Alright, round one of edits to the new Powers.
I've been told Supernatural Martial Arts looks weak, but that it's multi-attacks look too strong. So I monkeyed with the costs. How do they look now?
Incite Effect needed a wording clear-up. Still agonizing over the range issue, I'd really like to hear other people's opinions on it.
People say that Prophecy seemed unimpressive. Tedronai recommended including a +2, and I was going to do that until I had the idea of moving Avoiding Surprise to Lore. How does that sound to everyone?
I also wrote up combat-time precognition, please tell me what you think of it.
INCITE EFFECT [-1]
Description: You can do a thing. A special thing, that cannot be done by most people. Maybe you can control clouds of smoke, maybe you can inflict fear by shouting. Or maybe you can summon the aid of two thousand invisible squirrels. Whatever.
Skills Affected: Any.
Effects:Incite Effect. Pick a type of effect and a skill that's related to that type of effect. You can use that skill plus two to perform maneuvers and blocks related to that type of effect against anything you can touch. At the GM's discretion, this may also enable Declarations.
At Range [-1]. You may use Incite Effect at a range of one zone.
At Long Range [-1]. (Requires At Range) You may use Incite Effect on anything within your line of sight.
Incite Physical Effect [-1]. You may use Incite Effect to perform attacks that inflict physical stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets use their Endurance to defend against these attacks. If you do not have the At Range upgrade, then targets defend against these attacks as though they were ordinary Fists attacks.
Incite Avoidable Physical Effect [-0]. (Requires Incite Physical Effect At Range) The targets of your Incite Physical Effect attacks defend with Athletics.
Incite Mental Effect [-1]. You may use Incite Effect to perform attacks that inflict mental stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Discipline to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Potent Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) Attacks that you make with Incite Effect are weapon 4.
Incite Protective Effect [-1]. You may use your the skill that you use for Incite Effect to defend against physical attacks.
Incite Restrictive Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may use Incite Effect to grapple targets within the range of this Power, using the skill that you use for Incite Effect. Grappling with a physical effect inflicts physical stress, while grappling with a mental effect inflicts mental stress.
Incite Mass Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may make spray attacks and attack zones with Incite Effect. If you attack your own zone, then you are affected normally by the attack. Even if you lack the At Range upgrade, targets defend against your zone attacks as though you had it.
Incite Explosive Effect [+1]. (Requires Incite Mass Effect) You may not make non-zone-wide attacks with Incite Effect.
Incite Selective Effect [-1]. (Requires Incite Mass Effect) You do not harm yourself when attacking your own zone.
Incite Persistent Effect [-1]. (Requires Incite Mass Effect) When attacking a zone with Incite Effect, you may take an accuracy penalty (before rolling) in order to extend the duration of the attack. For each point of accuracy sacrificed this way, the attack is reapplied at the beginning of another exchange. You may take actions to extend this effect as though you were an evoker extending an evocation.
Incite Additional Effect [-1]. You may select another effect to create with this Power. You may also select another skill to use that effect with. If the other upgrades that you have are appropriate for the new effect, you may use them with it. You may also upgrade the new effect separately.
SUPERNATURAL MARTIAL ARTS [-1]
Description: You can improve your performance in combat by channelling magical energy.
Skills Affected: Combat skills.
Effects:Special Techniques. You know three techniques from the following list. You may enhance your physical attacks and defences with them by taking a mental stress hit with a value equal to the combined cost of the techniques that you're using. You must declare technique use before rolling. You may only use any given technique once per roll. At the GM's discretion, techniques beyond the ones presented here might exist.
- Enhanced Accuracy (1 stress): Add 1 to a physical attack roll.
- Enhanced Defence (1 stress): Add 1 to a physical defence roll.
- Enhanced Damage (1 stress): The enhanced attack inflicts 2 additional stress.
- Enhanced Resilience (1 stress): Add 2 to your armour against a single physical attack.
- Holy Strike (2 stress): The enhanced attack is Holy, and satisfies all appropriate Catches.
- Distant Strike (2 stress): Add 3 zones to the range of the enhanced attack.
- Whirlwind Attack (3 stress): You may apply your attack to an entire zone within its range, without risk of hitting yourself.
- Piercing Attack (3 stress): The enhanced attack ignores all armour.
- Flurry (4 stress): Replace the enhanced attack with up to four attacks. Each of those attacks suffers a penalty equal to the number of attacks made, but all of them benefit from whatever techniques enhanced the original enhanced attack.
More Techniques [-1]. You know three additional techniques. You may take this upgrade more than once, but you cannot take any technique more than once.
PROPHECY [-1]
Description: You can see the future, or at least determine its shape somehow.
Skills Affected: Lore.
Effects:Divination. Add a Divination trapping to your Lore skill. Use that trapping for Assessments, Declarations, and knowledge rolls related to what will happen in the future.
Visions. The GM can cause you to have an infallibly-accurate vision of the future whenever he or she feels inclined.
I Saw That Coming. You may use your Lore skill for the Avoiding Surprise trapping of the Alertness skill.
PRECOGNITION [-2]
Description: You can predict the actions of your opponents in combat, making it very difficult to get the drop on you.
Skills Affected: Alertness, sometimes Lore.
Effects:Always Prepared. Add two to your Alertness skill (or, if you have the Prophecy Power, your Lore skill) when using its Combat Initiative and Avoiding Surprise trappings.
Precognition. Whenever you are attacked, you may attempt to Assess the person attacking you with your Alertness skill. The person attacking you may defend with the skill that they're attacking you with. If you succeed, the GM should reveal either one of the target's Aspects or an Aspect that applies to their attack.
Application Of Prophecy. If you possess the Prophecy Power, you may use your Lore skill for the Precognition trapping of this Power and the Combat Initiative trapping of the Alertness skill.