Author Topic: How should I develop my character's powers?  (Read 8377 times)

Offline Kiero

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How should I develop my character's powers?
« on: December 21, 2011, 10:06:58 PM »
We've just finished the first story of City on the River, and our party is shaping up to be quite a capable bunch of people. However, we have three melee-ists; my character (the Scion), a Knight of the Cross and an Emissary of Power (see the PCs). The latter two are melee weapon-focused and unarmed-focused (via an IoP granting Inhuman Strength and Claws).

My character is currently thus:

(click to show/hide)

I know what I want with my next point of Refresh, Supernatural Strength. After that, though, I'm really not sure. For reference, we're playing Scions like Changelings; there's an ultimate "parent" Power set towards which you can develop but may eventually face a Choice between the sides of your heritage.

My "parent" Power set was agreed thus:

(click to show/hide)

Which is quite a meaty lot, leaving loads of room to grow into that without being in too much risk of triggering the Choice. I was originally thinking I'd get Supernatural Strength and Speed, and Claws (and switch to Fists as my primary), but the latter one feels a bit too much like I'm stepping on the Emissary's toes. Similarly, though, if I stick to using Weapons, I'm going to inevitably impinge on what the Knight does.

I don't want the magic, and the Claws do feel a lot like indulging the demonic side that he's trying to avoid, which is why I'm leaning towards the melee weapons. It feels more like attempting to remain within the human realm, even if that's boosted by demon powers, as compared to using bare hands (and feet).

Anyone got any thoughts, barring just waiting to see how the three characters progress?
« Last Edit: December 21, 2011, 11:20:53 PM by Kiero »

Offline EdgeOfDreams

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Re: How should I develop my character's powers?
« Reply #1 on: December 21, 2011, 10:28:49 PM »
Honestly, your character is already pretty uber.  Rather than seeking more power, I would suggest investing in stunts.  Particularly, Riposte comes to mind as one of the better stunts for the Weapons skill.  Alternative, some stunts invested in social skills or skill substitutions could help shore up your lack of non-combat ability.

Offline wyvern

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Re: How should I develop my character's powers?
« Reply #2 on: December 21, 2011, 10:43:47 PM »
Hm.  I'd actually make a simple flavor choice to distinguish yourself.  Some examples:

1) play up the thrown / ranged aspect of the weapons skill.  Flavor "wall of death" as a fan of knives sort of skill.  Pick up the dual-wielding stunt, and maybe a zero-point "Item of Power" dagger that returns when thrown & functions as weapon: 2 when used in melee.  (This is worth zero, because it's not any better mechanically than you could get by pairing up a shortsword with mundane daggers.)

2) Have your current weapon break when you use it with supernatural strength - and then go find something sturdier, like a two-handed warhammer.  Describe your combat in terms of sweeping blows that can be dodged but not parried; maybe take a stunt that gives you +1 on weapon attacks when your opponent is defending with weapons or fists.

3) Go weaponmaster - instead of having a preferred weapon, you have a whole collection - and know enough to pick out which weapon would be best used in the current situation.  Take a stunt that does for the weapons skill what martial artist does for fists, and then use it - pick out the "right" weapon at the start of any given fight, and use a declaration to give yourself the advantage for having brought a sword to a knife fight, or a polearm to a swordfight, or a knife when it's close quarters fighting and your foes are still trying to swing those clunky halberds around...

4) You've got an aspect that references chains already; make that literal with flails, whips, etc.  Go heavy on the maneuvers; trip your foes, entangle them (a stunt that lets you grapple using weapons complemented by might, rather than just might skill), and generally work to control the fight - let your allies get the finishing blows, and know that you're the one that made such decisive strikes possible.

Offline Kiero

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Re: How should I develop my character's powers?
« Reply #3 on: December 21, 2011, 11:33:15 PM »
Honestly, your character is already pretty uber.  Rather than seeking more power, I would suggest investing in stunts.  Particularly, Riposte comes to mind as one of the better stunts for the Weapons skill.  Alternative, some stunts invested in social skills or skill substitutions could help shore up your lack of non-combat ability.

I might get some later, but I really need the guaranteed extra damage of Supernatural Strength first. I'm the party's primary muscle and it fits nicely.

Lack of non-combat ability hasn't been an issue so far; Intimidation and Stealth have been my main non-combat plays, besides Athletics. Something boosting my Intimidation, or giving a skill switch on Discipline might be good ones.

Hm.  I'd actually make a simple flavor choice to distinguish yourself.  Some examples:

1) play up the thrown / ranged aspect of the weapons skill.  Flavor "wall of death" as a fan of knives sort of skill.  Pick up the dual-wielding stunt, and maybe a zero-point "Item of Power" dagger that returns when thrown & functions as weapon: 2 when used in melee.  (This is worth zero, because it's not any better mechanically than you could get by pairing up a shortsword with mundane daggers.)

2) Have your current weapon break when you use it with supernatural strength - and then go find something sturdier, like a two-handed warhammer.  Describe your combat in terms of sweeping blows that can be dodged but not parried; maybe take a stunt that gives you +1 on weapon attacks when your opponent is defending with weapons or fists.

3) Go weaponmaster - instead of having a preferred weapon, you have a whole collection - and know enough to pick out which weapon would be best used in the current situation.  Take a stunt that does for the weapons skill what martial artist does for fists, and then use it - pick out the "right" weapon at the start of any given fight, and use a declaration to give yourself the advantage for having brought a sword to a knife fight, or a polearm to a swordfight, or a knife when it's close quarters fighting and your foes are still trying to swing those clunky halberds around...

4) You've got an aspect that references chains already; make that literal with flails, whips, etc.  Go heavy on the maneuvers; trip your foes, entangle them (a stunt that lets you grapple using weapons complemented by might, rather than just might skill), and generally work to control the fight - let your allies get the finishing blows, and know that you're the one that made such decisive strikes possible.

On 1) I may play up the thrown weapon angle in later games anyway, the Knight certainly doesn't use them. Both thrown knives but also javelins, if I'm able to come prepared to a fight.

Ironically on 2) I've discussed Compel-oriented weapon breakage when I hit Supernatural Strength. I'm mildly tempted, depending on how problematic it becomes, to get an IoP almost simply for the Unbreakable quality.

On 3) I've already been doing that to a degree, but I do think it's a worthy thing to emphasise. So far Faris has used a saddle axe in single combat with an uber-ghoul, a cavalry sabre in running battles with Renfields and ghouls, and a sledge hammer as missile weapon too.

On 4) that's not a bad idea to add to 3). Perhaps a kunai on a chain or the like?

Offline wyvern

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Re: How should I develop my character's powers?
« Reply #4 on: December 21, 2011, 11:52:06 PM »
Haha; I'd meant that list to be a "pick one" sort of thing - but it sounds like you're picking all of them.  In that case, having a variety of weapons might also be insurance against strength-related compels; if one weapon breaks... move on to the next.

Offline Kiero

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Re: How should I develop my character's powers?
« Reply #5 on: December 22, 2011, 01:00:23 AM »
Haha; I'd meant that list to be a "pick one" sort of thing - but it sounds like you're picking all of them.  In that case, having a variety of weapons might also be insurance against strength-related compels; if one weapon breaks... move on to the next.

Well, when you've got high Weapons, there's no reason (barring the usual concealability/carrying capacity issues) not to bring an arsenal.

Offline toturi

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Re: How should I develop my character's powers?
« Reply #6 on: December 22, 2011, 02:21:21 AM »
Honestly, your character is already pretty uber.  Rather than seeking more power, I would suggest investing in stunts.
He only has Inhuman level powers. His parent is pretty uber, I'd admit but the PC isn't quite that level yet.
But I'd also advise getting some stunts to shore up the lower level skills like Discipline and Lore. A situational +2 to Discipline or Lore can be quite useful.
With your laws of magic, wizards would pretty much just be helpless carebears who can only do magic tricks. - BumblingBear

Offline EdgeOfDreams

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Re: How should I develop my character's powers?
« Reply #7 on: December 22, 2011, 02:29:17 AM »
He only has Inhuman level powers. His parent is pretty uber, I'd admit but the PC isn't quite that level yet.
But I'd also advise getting some stunts to shore up the lower level skills like Discipline and Lore. A situational +2 to Discipline or Lore can be quite useful.

Well, I must admit I come from a game where Supernatural X is banned for PC's.  Having all four Inhumans, with significant rebates from catch and other stuff is considered very strong for a PC where I come from.

Offline Becq

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Re: How should I develop my character's powers?
« Reply #8 on: December 22, 2011, 02:34:51 AM »
As an alternative to going the IoP route to give you an Strength-proof weapon, you could go the Claws route.  This would probably involve a bit of retraining: you'd want to swap Weapons and Fists (and possibly even allow Weapons to degrade over time due to disuse) and either 'forget' your stunt or replace it with something else.  A nice bennie to this is that the claws could be concealed by your Human Form.

If you really like the weapon schtick (which I get the impression you do), then this option is not for you, of course.

Offline toturi

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Re: How should I develop my character's powers?
« Reply #9 on: December 22, 2011, 02:50:28 AM »
Well, I must admit I come from a game where Supernatural X is banned for PC's.  Having all four Inhumans, with significant rebates from catch and other stuff is considered very strong for a PC where I come from.
Inhuman is entry Chest-deep/Submerged level for a PC in my game. At higher Refresh (10+), Supernaturals are fair game.
With your laws of magic, wizards would pretty much just be helpless carebears who can only do magic tricks. - BumblingBear

Offline Sanctaphrax

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Re: How should I develop my character's powers?
« Reply #10 on: December 22, 2011, 03:50:53 AM »
I recommend taking a stunt. You can swap stunts at every milestone, so they make good choices for the indecisive.

Plus, a stunt would add flavour to your combat style. Faris is currently pretty bland, mechanically speaking. (His fluff is cool, but his stats are mostly just standard bruiser stuff.)

PS: I don't understand why an IoP would give Claws. Why not just give the gauntlets a weapon rating?

Offline Kiero

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Re: How should I develop my character's powers?
« Reply #11 on: December 22, 2011, 09:37:34 AM »
He only has Inhuman level powers. His parent is pretty uber, I'd admit but the PC isn't quite that level yet.
But I'd also advise getting some stunts to shore up the lower level skills like Discipline and Lore. A situational +2 to Discipline or Lore can be quite useful.

Indeed, given this is a game where in our first story we've faced ghouls, uber-ghouls, a Changeling with Supernatural Speed and a Black Court Vampire, not that big a deal.

If I were looking for a Skill-boosting Stunt (not a bad idea), I'd be more concerned with those at +1 and +2, rather than +3 (I think Discipline is high enough). I have been considering Finely Tuned Third Eye for "monster detection". Though when we've got two other PCs with very high Lore, it does seem a little redundant.

Well, I must admit I come from a game where Supernatural X is banned for PC's.  Having all four Inhumans, with significant rebates from catch and other stuff is considered very strong for a PC where I come from.

As toturi says:

Inhuman is entry Chest-deep/Submerged level for a PC in my game. At higher Refresh (10+), Supernaturals are fair game.

It's entry level; three of the five PCs have Inhuman stats, and we're currently at 9 Refresh.

As an alternative to going the IoP route to give you an Strength-proof weapon, you could go the Claws route.  This would probably involve a bit of retraining: you'd want to swap Weapons and Fists (and possibly even allow Weapons to degrade over time due to disuse) and either 'forget' your stunt or replace it with something else.  A nice bennie to this is that the claws could be concealed by your Human Form.

If you really like the weapon schtick (which I get the impression you do), then this option is not for you, of course.

That was originally my plan (though it would be supernaturally hardened fists, rather than sprouting claws), but the Emissary already has fists of stone, and for the moment being the unarmed fighter is sort of her schtick (though she's not specced for combat).

It feels to me like going down that route is taking him closer to becoming like his father, who I presume doesn't bother himself with carrying weapons around. If weapon-breakage with Supernatural Strength turns out to be really problematic, I might just go Claws and switch to Fists (which is also pretty high anyway) as primary.

I recommend taking a stunt. You can swap stunts at every milestone, so they make good choices for the indecisive.

Plus, a stunt would add flavour to your combat style. Faris is currently pretty bland, mechanically speaking. (His fluff is cool, but his stats are mostly just standard bruiser stuff.)

That's a point, I don't actually need an additional point of Refresh in play, I was doing just fine on Compel-fuel (hitting 4 FPs at one point and keeping it at that level). You can swap them for a point of Refresh or a power, can't you?

I could always get it now and switch it for Supernatural Strength when we have our next Major Milestone (possibly at the end of the next story) and an additional point of Refresh.

I'm wondering about something like this:

Weapon Master: +1 Stress with hand-held weapons and +2 to Weapons-based maneuvers.

Or get Wrestler for that boost to my unarmed utility.

PS: I don't understand why an IoP would give Claws. Why not just give the gauntlets a weapon rating?

Reskinning Claws was the simplest option at the time. Net effect is identical, it's Weapon:2 for Fists attacks.
« Last Edit: December 22, 2011, 09:46:06 AM by Kiero »

Offline CottbusFiles

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Re: How should I develop my character's powers?
« Reply #12 on: December 22, 2011, 01:26:13 PM »
I personally find it strange that Dracul doesn't have Wings and maybe Hulking Size (shapeshifting), just something to think about.
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Offline Kiero

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Re: How should I develop my character's powers?
« Reply #13 on: December 22, 2011, 04:20:19 PM »
I personally find it strange that Dracul doesn't have Wings and maybe Hulking Size (shapeshifting), just something to think about.

He might do, but I've no intention of ever taking either of those if he does. Right now I'm thinking that beyond expanding the building blocks I already have, I won't be branching out further into the other areas covered.

Offline toturi

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Re: How should I develop my character's powers?
« Reply #14 on: December 23, 2011, 02:11:36 AM »
Alternatively you can stick with Weapons but go ranged with a IOP that gives a reskinned Breath Weapon (an IOP weapon with a Mjollnir-type return to thrower enchantment).

Your physical defenses are pretty good with respect to the Refresh level of your game, a straight up +5 with Weapons or a +4+1(with Inhuman Speed). Without knowing what house Powers there are in your game, I am assuming there aren't any magical Social attack vectors. From my view, your Mental stress track is vulnerable, which is why I suggested you get a stunt to boost your Discipline. Personally I'd go with defense over offense, but that is personal preference.
With your laws of magic, wizards would pretty much just be helpless carebears who can only do magic tricks. - BumblingBear