Ha, thanks Sanctaphrax. You're a good rules-conscience.
Very kind of you to say so.
I'm making some good use of your version of the power with some NPC's I'm making for our Worm game, really excited to see how they'll turn out.
Hope it works out!
I have to admit, I have some worries. Once you've spent 10 Refresh on Death it seems like a no-brainer to spend 3 more on At Range, Area, and Potent. Depending on how the power performs in practice, we may have to have the prices of upgrades scale with the price of the Affliction.
And if high-end Afflictions end up too powerful, we might have to let people use Consequences against them.
Might also have to reduce the Potent bonus to +1, or disallow Area altogether.
But if everything goes swimmingly, none of that will be necessary. Here's hoping.
-I don't understand the necessity of secrecy at stasis
It's a Worm thing. Nobody ever knows how long Clockblocker's power is going to last.
-The transform could also have an RP mechanic to dispel i. e. kissed by a princess, bathing in cosecrated water at full moon.
Sure.
-Spellcasters for ranged attacks, fighters for touch. Have you thought whether line of sight is a requirement?
I dunno if you strictly need line of sight, but you need some way to target your victim.
Also, I'm leery of giving casters the ranged options and fighters the melee ones. Because that just makes casters better.
-Lastly, for casters, have you considered grouping them? A character with the power Entropy (Least) (-1) can cast the afflictions of 1 refresh as manuever evocations. Same for
Entropy (Lesser) (-2)
Entropy (Minor) (-3)
Entropy (Moderate) (-4)
Entropy (Major) (-6)
Entropy (Severe) (-10)
I don't think it's a good idea to give all Afflictions of a given level in one package, since there's a nigh-infinite number of potential Afflictions at each level.
But packaging them in bunches could work.
EDIT: May I also suggest mental afflictions like Psychosis, Delusions, Dementia?
Sure. Feel free to write some.