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gojj:
While it is a +1 buff to everyone, the corresponding attack will still be lower in practice. For the buff to take place, the user's Fist or Weapons would need to be 4 or lower, so even after the buff they're attack will only be starting at a maximum of 5 (assuming Superb skill caps). I do understand wanting your enemy's Alertness to be a factor, but I think it is a much larger buff than it appears. How often does the enemy have an Alertness at or above their highest attacking skill? The GM could certainly create an NPC that does in order for the confrontation to be more difficult for the Stealth user, but it would still be an advantage against the vast majority of the generic templates.

Another option is to do away with it affecting attacks entirely. It could offer a +2 to stealth based maneuvers, resisted by your target's Alertness. Or once per scene, you can replace any skill roll with Stealth (provided sufficient justification).

Honestly, I don't think it is that big of a deal one way or the other. If you feel that the modifying Alertness is the better way to go then I don't have any problems with it. It is a very cool power overall and I can imagine a lot of character concepts that could utilize this. Time will tell what portions are over/underpowered.

Sanctaphrax:

--- Quote from: gojj on July 27, 2014, 07:59:35 PM ---While it is a +1 buff to everyone, the corresponding attack will still be lower in practice. For the buff to take place, the user's Fist or Weapons would need to be 4 or lower, so even after the buff they're attack will only be starting at a maximum of 5 (assuming Superb skill caps). I do understand wanting your enemy's Alertness to be a factor, but I think it is a much larger buff than it appears. How often does the enemy have an Alertness at or above their highest attacking skill?
--- End quote ---

Maybe 10-20% of the time? It'll depend on the GM and the game style, of course, but most monsters have their attack skills near the top of their skill tree. I suspect stealthy characters will fight perceptive ones more often, since they can just sneak by low-Alertness goons...but who knows.

Anyway, the issue I take with your version of the attack trapping isn't that it's too powerful. It's that it's dull. It's just +1 to hit.

So, with that in mind, what do you think of this revised version?

SUPERNATURAL STEALTH [-2]
Description: You are supernaturally stealthy. Seriously, what did you expect?
Skills Affected: Stealth.
Effects:
Imperceptible. Your Stealth is never penalized due to movement, cover, or environmental conditions. You may hide just as effectively while running through a bright hallway as while lurking in a shadowy corner.
Hard To See, Hard To Hit. You may use Stealth to defend against physical attacks. When dodging this way you may add Athletics bonuses from Speed Powers to your Stealth skill. However, you may not use Stealth bonuses from Cloak of Shadows or other similar abilities. Alertness modifies the relevant skills of characters who attack you while you are defending this way.
Perfectly Consistent. When you roll your Stealth skill for hiding, skulking, or sneaking, any roll of -2 or less counts as a roll of -1.
Invisible Attacks [-1]. When you make a physical attack, your target's Alertness restricts whatever skill they use to defend.
Superior Supernatural Stealth [-1]. When you roll your Stealth skill for hiding, skulking, or sneaking, any roll of 0 or less counts as a roll of +1.

Hick Jr:
I liked the original Perfectly Consistent because it provided non-spellcasters with the kind of powerful, consistent stealth that you normally need a veil for, but the rewrite looks good.

gojj:
Looks good. Hopefully someone decides to use it and can report back with their experience with it.

Hick Jr:
So I realized the other day that I build a ton of characters who have one or both of the full spellcasting powers (Evocation or Thaumaturgy) but tend to only use one element or specialty for thematic purposes. Technically speaking, i'm shooting myself in the foot. The pyramid requires that being really good at Earth magic requires you to also be pretty good at, say, Spirit magic. You can just ignore your non-peak elements/specialties, but then why have them at all?

So, to that end, I'm proposing a custom power along the lines of Limitation, but specifically for Evocation and Thaumaturgy. You pick one Evocation element/Thaumaturgy type, whose power/complexity and control are always at the top of your specializations pyramid. The specialization bonuses below the peak are left blank, and count towards nothing. In exchange for only being good at one type of spellcasting but paying the same amount of Refresh in Refinements as someone who's good at a lot of types, you gain 1/4 of your Refresh spent in Refinements back.

It sounds pretty powerful even to me, so I'd appreciate some second opinions before I actually start hammering it out.

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