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| Tweet Topic Started: Sep 18 2014, 01:24 AM (3,389 Views) | |
| Soulblazer_87 | Oct 16 2014, 12:45 AM Post #51 |
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Environmental: It's not limited to Melchsee's Door. Far from it, in fact. Because you can determine the type of damage, it can be from the psyker that creates a folded 'void' space, to the sorcerer that is creating arms of fire, to even the crazy guy who manipulates gravitational fields to create tentacles of highly-compacted dust.TK at 4 can only do so much -namely, only a normal Unarmed Attack. An Environmental-specialist can rip you apart, set you on fire, etc etc, with greater ease, more damage and less cost. Not to mention the "alright, that's it, everybody DIES" final stand mode ![]() Somatic; I just don't want this ability to be an excuse to not spend exp on Physical stats/abilities. It should be a way to push way past the physically possible into the 'omg, he's punching a dragon- and winning!'. The fact that someone is more focused on their body rather than telekinetically ripping someone apart should not mean that they are any less effective when the chips are down. |
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| Soulblazer_87 | Oct 17 2014, 12:14 PM Post #52 |
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So, for Somatic, do we agree that; Minor Power; Increase Physical stats at +1/Psi and Major Power; Increase SD/Resilience/AP at +1/Psi (or +2 for SD)? Should the cost be paid per round or per scene? If it's per scene, and to limit absurd OP'ing, I propose that, whatever Psi you invest in these boosts 'taps' the psi you can use in other rounds. So, if you are lv3 and increase your Strength by 3 points, you cannot Psi until you let go of the boost. If you had increased by 2 points, you'd still have 1 point of Psi available each round to use. But you still wouldn't pay 3 or 2 Psi per round to maintain the boost. For Environmental, I'm thinking of borrowing Weapon Creation rules. At Minor Power you get a natural ranged attack, dealing a certain amount of damage and benefitting from Intelligence as if it were a melee weapon (that is, it is added to the damage), rolling Wisdom + Ballistics to attack (ballistics is still up in the air, maybe Arcana or Charisma?). When creating the Character, you may use 2 Weapon Mods, melee or ranged. Spending Psi lets you add on more mods, for a cost of Psi equal to the resource point cost. While the first 2 Weapon Mods cannot be changed, the extra mods can. When going Major Power, you increase your natural weapon's damage and each point of Psi invested in this counts as 2 points rather than one. Criticism? |
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| Eisenritter | Oct 17 2014, 01:04 PM Post #53 |
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Old Iron Knight
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Somatic: Yes, noting that you may have to reminder text or further limit how much Psi can be spent for the effects. I'd go with binding it for the Scene, too. Environmental: Use Ego + Level; you're basically making a unique weapon class (autoproficiency included), and Characteristics don't get added to attack rolls. Should also be binding any Psi used to add mods... maybe all of the assets should include a Psi-binding effect? Also, note for damage types: Anything other than X is appropriate for your vector here. As (I think) I've noted before, Lucy likes Rending, most others prefer Impact and there's the whole class of pyro/electro/cryokineticists that would be doing Energy damage with this.
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| Soulblazer_87 | Oct 17 2014, 01:21 PM Post #54 |
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Somatic; In a round you can only spend Resource up to your Power Stat, ergo the limit so that people don't start powering-up before a fight to get themselves an uber-power. No SSJ7 charging for you, players! Environmental; Maybe Wisdom+Ego? I want characters to be able to start out keeping more than one dice, or they're gonna miss, A LOT. Not all Assets should have Psi binding, not if it doesn't make sense. In this case, we need the binding, but in the case of Manipulative, we don't. X damage can be considered 'tearing the enemy apart in a sub-atomic level' or even 'imploding outwards' by surrounding the target with a 'diluted space' and letting pressure simply tear them apart from the inside out. Of course, the damage type would be decided when the Asset is taken, I didn't feel the need to state that. |
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| Eisenritter | Oct 17 2014, 07:52 PM Post #55 |
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Old Iron Knight
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No, see, the point of the statement regarding Somatic is that my usual sounding boards (outside this forum) have repeatedly pointed out either a need for reminder text or an actual "Chicanery-No" keyword. In this particular case, we should be prepared to have a limit other than just your Ego, just in case. Not entirely sure how this one will perform at table, so it'd be a good idea to have backups in place in case they're needed, y'know? |
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| Soulblazer_87 | Oct 18 2014, 02:11 AM Post #56 |
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I do not believe that a total buff of 5 points divided to all the Physical Characteristics is all that unbalancing. Especially if they later won't be able to use Resource heal, recover from Stun, reroll dice etc. And that's at Ego 5. At lower levels of Ego, they won't be able to get away with even a much more minor boost to their stats and the ability to heal. |
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| Eisenritter | Oct 19 2014, 04:14 PM Post #57 |
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Old Iron Knight
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Phoenix AEFs moved to separate thread for more attention. It occurs to me that if AEFs are to be a thing, we may have to flesh out that "Chicanery-No" keyword further. Namely, if they're to be presented, are we to assume that no one will try to break the game by cherrypicking main and alt features, or cut it off at the head by flat-out stating "no, you take all of them or none of them"? If the former, what's the cutoff for qualifying as the main or alt for the purpose of which set of assets you can choose from? Hedging bets here, I'm used to this kind of chicanery. On the subject of Chronomancy: I am not terribly familiar with Doctor Who, so it may require time and kludge if I'm to work with it as a source. That said, how do we deal with Time? Is it forever intertwined with the three spatial dimensions (that is, mucking around with one necessarily entails mucking around with the other), or separate enough to be handled without mucking around spatially? The Warp, incidentally, is more like the Far Realm; it's not that Time and Space are separate, intertwined, or even nonexistent, they're more... dysexistent there. Not parallel, but perpendicular, if you take my meaning? |
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| Soulblazer_87 | Oct 19 2014, 05:39 PM Post #58 |
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As far as I'm concerned, you either take all the AEF features or none at all. You can't be a Werwolf/Spider/Snake thing. You are either a Werewolf, a Werespider or a Weresnake. No cherrypicking. Of course, if you're taking an AEF, you may only use that AEF's assets. Once again, as a tl;dr: You either take ALL the features of an AEF, or none at all. Eh, the Doctor doesn't use much Time-power anyway, apart from travelling around, seeing which points are in flux or fixed (along with the ability to tell when something's changed and the memory to tell you specifically what event changed with what action as he seems to have memorized the entirety of Earth's history -past, present and future) and, of course, his time-travelling, bigger-in-the-inside spaceship. How we deal with Time depends on how YOU want to build your Exaltation. If you want to have copies of the character (though, I don't really like that, it could lead to absurd levels of OP-ness and chicanery) walking around, then that's what the class does. If you want a more PoP slow-down/speed-up thing, that's cool too. Maybe the ability to rapidly decay/restore things, enabling the crumbling of walls? Think WoD Mage Entropy powers (which sometimes manifest as luck, others as the decay -or lack thereof- of everything). Hell, take a leaf from DotA and create 'areas' where time flows differently (which would help with, say, recovering Resources for others). |
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| Eisenritter | Oct 21 2014, 07:20 PM Post #59 |
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Old Iron Knight
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Okay, then, first? Let's streamline the interactions here. A Chronomancer has, essentially, two Resource Stats. Ticks, which are a function of their Power Stat, and Tocks, which are a function of how many Ticks you've spent without letting them recover. You spend a Tick, you get a Tock, and vice-versa... or you can spend neither one and let your Ticks count back up, one per round. You can't spend both in the same round, and other than what you can spend them for, Tocks follow exactly the same rules as Resource Points in general. So, the question becomes... what can Tocks be spent on? Penalties seem appropriate; Tocks are something you shouldn't necessarily want, after all. Powers could function on Ticks, with Tocks acting as a forced cooldown, of course, but that might be more bookkeeping than strictly necessary. And whence duality effects, then? Would these necessarily be self-targeting buffs or debuffs, depending on which is spent? FETHING TIME, HOW DOES IT WORK. |
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| Soulblazer_87 | Oct 22 2014, 03:31 AM Post #60 |
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The easiest way to deal with Tocks would be to take a leaf from the Fatespinner PrC. Namely, it should do the opposite of a Tick. What do Ticks allow? Healing, rerolling, adding to a roll, recovering from stun and to act more. Therefore, a Tick could be used to 'burn' a Health point, take penalties to rolls (so long as they matter, no playing cards to burn off Tocks) or to spend a turn 'out of sync'. Essentially, it's the paradox that needs to be worked off. And, just to make sure players want to work it off as soon as possible, add the addendum; if they have more Tocks than Ticks, they start getting penalties to all rolls. This should push them to not spam Ticks as well as want to get rid of them soon. |
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