:59 AM »
(I apologize, it's getting late, so what posts I manage from this point may end up a bit perfunctory and/or disjointed)
The Fate Point cost is determined by the refresh value of the powers granted.  In the absence of a house-rule, granting greater levels of Toughness powers requires greater expenditures.
Even whether the discount from The Catch applies to Fate Points spent for access to Temporary Powers is up for debate.  Even if it does, it would require an 'only protects against X' Catch to render Mythic Toughness into a 1-FP Temporary Power.
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Offline Todjaeger

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Re: Spellmans Syllabary
« Reply #17 on: February 02, 2012, 06:17:56 AM »
(I apologize, it's getting late, so what posts I manage from this point may end up a bit perfunctory and/or disjointed)
The Fate Point cost is determined by the refresh value of the powers granted.  In the absence of a house-rule, granting greater levels of Toughness powers requires greater expenditures.
Even whether the discount from The Catch applies to Fate Points spent for access to Temporary Powers is up for debate.  Even if it does, it would require an 'only protects against X' Catch to render Mythic Toughness into a 1-FP Temporary Power.

No problem about it.  I was tired going off the Catch powers/costs from memory instead of re-reading the RAW.  Catching errors like that is part of the reason I want others to review some of the prior to including them in the various DFRPG resources.

Anyway, here is the re-revised Coat of Toughness spell.

Eric Holt's Coat of Toughness*
This spell is intended to transform a coat of jacket into a protective garment which makes the wearer tougher than they would ordinarily be. At least for a little while...
Type: Thaumaturgy, Transformation
Complexity: 9+ (see Variations below)
Duration: A scene (about 15 minutes)
Effect: Temporarily provides the wearer the benefits of the power Inhuman Toughness (Armor: 1, 2 bonus boxes in the Physical Stress track, Catch: Water) at the cost of one (1) Fate Point.
Variations:  The casting cost could be increased to two (2) Fate Points to have a Catch: Unknown.  Or the coat can be enchanted to provide Supernatural Toughness (Armor: 2, 4 bonus boxes in the Physical Stress track, Catch: Water) costing two (2) Fate Points and with a Complexity 17, or four (4) Fate Points with a Catch: Unknown.  Another alternate would be Mythic Toughness (Armor: 3, 6 bonus boxes in the Physical Stress track, Catch: Water) with a Complexity 25 and costing four (4) Fate Points, or six (6) Fate Points with a Catch: Unknown.  Lastly the duration of the spell could be extended by increasing the Complexity and expending shifts to increase duration.
Notes:  The effects of this spell stack with Supernatural Recovery powers, but not with Supernatural Toughness powers. It also follows the normal Armor stacking rules. If the garment with the spell cast on it is within a Circle when the Circle is closed, the spell ends immediately. Similarly, if the garment crosses a Threshold without the bearer being invited in, the power of the spell is immediately reduced by the value of the Threshold. If the remaining power is insufficient to sustain the spell, it ends immediately. At the end of the spell (whether duration is reached or something ends the spell prematurely) the garment which was the target of the spell begins to break down and disintegrate.
(click to show/hide)
Lastly, the duration clock starts immediately after the spell is finished, not when the garment is first donned for wear/use.

-Cheers
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