Author Topic: Custom Powers Master List (Work In Progress)  (Read 203136 times)

Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #690 on: October 06, 2012, 12:18:56 AM »
You could probably handle that with ordinary Declarations.

Roll Lore to say that the Wright Brothers' plane is a SOURCE OF MAGICAL POWER. Tag that.

Does that work for you?

If not, you might be able to use Limitation on some Refinements to make them unavailable until you draw power from an object. That's a touch clunky though.

Offline Tedronai

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Re: Custom Powers Master List (Work In Progress)
« Reply #691 on: October 06, 2012, 12:26:44 AM »
Within the current rules, and on the assumption that they've managed to work out how these aspects on the objects will be assisting their magic, simple assessments and/or declarations to place aspects such as: 'old than anyone here', 'the stuff of modern legend', 'known the world over', and 'changed the world' (for the Wright brothers' plane, for instance) would give them a tag on each of those aspects.  The more awesome an object is, the more such aspects it would plausibly have accumulated, and the more easily they would be to assess or declare.
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Offline zeromig

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Re: Custom Powers Master List (Work In Progress)
« Reply #692 on: October 06, 2012, 01:19:30 PM »
What I had more in mind was more like:

Roll Lore, or Scholarship, or Presence (to determine something's innate power, to determine something's worth, or to simply establish you're the top deity/caster in an area). Using the skill ladder as a frame, you can determine is something is great, legendary, epic, etc., which nets you that value on the ladder in fate points. Using the points drains the items' power (symbolic, emotional, magical, etc).

I liked the idea of using the aspects, but making the leap to how the aspects assist in the magic is the part that I can't make (though I'll be pitching it to my group this Sunday). The idea was more along the lines of, there's inherent power in the symbolism of relics, aside from whatever magical/divine power a relic might have in and of itself; also, that modern-day relics exist too (for example, again, the Wright Brothers' plane).

Offline Centarion

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Re: Custom Powers Master List (Work In Progress)
« Reply #693 on: October 06, 2012, 08:10:43 PM »
So once a character has placed aspects on things, via any method (in this case likely assessment or declaration), they get to tag them for free. So if someone was to declare that the Wright Brother's Plane "Changed the World" then they could tag it for a +2 bonus on a roll where it makes sense. This is almost equivalent to a fate point.

I would use serious caution about distributing actual fate points (especially in large quantities) to players, but if you want to or think it is necessary there should not be too much of a problem with allowing several declarations at a time on a serious relic (thus netting a large bonus on your spell). Just remember that every aspect you let them place at once is another +2 bonus.

I don't think there is any reason to use a power for this.

Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #694 on: October 09, 2012, 03:49:33 AM »
Gaining Fate Points is probably not workable. Especially if you're going to gain a skill roll's result of them. I mean, 8 FP is just massive. And what stops me from using my FP to get +2 on the roll that determines how many FP the item is worth?

Having Aspects assist with magic is easy. Just tag them for +2.

Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #695 on: November 10, 2012, 06:17:28 AM »
It's been a while, so I guess it's time for an update.

Gathering new Powers and old notes.

Anti-Magic Bullets [-3]
Your bullets cause all magic they touch to go wild and out of control damaging the caster of the spell. Any bullet fired by this gun will bypass any magic blocks against damage as well as add half the power of the block rounded down to the bullets weapon rating this requires 1fp for each use. 

INHABIT [-2]
Description: You can enter inanimate objects, which you can then use as though they were physical bodies.
Musts: You must have an Aspect referring to the objects you inhabit, which can be invoked or compelled to reflect the abilities and limitations of your object-bodies.
Skills Affected: Many.
Effects:
Inhabitation. Once per scene, you may enter and control an inanimate object. While you are inside an object, you may control it as though it were your body. If your object-body is Taken Out, you may be ejected during Take-Out narration. Otherwise you may stay as long as you wish. Use your own skills and Powers to represent the abilities of your object-body. Spirit Form is an exception to this; if you have it, it's suppressed while you inhabit an object. If your object-body should logically have a Size Power that you don't have, you can't inhabit it. If it should logically lack a Size Power that you have, you lose your Size Power while inhabiting it. If you have a Size Power that is effectively a greater version of the one you need, you may reduce it; for example, a character with Titanic Size could inhabit an object with Hulking Size.
Semi-Animate. While inhabiting an object, you have the Semi-Animate Power.
Abandoned Body. While you are inside an object, you can act only through that object. If you have a physical body, it lies vulnerable until you leave the object. If you have the Spirit Form Power, you are entirely subsumed into the object until you leave into the area surrounding the object.
Inhabit Specific Type Of Thing [+1]. You can only inhabit a specific type of object, like cars or corpses or clouds. The type of object should be specific enough that one won't always be available to inhabit.
Improved Inhabitation [-varies]. For every point of Refresh invested in this upgrade, you can copy one Refresh worth of Powers or one Stunt from an object whenever you inhabit that object. Select the Powers that you copy when entering the object. Inhabiting the corpse of a swordsman might grant a sword-related stunt, while inhabiting an iron statue might grant Toughness. This may be used to purchase Size Powers, allowing you to possess objects that would normally be too big or too small for you.

SPIRITUAL PARASITE [-1]
Description: You can invade the minds of others. You can't take over completely, but you can influence your hosts pretty strongly.
Skills Affected: Discipline, others.
Effects:
Spiritual Parasitism. You may attempt to enter the bodies of other characters, willing or otherwise. Entering an unwilling character requires you to win a mental conflict, which uses the same timeframe and initiative as a physical fight. Discipline is used to attack and defend in that conflict. During the conflict, you are treated as though you were inside your target's body for the purposes of the Abandoned Body and You're Not Hurting Me Trappings. Taking an action in that conflict takes a character's full attention. If you win the conflict, you may enter the target's body. If you lose, then you fail to do so and may not try again until the next session.
Sponsor. While you are inside a character, that character has a temporary Aspect that indicates your presence. In addition, you may allow them to spend your Fate Points. For each Fate Point they spend this way, they acquire a point of sponsor debt. The debt is to you, and you may choose to use it for a Compel whenever you please.
Corrupting Influence. While you are inside another character, both you and your host gain a new stress track called the control track. The control track's length is determined by Conviction, and stress and consequences inflicted to it do not heal normally. At the end of each scene, you and your host may make a control attack against each other. Use Discipline to attack and to defend. If your host takes you out, you must leave their body. If you take them out, clear both your control track and theirs. Also you may either inflict a Compel upon them as though they had taken a point of sponsor debt to you or change one of their permanent Aspects. The extent of an Aspect change caused by this Power is roughly equal to the extent of an extreme consequence.
You're Not Hurting Me. You cannot be targeted with physical or mental attacks while in another character's body, barring special Powers or unusual circumstances. Social attacks can target you normally, though, and you may not transfer backlash or stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict. If you leave behind your physical body in order to use this Power, attacks against it bypass this effect.
Abandoned Body. While you are in another character's body, you cannot take physical actions. Nobody save your host can perceive you unless they have The Sight or another such effect. If you have a physical body, it lies vulnerable until you leave your host. If you have the Spirit Form Power, you are entirely subsumed into your host until you leave into the area surrounding your host's body.
Helpful Spiritual Parasite [-1]. While you are in another character's body, you may attempt grant that character a +1 bonus whenever they use any skill. If they accept the bonus, you get a stackable +2 bonus to the control attack that you make at the end of that scene.
Benevolent Spiritual Parasite [+1]. (Requires Helpful Spiritual Parasite) You may not make a control attack at the  end of a scene unless your host accepted a bonus that scene. And even if they did accept a bonus, your attack skill is automatically Mediocre (+0) before bonuses. Whenever your host goes a full session without using a bonus, they may clear their control stress track and begin to recover control consequences normally. On the upside, your host can no longer make control attacks against you at the end of each scene. Barring some sort of exorcism, you're there until you decide to leave.

SPIRITUAL CO-PILOT [-1]
Description: A spirit dwells inside you, granting you power in exchange for control over you. Draw upon it too heavily, and you may become its puppet.
Musts: You must have an Aspect reflecting your spiritual partner. If you act against your Co-Pilot's agenda, a Compel may deny you access to this Power.
Note: This Power is usually taken alongside the Sponsor Power. It is not compatible with Immunity to the stress that it inflicts.
Skills Affected: Discipline, others.
Effects:
Spiritual Power. Whenever you use a skill, you may choose to treat it as though it were one point higher. Do this before rolling.
The Struggle For Control. You have an additional stress track, called the control track. The length of this track is determined by your Conviction. Stress and consequences taken on this track do not begin to heal until you go a full session without using Spiritual Power.
The Price Of Power. At the end of any scene in which you use the Spiritual Power trapping, you suffer a control attack. The accuracy of this control attack is twice the number of times you used Spiritual Power in that scene, and has no weapon rating. Defend with your Discipline skill. If this attack takes you out, you receive a Compel as though you had taken a point of Sponsor Debt. Alternately, the GM may choose to alter one of your permanent Aspects.

ENTHRALLMENT [-2]
Description: You can control minds. It's not quick or easy, but it's effective.
Skills Affected: Discipline.
Effects:
Domination. You may engage a willing or helpless target in a mental conflict. Discipline is used to attack and to defend. You automatically win initiative, and taking an action in this conflict requires a character's full attention. If you are taken out, the conflict ends and you may not resume it for twenty four hours. Each exchange in this conflict takes roughly half an hour by default. You can rush this, but you'll suffer a penalty to all rolls in the rushed exchange. This penalty is -1 for a five minute exchange, -2 for a one minute one, and -3 for a combat-time exchange.
Enthrallment. If you take your target out, you may turn them into a rough thrall or into a Renfield. A rough thrall is identical to the character it once was, except that it now obeys you robotically and takes no initiative. Change its High Concept to reflect that. A rough thrall can recover given roughly a month without re-enthrallment, the help of a wizard or therapist, or a Compel against you on one of its aspects triggered by an attempt to force it to do something diametrically opposed to its nature. A Renfield is similar to a rough thrall, but retains none of its previous memories or identity. Renfields are incurable.
Superior Enthrallment [-1]. Your Enthrallment attacks inflict two additional stress. In addition, you may transform defeated targets into fine thralls. A fine thrall is identical to the character it once was, except it now seeks the goals you assign for it in place of its own. Change its High Concept to reflect that. You may also transform thralls into supernatural beings. Select four Refresh of Powers and stunts. Whenever you enthrall a character, you may grant them those abilities. Change their Aspects to reflect their new nature, as normal.

SPIRITUAL SYMBIOTE [-1]
Description: You're a spiritual symbiote of sorts; you enter the bodies of other people and make them stronger.
Musts: You must have an Aspect reflecting this Power.
Skills Affected: Many.
Effects:
Integration. You may enter the bodies of willing characters. Entering or leaving a body in a conflict takes your action, and you can stay until you decide to leave or are kicked out by your host. While you are in a character's body, that character has access to your stunts, skills, and Powers. Size Powers and Spirit Form are exceptions to this. Other exceptions should be handled through Compels or through the Limitation Power.
Abandoned Body. While you are in another character's body, the only things you can do are look through your host's senses and talk to your host. Nobody save your host can perceive you unless they have The Sight or another such effect. If you have a physical body, it lies vulnerable until you leave your host. If you have the Spirit Form Power, you are entirely subsumed into your host until you leave into the area surrounding your host's body.
You're Not Hurting Me. You cannot be targeted with physical attacks while in another character's body, barring special Powers or unusual circumstances. Characters looking to take you down violently will probably have to settle for knocking the person whose body you're using unconscious. Mental and social attacks can target you normally, though, and you may not transfer backlash or physical stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict. If you leave behind your physical body in order to use this Power, attacks against it bypass this effect.

POSSESSION [-1]
Description: You can take over the bodies of others. Maybe only if they consent, maybe even if they don't.
Skills Affected: Discipline, others.
Effects:
Possession. You may enter the bodies of willing characters. Entering or leaving a body in a conflict takes your action, and you can stay until you decide to leave or are kicked out by your host. While you are in a character's body, you may control that body as though it were your own. Use your own skills and Powers when doing so. Size Powers and Spirit Form are an exception to this: use your host's Size Powers in place of your own, and if you have Spirit Form it is suppressed while you're in someone else's body. You may also use certain other Stunts and Powers possessed by your host, generally those relating to raw physical ability or the reactions of other characters to your host's body. Some of the host's skills may also modify your own, generally along the same guidelines as Powers and Stunts. The GM is the final judge of which of the host's Powers and Skills and Stunts apply to you.
You're Not Hurting Me. You cannot be targeted with physical attacks while in another character's body, barring special Powers or unusual circumstances. Characters looking to take you down violently will probably have to settle for knocking the person whose body you're using unconscious. Mental and social attacks can target you normally, though, and you may not transfer backlash or physical stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict. If you leave behind your physical body in order to use this Power, attacks against it bypass this effect.
Spiritual Eviction. If you end up controlling a host who wants you out, that host may engage you in an opposed Discipline roll. If they win, you are forced out of their body. If you entered their body with their consent, your host may attempt one such roll as soon as they decide to kick you out. Regardless, they may attempt one such roll every time you control their body for another continuous day and every time you use their body to damage them or something they care about. In extreme situations, such as forced suicide, your host may benefit from a circumstantial bonus to the opposed Discipline roll.
Abandoned Body. While you are in another character's body, you can act only through that body. Nobody save your host can perceive you unless they have The Sight or another such effect. If you have a physical body, it lies vulnerable until you leave your host. If you have the Spirit Form Power, you are entirely subsumed into your host until you leave into the area surrounding your host's body.
Hostile Possession [-2]. You may attempt to possess unwilling victims. This requires you to win a mental conflict, which uses the same timeframe and initiative as a physical fight. Discipline is used to attack and defend in that conflict. During the conflict, you are treated as though you were inside your target's body for the purposes of the Abandoned Body and You're Not Hurting Me Trappings. Taking an action in that conflict takes a character's full attention. If you lose the conflict, you fail to possess the target and can't try again until the next session. If you win, you possess the target normally. If a character is possessed by multiple characters with this Power, the most recent possession takes precedence.

SPIRIT FORM [-3]
Description: You are an incorporeal spirit form, able to pass through walls and other barriers in the mortal world. Thresholds still have an almost physical reality to you, however.
Skills Affected: Many, especially Conviction.
Note: This power may not normally be attached to Human Form, Feeding Dependency, an Item Of Power, Magical Self-Enhancement, or any other power that can "turn off" the powers it is attached to. The Astral Projection and Manifestation upgrades, if taken, entirely remove this restriction except with regards to Human Form.
Effects:
Insubstantial. You are invisible, inaudible, and incorporeal. This means that you can neither affect nor be affected by physical things, except as dictated under Vulnerabilities. Any magic that you cast is also incorporeal, and useless against anything physical. However, you can perceive the physical world normally, and under some circumstances it may be possible for physical characters to perceive and communicate with you. Characters with this power may affect each other freely.
Shaped By Belief. Your very existence is defined by belief. As a result, you are not closely bound by physical reality. You do not need to eat or sleep or breathe. Furthermore, you do not excrete wastes and you do not age. You are immune to both poison and disease. You may make Maneuvers and Declarations with Conviction to define your physical form and the nature of your interactions with the world.
No Real Body. You don't have a real body. Powers that allow characters to enter the bodies of others, like Possession, cannot be used on you.
Vulnerabilities. Certain physical things can harm you despite your intangibility. These things include ghost dust and fire. What's more, you cannot cross thresholds at all.
Unrealistic Spirit Form [-1]. The laws of physics only affect you if you think they should. Teleportation is possible for you. You may substitute your Conviction skill for your Might skill when exerting force, your Athletics skill when moving, or for any other physical skill as the GM feels is appropriate.
Spiritual Body [-0]. Your body and your mind are the same thing. You have one stress track that is used for both mental and physical stress. Its length is determined by your Conviction skill. Size, Toughness, and Stoicism powers apply to this track, but mental stress bypasses physical Powers and vice versa. Consequences taken on this track do not recover naturally unless you provide some form of special justification, generally involving the absorption of memories. More severe consequences require more elaborate justifications.
Quasi-Solid Spirit Form [-1]. You can exert a tiny amount of force on the material world. Normally this does nothing of importance, but when machinery is around you can often interfere with it. You may use Conviction to make maneuvers disrupting physical machinery and moving small objects.
Optional Spirit Form [-2]. You may suppress or reactivate this Power whenever you please. Doing so takes an action if you are engaged in a conflict. Using this trapping is an insane act for a ghost, and as such this trapping may not be possessed by sane ghosts. (Other forms of spirit might not have this limitation, and physical creatures that can become ethereal almost certainly don't.)
Projected Spirit Form [-1]. You are a physical creature, but you can leave your body when you feel inclined. You normally do not have access to this power, but you may gain access to it any time by taking a supplemental action. When you do so, your physical body is unconscious and immobile. You may return to your physical body at any time by physically entering it with a supplemental action. This upgrade is not compatible with Optional Spirit Form.
Involuntary Spirit Form [+1]. (Requires Optional Spirit Form or Projected Spirit Form) You have no control over whether or not you are corporeal at any given time. Choose a condition in collaboration with the GM. This condition determines whether or not this power is active at any given time.

Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #696 on: November 10, 2012, 06:19:05 AM »
Bloody post length limit.

[-1]  Banefire
"The End is its own purpose"
Aura of Annihilation: Your hands are coated in a sickly green supernatural fire. Melee physical attacks treat enemies' toughness abilities as one step lower (as if by power loss to a 2-shift threshold) and even immensely powerful creatures will feel your blows. However, those attacks will always be lethal whether you want to or not; this is reflected via appropriate consequence flavor and takeout results should be "disintegrated", "burned to nothing" or "utterly destroyed".
Reign of Ruin: Your blows deal damage more due to pure destructive energy than anything else. Remove all descriptors and damage types; using a holy iron sword with this ability doesn't satisfy faerie or vampire catches - but neither will the sword prove ineffective in fighting a swarm or ooze immune to slashing weapons.

[-3] Chaos Surge
"The eight-pointed star is my symbol for like it, I can go to all directions at once."
Ignore Causality: You can bend or break the links of cause and effect. Spend a Fate Point and choose one of your items, skills or powers to Ignore Causality. Choose a flavor descriptor; the chosen item, skill or power mechanically works the same but for the duration of the scene it has the flavor descriptor you chose instead of its own even if it would not make sense. For example, if you are wielding a silver sword and choose "fire", your sword will appear to be a bolt of fire. Attacks with it would cause fire damage and burn the victims with fire-related consequences and takeouts, satisfy fire catches and be stopped by defenses against fire. If you use Evocation and choose "technology", your spells would appear to be technological gadgets resulting in the exact same mechanical effect but with inexplicably convenient technology such as a bolt of lightning appearing to be a tesla coil electrocuting your enemies. This would extend to your tesla coil frying magic-immune enemies or being hexed by another wizard.
Dangerous Business: Ignoring Causality is dangerous business. Roll 4df at the end of the scene. A result of -2 to +2 causes a very minor and temporary paradox on par with morerate hexing or 2 shifts of fallout. A result of +3 or +4 might draw the attention of the Gatekeeper in a way the GM decides. Similarly, a result of -3 or -4 might draw the attention of Outsiders or their allies.

Might Over Magic [-2]
Effects:
Disruptive strikes. Your blows are capable of disrupting spells, provided the effect can physically be attacked.  Roll Might plus the Weapon Rating the melee weapon you are using against the spell’s control (in the case of effects from enchanted items or thaumaturgy, treat the spell’s control equal to the spell’s strength).  If you have any Strength powers, you may add their stress bonus to the roll.  If successful, the spell's effect ends as if counterspelled.  This may be done instead of a defense roll.

I thought about it and I realized that I couldn't think of a single character concept that left behind their body while symbiotizing someone. So I'm going to make it so that even physical symbiotes merge with their hosts.

Also you should be allowed to purchase Limitation multiple times.

Extra Appendages should allow spray grapples, and I think Superb Coordination might be strictly worse than Excellent Coordination.

Might Over Magic should include the various clarifications made in its thread.

Plus there's that Inner Gates Power.

Should make Avoidable Aura incompatible with Mental Aura if I haven't yet.

Should clarify range of acceptable take-out results from Incite Mental Effect.

Should finish that Modular Abilities thing.

Offline Locnil

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Re: Custom Powers Master List (Work In Progress)
« Reply #697 on: November 10, 2012, 05:36:40 PM »
Forgot to post it earlier, but I finally figured out what was bugging me about Superior Enthrallment. What, exactly, is stopping a character with this power from enthralling a bunch of mooks, then giving them all Superior Enthrallment, then commanding them to do as he just did? Eventually building a pyramid that controls the entire human population. Or hell, how about just enthralling everyone in the party, giving them a huge power bonus? Or even enthalling oneself?

Also, how would this power interact with Ritual Psychomancy, Thaumaturgy, and Superior Psychomancy?

« Last Edit: November 10, 2012, 05:38:17 PM by Locnil »

Offline Mrmdubois

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Re: Custom Powers Master List (Work In Progress)
« Reply #698 on: November 10, 2012, 06:23:01 PM »
Nothing is stopping you except presumably everyone on the planet who doesn't want to be a mind slave.  That kind of thing would get noticed.

By the way Enthrallment seems like an excellent additional power with which to stat up Fomor.

Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #699 on: November 10, 2012, 09:39:24 PM »
Forgot to post it earlier, but I finally figured out what was bugging me about Superior Enthrallment. What, exactly, is stopping a character with this power from enthralling a bunch of mooks, then giving them all Superior Enthrallment, then commanding them to do as he just did? Eventually building a pyramid that controls the entire human population.

Same thing that stops you from starting a religious pyramid scheme where everybody worships you as a god, using only mundane skills.

That is to say, nothing. But it's still hard.

Or hell, how about just enthralling everyone in the party, giving them a huge power bonus? Or even enthalling oneself?

Enthralled PCs should definitely need to pay for their Powers. I'll make that clear.

(NPCs also have to pay, if the GM is keeping track of their Refresh. Enslavement tends to reduce one's free will, appropriately enough.)

Also, how would this power interact with Ritual Psychomancy, Thaumaturgy, and Superior Psychomancy?

No special interactions. You can have both, but it's a bit redundant.

Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #700 on: November 11, 2012, 08:39:32 PM »
Here's my attempt at cleaning up Might Over Magic while adding its various clarifications.

MIGHT OVER MAGIC [-2]
Description: You can shatter magical effects through physical force.
Skills Affected: Might.
Effects:
Disruptive Strikes. You destroy ongoing spells by hitting them. Doing so requires you to roll your Might skill plus the weapon rating of your melee attacks (including Strength bonuses) against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends.
Parry Magic. You may use your Might skill plus the weapon rating of your melee attacks (including Strength bonuses) in place of your Athletics skill to defend against magical attacks and maneuvers.

Hm. In retrospect, Parry Magic probably gives too good a defence roll. With Supernatural Strength, Superb Might, and a big sword, that's a defence of 12 against magic.

And that's not a worst-case scenario at all.

I think we should probably make Parry Magic weaker. Any suggestions on what the new numbers should look like?

Offline Mrmdubois

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Re: Custom Powers Master List (Work In Progress)
« Reply #701 on: November 11, 2012, 10:04:13 PM »
Halve might score and strength power values?

Offline ways and means

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Re: Custom Powers Master List (Work In Progress)
« Reply #702 on: November 11, 2012, 10:19:23 PM »
Don't add in non-strength weapons rating a great sword shouldn't effect your ability to parry magic (as allowing non-magic items to give skill boosts is a bad precedent) so if you want the big number you will have to have paid for them with refresh. Mind you if someone wanted a +6 to parry magic ability for 3 refresh (without needing mythic strength) that would also be balanced as it opposed to something that allows similar ridiculous stacking so I am not sure the power as is needs changing. 
« Last Edit: November 11, 2012, 10:45:30 PM by ways and means »
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Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #703 on: November 12, 2012, 03:18:19 AM »
Yeah, dropping the item bonus is probably necessary.

Not sure whether to use the whole Strength bonus or halve it. Halving it would make it analogous to Speed, which would be nice, but it might be too big a nerf.

Offline ways and means

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Re: Custom Powers Master List (Work In Progress)
« Reply #704 on: November 12, 2012, 02:41:57 PM »
Refresh Cost for a +2 to defense vs magic stunt = 1 refresh.
Refresh Cost of Might over Magic = 2 

Without any Strength Power might over magic costs one more refresh than a stunt and gives no bonus to defense (unless you include weapons rating from items), making the stunt infinitely superior.

Lets use half values next.
Might Over Magic + Mythic Strength (-8) Gives a +3 vs magic

Comparing efficiency that is 0.4 bonus for point of refresh vs a 2 bonus per point of refresh from the stunt (the stunt is five times as good.) Even if we ignore the mythic strength cost that is still a -2 for a +3 which is 25% less efficient than a stunt. 

Using full weapon values
Might Over Magic + Mythic Strength (-8) Gives a +6 vs magic

Comparing efficiency that is a 0.75 bonus per point of refresh spent vs 2 from the stunt, the stunt is 2 2/3rds times better than the power. If we ignore the mythic strength refresh again that is a -2 giving a +6 which is 1.5 times better than a stunt therefor reasonable for a power.

The power using half values is just terribly weak full stop, at full values it is just terribly weak at any strength level below supernatural (supernatural is the break even point).

I don't like the fact that the power is balanced for mythic levels when mythic levels should be rare, a -2 refresh power should never give no bonus at all, maybe the power should have varying cost dependent on how much strength is taken.     
« Last Edit: November 12, 2012, 02:46:21 PM by ways and means »
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