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| Homebrew Exaltation: Princess; Magical Girls iiiiiiiin Spaaaaaaaaaaace. | |
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| Tweet Topic Started: Aug 18 2015, 02:32 PM (881 Views) | |
| Midboss57 | Aug 18 2015, 02:32 PM Post #1 |
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An alternate take on the magical girl exaltation, mainly based on the WoD fangame Princess: the Hopeful. Some balancing probably required. ![]() At its height, the Eladrin empire all but spanned the Wheel from one end to the other. Among the many worlds of this Empire were eight crystal spheres ruled by extremely powerful sorceresses known as the Radiant Queens. Each one was an immortal and virtuous ruler whose personal philosophy was nearly a religion in itself. Together, they conducted a ritual that caused them not just to be magic users, they became magic themselves, beings somewhere in betweens mortals and demons. This ritual had another effect: it echoed within the warp (and still does to this day). Girls and women of strong idealism in all four corners of the Wheel ended up going through the same transformation as the Queens themselves. They too became beings of magic and the majority felt compelled to act on their beliefs using these newly found powers. Those so called Princesses ended up becoming the effective nobility to those Queens and served under them to help build a better future. Sadly, despite not having gotten caught by the hedonistic frenzy that gave birth to Slaanesh, their worlds were also caught in the Abyss and their populations wiped out by the warp storms. And yet, that was not the end for them. Their souls floated in the warp for many years but eventually, the Radiant Queens were able to reincarnate in the material realm and rebuild their kingdoms once again in all new places. The Princesses meanwhile, never stopped blossoming but with the return of the Queens and are again turning into an organised force. Princess Physical Features: In their mundane forms, princesses do not show any visible differences from other members of their race. The one thing that could help recognise one is the Phylactery they carry. Of course, it can take a wide variety of forms such as an amulet, a jewel or a Pipboy 3000. Neither of those objects are exactly uncommon. This changes in their transformed state. They become an idealized version of themselves, powered by the magic that runs inside them. The words that would immediately come in any description are magical and girl. Unusual hair or eye colours, animal features or even shining tattoos can be commonly observed in their transformed state. Princess Tells A princess in transformed form is immediately recognisable by the regalia they wear and carry around. Both costumes and equipment, they shape of princess into an incarnation of the hopes she dreams of making real. A diamond mender might end up with regalia that give her the appearance of a shining tech priestess while a sword champion's regalia might bring up the impression of an eladrin aspect warrior. As they grow in power, their regalia gains additions and improvements more and more marking them as members of royalty. As a noble spends wisps to empower her magic, so will her regalia shine brighter, the magic around her taking the appearance of the element associated to her used invocation. Becoming a Princess A Noble's first transformation is referred to as a blossoming and typically occurs in times of great stress and change. The youngest this occurs is at the beginning of puberty but they tend to happen more often in the mid to late teens (or their equivalents depending on specie and lifespan). There is no exact way to determine what causes a blossoming. Before the exaltation, a future noble will appear physically and psychically normal (although some may have been psykers prior to exaltation, this is by no means a requirement). Future noble do often show a deeply idealistic outlook or at the very least the desire to make it happen but ultimately, efforts made to identify nobles before their exaltation have ended in failure so far. It should be noted that while the large majority (95%) of blossoming happen to people of the female gender, it is not impossible for a male to blossom too. In this case, some have been known to actually change gender when going in their Noble form, a rather confusing experience for most of those boys at first. A few do remain male even during the transformation but their costume will inevitably have a feminine appearance to it, much to their embarrassment. Like most exaltations, the event itself will happen at a significant moment connected to her calling. A champion could exalt while standing up to protect others against thugs while a troubadour would exalt while working on her masterpiece. Of course, if said exaltation is public, then the noble could be in big trouble, especially in areas with a less than enlightened view towards psykers or do-gooders. Playing a Princess Princesses blossom due to their idealism and desire to act on it and this is a trait that is important to remember. Each of them will have some grand dream which they strive towards accomplishing. This can be negotiating the end of a long running war, finding the cure to a terrible disease or ending the cruel reign of a tyrant. This dream defines them and determines at the very least their calling. Being beings of magic, most of them will learn to use sorcery at some point or another. Unlike most of the rest of the galaxy, they have little fear for it, seeing it as a tool to make their dream come true. Lastly, there is a strong emphasis in Princess culture on the importance of communities. Be they your nakama (a Princess term for party), friends, family, nation or factions, Princesses have a natural tendency to join or form these communities and do all they can to strengthen these bonds. In addition to the practical aspects, these bonds help the Princess emotionally, either helping her gain some respite from the harshness of the Wheel or raising her spirits by making her see the results of her hard work. Speeches about the importance of love and friendship are all to common from these girls. Princesses in Game When picking a class, it is highly recommended to go for one of the spellcasting classes to play up the magical aspect. Bard, mage, gunmage, cleric, druid and spellsword work especially well to represent the different kinds of magical girls out there. More than any other exaltation save Chosen however, is it important for a Princess to maintain a high devotion score. They have the additional weakness of shadows and, if they choose to serve one of the Queens, some extra forbidden actions that cause them to lose powers for a time if broken. This means a Princess will not work well in a group of evil or purely selfish characters. Choice of backgrounds are also quite important due to the communal aspects of Princesses. Backing is all but guarantied to come at some point as the princess builds her own or contributes to a cause she believes in. Mentor can be used to represent one of the Radiant Queens personally tutoring the character, be it in physical person or most likely through her dreams. Princess Culture Princess culture is highly connected all around the Wheel. They have a heavy activity on the extranet thanks to servers located in the Commonwealth. (How they have the free time to do so is best left to speculation) Being natural community builders, certain cultures have been quick to spread, generally interpretations of the Queen's philosophies themselves. ![]() Powers: Transformation: The main power of a noble. She can only access most of her exalted abilities while transformed. To transform, the princess must make a standard action at the price of one wisp. Said transformation lasts a scene or until the princess chooses to turn back, whichever comes first. When transformed, she gains the following bonuses depending on her calling: Champion: Champions are those princesses who take the fighting evil cause to its most literal interpretation. Be it as vigilante, soldiers or guardians of the law, they act as defenders of the innocent and punishers (or redeemers) of the wicked. The Princess gains +1 to strength, ballistics, brawl and weaponry while transformed. Grace: Graces are those princesses who focus the most on building communities and new alliances. The Princess gains +1 to charisma, command, politics and persuasion while transformed. Mender: Menders are those who fix what evil has damaged. Doctors, architects, therapists are the natural menders of the princess community. The princess gains +1 to wisdom, medicae, crafts and scrutiny while transformed. Seeker: Evil like to conceal itself in darkness and lies and it is up to the seekers to bring out the truth. Scientists trying to expand the knowledge of the wheel, reporters after the latest scoop and mages exploring syrneth ruins are natural seekers. The princess gains +1 to intelligence, perception and lore skills while transformed. Troubadour: Nothing raises the spirits of the people like art and the troubadourd understand that more than anyone. The wartime singer whose songs inspire the troops to defend their world from invasion, the author who's writings bring students to demand new rights and the srawr whose caricatures deflate the pompous are all examples of troubadours. The princess gains +1 to fellowship, performer, crafts and charm while transformed. Magical Girl: You begin play with one free rank in any Magical School. The character may purchase ranks in that Magical School as if they appeared in any class progression she possesses. Royal Tongue: All princesses gain the ability to speak Royal Tongue, a very flowery language. In addition, the language can be used to enhance spells. Using the Royal Tongue grants +1k0 to spell checks. Sensitivity: A princess's power is dependent on her metal well being. As such, she gains a penalty of 0k1 on all spell focus checks for every point under 6 in devotion and 1k0 for every ten insanity points. Power Stat: Inner Light Resource Stat: Wisps. To recover wisps, the Noble must perform acts that make the world better in a way that corresponds to her calling at the rate of one wisp per scene or day during downtime. The maximum wisps a Noble can have is equal to her Devotion plus her inner light. * Regalia: The Noble has her inner light's worth of inheritance that she can only use while transformed. Said equipment is selected each time the Noble gains a dot in inner light and cannot be changed otherwise. ** Being of Magic: The princess gains the demonic trait while transformed. *** Nation: The Noble gains followers and backing equal to her Inner Light. **** Practical Magic: The princess can spend a wisp to gain a point in any attribute for one test or round, whichever lasts longer. ***** Coronation: The princess ascends and becomes a new radiant queen. She now counts as permanently in her transformed form. Exaltation Assets: Turtle: The followers of the Queen of Spades can harness their magic to defensive purposes. They gain one point per dot in Inner Light in static defense and mental defense while transformed. Attempting to use violence against someone not in combat or helping another do so cause the character to lose the bonuses of this asset for one day. Hope Engineer: The followers of the Queen of Diamonds make a point of using their minds and keeping them sharp. They gain a fee raise on all knowledge and arcana checks when transformed. Deceiving someone, be it through complete lies, half truths or even omission, except to protect someone from harm, causes the character to lose the bonuses of this asset for one day. Flower (or Gallant): The followers of the Queen of Hearts are, more than any other Princess, natural stickers for protocol and diplomacy. You gain an automatic raise on all social combat rolls while transformed. Being rude or insensitive to another person or knowingly committing a social faux pas causes the character to lose the bonuses of this asset for one day. Knave: Like their patron, the followers of the Queen of Spades are the sneaky and flighty sort. The character gains a raise in stealth and her Inner Light in Speed while transformed. Asserting authority over someone causes the character to lose the bonuses of this asset for one day. Hero: The followers of the Queen of Swords are passionate people who will put all their being into what they are doing. They gain a number of pressure points while transformed, similar to that of a Paragon, equal to their Inner Light. Betraying or injuring someone the character loves causes them to lose the bonuses of this asset for a month or until forgiven by the one she has hurt. Fury: The followers of the Queen of storm fight with a berserk anger unseen outside of Khornate Berserkers or Angry Marines. Their hatred for chaos and Alhambra is especially strong. You gain frenzy and hatred (Chaos, Alhambra) while transformed. Showing mercy to either of these enemies makes you loose the asset for one day. ![]() Examples of Princesses: The White Devil is what would happened if one concentrated the firepower of a Warlord warstrider into the frame of a girl. She blossomed in her early teen years during a crisis involving dangerous syrneth artifacts that the Council was trying to recover. She is now a captain in the Council's Chimera Task Force who acts as a battlemage instructor to new mage recruits. In times of war she will however join in the fray, having a penchant towards using highly destructive evocation spells. Mylone is a kind aasimar follower of Pelor who was tasked with assassinating a young tiefling warlord. She failed in her mission but now serves the warlord, sensing kindness in him and hoping to one day convert him to the side of good. Her frequent speeches on the power of love and friendship have earned her the nickname Love Freak by the warlord and his sidekick of questionable trustworthiness. Natsuru is one of the rare males that exalted into a Princess. When he transforms, he turns into a girl, having forced him to hold dual identities as he has problems controlling it. In the midst of all this, he/she hasn't noticed yet that the have become very popular with the ladies, leading some to call Natsuru denser than even darksteel. Queens and Nations: The Radiant Queens are five rulers that possess untold magical powers. Their exact nature is a matter hotly debated by the erudite of the Wheel. Some believe they are merely powerful witches, powerful but still mortal. Others debates their reincarnation points towards them being perpetuals, rare psykers who can never truly die, reincarnating upon death. Others yet believe they might actually be Atlanteans although their lack of Syrneth cultural elements makes this theory less likely. Others yet worry and think that the Queens might actually have ascended as demons like some of Chaos and Law's greatest champions, making them demons princes (or more accurately, demon princesses ?). Therefore, could it be that the Princesses are in fact demons in their early stage of life ? Wen Mung The Wen Mung crystal sphere is one large forest with heavy spirit activity. The local people prefer to live simple lives, choosing to live in small villages. The population is a diverse mix, including elves, dryads, humans and beastmen. Despite this choice of life, there is little real wildness. The people and even the animals are peaceful and one is never too far from some sign of sentient presence. The Queen of Clubs current incarnation is a motherly Dryad in the third stage of her life. Unlike the other radiant queens, she chooses to age at the natural rate considering herself part of the cycle of life. She preaches for harmony in all things, choosing to solves problems in little increments and observing nature to see if a solution already exists. The Danann Commonwealth The Danaan crystal sphere is a cold world almost entirely covered in water and ice save for a few islands spread across the oceans. It is on these islands that the Queen of Diamond's people have built their city spires: tall white towers piercing the skies. Despite population concentrations akin to hive cities, the people of the Commonwealth do not live in squalor. Quite the contrary in fact, the Danaan Commonwealth boasts one of the highest standards of living in the Wheel. Its high technology and social policies ensure that no one is found wanting for their essential needs despite record automation in their industries. Freed from the needs of subsistence work, the inhabitants instead invest their time in intellectual pursuits such a science, philosophy, engineering and other hobbies. Due to its technology and hybrid economy, it is mostly self sufficient save in foods which it imports in large quantities (for those who do want something else than seafood all the time). Its exports are high technology goods, education, research and trained personnel. It has a great number of universities some of which are considered among the greatest in the Wheel. Students travel from all over the Wheel as they are not only of good quality but also entirely free. The only thing that prevents billions of students from coming each day are the costs and difficulties associated with inter sphere travel. Due to their belief in the free flow of information, all non military technology and research is open sourced for all to see. The Queen of Diamond's current incarnation is a Satori scientist who presents herself as a highly stoic leaders speaking in careful statements and calculated moves. When not administrating her realm, she spends most of her time conducting her own research, especially in the science of physics. In private however she turns into this highly enthusiast smallish girl who will gush about many intellectual subjects from science to philosophy to the latest episode of Zorc and Pals Abridged. Only her closest confidents ever get to see this aspect although she does spend a lot of time behind her pseudonym "AGirlsBestFriend" on forums. The Federation of Andarta The nation of Andarta was once a nation with a heavy military tradition. The Queen of Hearts reincarnated in House Davion's nobility and rose to the top through personal might and diplomacy. She successfully transformed the Federation's society, turning their soldier culture into a more protective one towards their inhabitants. While a respect of proper hierarchy is expect of its inhabitants, anyone can rise to the top with dedication and hard work. A farmer is expected to obey a noble, but he to can rise to higher callings such as a skilled labourer, merchant or even nobility through his deeds. Despite diplomacy now being their specialty, their warrior tradition remains and their armies led by powerful warstriders are still considered highly dangerous to any enemy. The Queen of Hearts is the incarnation of what a ruler should be. One of the greatest diplomats in the Wheel, she is often called to be the one speaking to the Council or other factions of the Wheel in the name of the Radiant Queens as a whole. None of the less, she is more than able to go to war and when she does so, will lead her troops in her own Knight type warstrider. The Autonomist Alliance of the Four Winds Not so much a nation as a very loose coalition of anarchist habitats, the Alliance is the brain child of the Queen of Knaves herself. Hiding in a large asteroid field, one can find a very wide variety of society models, from anarcho-socialist habitats to entirely privatised societies to even more exotic or chaotic groups where interactions could be based on song. Yet, despite these differences and lack of central authorities, the habitats somewhat prosper due to a heavy emphasis on space trade. A great number of Rogue Traders hail from the Alliance. They also possess an impressive space fleet which has defended them from attacks from both raiders and corporations that object to their complete disregard for copyright laws. Their already powerful fleet is also boosted by the mutual defence agreement they have with the other Radiant Queen's nations, especially their close neighbour of Danaan. The Queen of Spades is a puckish halfling who is not so much a ruler as more of a spiritual guide to the Alliance. People who speak with her comment that getting a straight answer from her is like trying to get a squat to give up drinking. She lets everyone do their thing occasionally shacking things up when things become rigid (or when she could use a laugh). The only times she will officially lead the Alliance is in times of war when a unified command is temporarily needed. Aztallan The Queen of Sword's home world is mostly covered in verdant jungles. It's population is a mix of humans, elves, dragonborn, kobolds and dryads. Sadly, the world is also home to the headquarters of the mega corporation Aztechnology. Said vampire controlled corporation has all but taken over the Aztallan government and its rule has not been to the locals benefit. This has sparked a rebellion, led by the Queen of Swords which rages in the world's jungles. Despite the many war crimes committed by Aztechnology, their PR have prevented the Council from taking any actions so far. The only allies the rebellion has are the other Radiant Queens and the Space Wolf company led by Ragnar Blackmane to fight with the guerrillas. A third faction occupies the continent of Lustria composed entirely of lizardfold. (mainly dragonborn and kobolds) While they took little interest in the rest of the Wheel as long as no one came to bother them, they have been known to ruthlessly attack any intruders in their jungles. This is a large number as adventurers and corporate "acquisitions specialists" are attracted by their large number of gold and orchicalum artifacts. They remain neutral to the civil war that rages despite previous attempts by the Queen of Swords to build a military alliance. Of note on this world is also the fauna: great reptiles, some the size of dragons, stalk the jungles and have become a popular export. The Dark Eladrin especially, are found of the so called cold blooded, bipedal carnivores that they enjoy using as mounts. To capitalise on their popularity, Aztechnology is building a safari park where tourists could come and see the beasts for themselves. The Queen of Sword is an elf that very much demolishes the idea of this species as frail. With a powerful amazonian build and a knowledge of warfare that rivals chapter masters, she is a figure that imposes respect even among the harshest warriors. Passionate in all things, be they war, ruling or love, she encourages her people to follow their hearts and always act in accordance to their feelings. Alhambra Alhambra currently holds itself as the last remaining bastion of the now fallen eladrin empire. It considers that by right, the Wheel belongs to them and all should bow before the Queen of Tears. Much like the way Lolth pulled the Dark Eladrin to safety during the Fall, the Queen of Tears managed to secure the World of Alhambra from the enormous warp storm through her own psychic might. She sits forever on a large black throne, feeding on the life energy of psykers in order to sustain the shield that protects her world from the Abyss and its inhabitants. In their black ships, her followers launch raids to capture as many psykers as possible in order to feed them to the Throne of Tears. This is the greatest source of friction between Alhambra and the rest of the Wheel and as such, they are considered a rogue nation by the Council. The world itself, while surprisingly safe face a place inside the Abyss, is a dark and gloomy one. The skies are always dark, the only sources of light being artificial. This is also visible on the inhabitants who show little in the way of emotions. This is an intended effect as the Alhambrans do not want a repeat of the Fall and as such, heavily discourage open displays of emotion save for the sorrow that comes with the cruel necessity of what they must do to survive. Probably their biggest sacrifice in their eyes in the necessity to bolster their ranks by bringing their dead back as ghosts to continue the fight. While ghostly princesses will remain in their ethereal forms, all other ghosts are instead put in combat constructs: the wraithguards and wraithlords. Each group is anchored to one of the living princesses and are led to battle and guided by them. The Queen of Tears sits forever on her Throne, keeping the field protecting her world from the Abyss powered by her will and the sacrifices of psykers. Tears are constantly flowing from her eyes due to the toll those necessary sacrifices are taking on her.. The Queen of Storms does not have a kingdom. During the fall, she kept on fighting the hordes of demons. Eventually, possibly due to the warp energies or other possible factors, she ascended as a full warp entity, becoming an incarnation of rage and hatred of chaos. The other object of her hatred is the Queen of Tears who she considers a traitor. During the Fall, while she and her surviving servants held the line, the Queen of Tears, closed off Alhambra using a ritual during which she sacrificed any psyker that did not have a direct allegiance to her (including Princesses following other Queens). Her followers are those girls who have lost too much to the forces of Chaos and wish for nothing more than to wipe it from the face of the Wheel. The Queen of Mirrors is more of a mystery to everyone. She only appears to those she calls her personal champion, claiming that they have been chosen to be the one who will bring peace and harmony to the Wheel. She has been described as an Eladrin child with silver hair. Those chosen by her tend to be described as insufferable narcissist who believe themselves the centre of the Wheel (a claim the Lady of Pain disputes). They are all up for disappointment however as the Queen eventually abandons them, having found another champion. Theories abounds as to her real goals. Some believe she has fallen to Chaos and is secretly sabotaging Princess efforts from the inside. Others believe her time in the warp has broken her mind and she is simply unable to form a coherent strategy. Of concerning note is those strange rodent like creatures she sometimes sends to her new chosen. There's just something disconcerting about that smile of theirs. /人◕ ‿‿ ◕人\ Edited by Midboss57, Jun 13 2016, 01:13 PM.
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| Eisenritter | Aug 18 2015, 04:09 PM Post #2 |
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Old Iron Knight
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Ignoring fluff for this.
First, formatting helps. Do please use bold/underline/italic text for headers, i.e. Transformation, Champion. Use [ list ] (no spaces) to get around the lack of the Tab key in the forum. And do please capitalize terms that have mechanical significance here, i.e. Shadows. Now, to the mechanics: Characters start with Devotion 6 and 1 dot in their power stat. Depending on which one is being kept here, this can make your selected TN either ridiculously high (7k1 requires exploding dice to succeed) or ridiculously low (7k6 makes it impossible to fail). Since it is a key part of the archetype, I suggest removing the need for a test and just have it require resources. You also need to outline the action required to change, both ways.
I have no immediate issue with this, save for the inherent hokeyness of calling it "Royal Tongue." I'm reminded of the Words of Creation in D&D3.5.
So... it's like an Alignment check against your own Inner Light? I feel like this one could be straightened out by having it call on the already-present rules for Alignment and Devotion, instead of kludging out something new. Pausing here: You have only three base powers listed. Exalts should have four. Recommended: Free rank/advancement with a magic school. Since, y'know, it kinda behooves a magical girl to have magic by default, yes?
Not every exalt will necessarily take an asset, and the one that tried to force it didn't go over so well. This needs an actual means to recover resources in the body of the exalt.
The regalia is an expected trope for magical girls, but how does this interact with actually putting dots in the background?
This is basically turning the bonuses from Transformation into your Inner Light, yes? Could be abused.
Again, it fits the archetype (assuming you're deliberately going for Sailor Moon), but how's this interact with actually taking the backgrounds?
Abusable. Stick to "the next test you make before the end of your next turn," and define what the hell "attribute" means. We have Characteristics, Skills, and Magic School ranks that apply to tests. "Attribute" does not exist.
Void what I said about Being of Magic, it's definitely abusable now. At this point you now have 10 dots in the designated skills and characteristics, forever.
These should be Assets, not Hindrances. Anything that penalizes the exalt for his actions should be in the main body of the exaltation. Don't have much else to say about them, save that the Tear and Heir ones are going to need some editing if you take my advice about the fourth base power. |
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| Midboss57 | Aug 22 2015, 02:56 PM Post #3 |
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Sorry for the delay in answer. Needed a weekend where I have the time and energy for that. First, thanks for the comments. Point by point response: - In regards to the transformation and sensitivity, the idea was to represent the idea that a princess's powers can fail her as her mental state deteriorates. The execution is probably a bit clumsy. Will need to think of another method then. - Wisp recharging: The calling comes for free (like the dragonblooded elemental choice) so I'm not sure where the issue is. - Regalia: the way this work is you have x dots (where x is inner light) worth of inheritance that are summoned when she is transformed. This is fixed each time she gains a dot in inner light. For example an inner light 1 princess could have her regalia be a wand that counts as a lasgun and a hand weapon (two common items). An inner light 3 one could have a flack jacket, a daiklave and a combi tool. - Being of Magic: It's an extra point of skill and characteristic that come up when transformed. Can be put in the same as calling or others. - Nation: the way I imagine this working is that at this rank of inner light, the princess would come to either create her own organization or become the head of one through her actions or during downtime. This does require work in the DM. In functioning, it's more or less like courtier's privilege on steroids. - Practical Magic: This is what happens when I jump from one game to the other. I get my terms mixed up. Characteristic was the proper term. - Assets: the two assets that also come with penalty is the idea of "Power at a Price" kind of thing. Those are basically the princess going dark side. The Jedi exaltation had the Sith training that had a similar effect. |
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| Eisenritter | Aug 22 2015, 03:14 PM Post #4 |
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Old Iron Knight
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The problem, then, is that your calling does not describe appropriate ways to regain resources. How does a Champion recover Wisps, that differs from how a Seeker would do the same? How is a Troubadour's method different from a Grace's? You might want to split this out of the Transformation power to get your fourth one, lest you fall into the front-loading trap.
Either you're dodging the question, or I wasn't clear. Just in case, I'll assume the latter: How does this work in the case of a Princess who already has Inheritance 5? You'll notice that the classes that give background dots as completion bonuses (currently just Sheriff and Pirate, to my knowledge) cap out at 5. Does Regalia just die when you cap out, or can the extra dots be sublimated into a similar background? Same would apply to Nation, for that matter.
Yes, but the potential issue I've noted comes with its interaction with Coronation. Ten dots across one characteristic and three skills, at all times.
Yes, but the Sith Teachings asset doesn't self-destruct if you fail to meet its demands. |
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| Midboss57 | Aug 31 2015, 09:44 AM Post #5 |
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- Took the suggestion of the school of magic. Need to figure what to do with Tears and Heirs now. - Wisp Recharging: Relevant point. Added descriptions now. - Regalia: It works independently from regular inheritance. Inheritance can only be brought at character creation from what I understand anyway. After that, you have to buy stuff with regular money. Regalia represents the magical equipment that appears when she transform (such as the wand that fires lasers, the bullet proof dress, the magical computer and so forth). Basically, chose to represent how much she has with the same scale as inheritance. - Being of magic: has been changed to avoid overpowered skills or characteristics. - Assets: I based the code of conduct with asset idea on the druidic oath asset. |
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| Eisenritter | Aug 31 2015, 10:19 AM Post #6 |
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Old Iron Knight
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Cull them entirely for now. It's generally better to start with the bare minimum of five assets and go up, then try to make every possible permutation from the get-go.
And much better it is, too, yes~
So it makes Inheritance work like Artifacts, basically. Okay, then mention that in the rules text, because I'm absolutely sure I'm not the only one who's going to question the interaction otherwise; something as simple as phrasing it to work like Inheritance, but not the current wording where it essentially is Inheritance.
One, Druid's Oath is a feat, not an asset. Assets can only ever be taken at chargen, and in the case of exaltation assets, only one can ever be taken unless you're a Paragon. That being said, Druid's Oath also does not self-destruct if you put on a suit of powered armor, you just don't benefit from it until you take the armor off. An exaltation asset that removes itself from your character sheet if you violate its oath is 1) 100 XP that you'll never get back, and 2) an opportunity cost that can never be replaced with the same value. Tl;dr on that last one: If you want assets that work like Druid's Oath, you need to use the exact verbiage of Druid's Oath. As written now, your assets disappear and never come back (because you no longer have the asset) if you ever violate them. |
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| Midboss57 | Aug 31 2015, 11:00 AM Post #7 |
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Wait, where does it say violating the oath negates the asset ? It just goes away for a period of time (1 day for most). |
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| Eisenritter | Aug 31 2015, 11:01 AM Post #8 |
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Old Iron Knight
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You use the phrase "you lose this asset." |
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| Midboss57 | Sep 19 2015, 06:05 AM Post #9 |
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Changed the sensitivity flaw to be simpler. |
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| weredrago2 | Feb 12 2016, 05:29 PM Post #10 |
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He Who Posts Too Much
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So that's where the dinosaur mounts went. I knew they were mentioned somewhere, but couldn't recall where. |
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1:53 PM Jul 11