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The Dresden Files => DFRPG => Topic started by: CBIrish on March 26, 2012, 02:23:17 AM
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Faeblade [-5]
Description: One of several swords carried by members of the Courts of Faerie. Each is unique in appearance but shows traits of the Court it is bound to.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. Granted by the ruler of each Court to chosen members, it is meant to defend the Court and it's interests.
[-0] It Is What It Is. It's a sword. The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-2] Glamours. As the power.
[-4] Sponsored Magic. So long as the blade is in the bearer's possession, they have access to the Sponsored Magic of their Court.
[-1] To me! Should the sword and bearer be separated, the bearer may call the blade to him through the Nevernever as a standard action. Only the will of ruler of the Court or the total encasement of the blade in cold iron can prevent this. Should the blade be so encased, the bearer may sense it's direction and distance from him so long as the blade is not reclaimed by the Court.
This my first attempt at an IoP and I didn't see any similar items on the list. Thoughts? Suggestions?
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[-0] Purpose. Granted by the ruler of each Court to chosen members, it is meant to defend the Court and it's interests.
[snip>
This my first attempt at an IoP and I didn't see any similar items on the list. Thoughts? Suggestions?
A couple of comments - first, the purpose is rather generic...at least partially because the fae courts don't have as much documentation as the White God (comparing to Sword of the Cross' purpose). As for the powers themselves...Glamours and Sponsored Magic don't really seem to fit a sword. At least not without some additional history thrown in. As for "To Me!"...
[-1] To me! Should the sword and bearer be separated, the bearer may call the blade to him through the Nevernever as a standard action. Only the will of ruler of the Court or the total encasement of the blade in cold iron can prevent this. Should the blade be so encased, the bearer may sense it's direction and distance from him so long as the blade is not reclaimed by the Court.
Since this power is tied to the item but is only useful when the owner doesn't have the item, I don't see it working. If it does work through some house rule, I wouldn't give the sword a +2 item rebate. You no longer need to carry it with you - and the awkwardness of doing so is why you get the rebate.
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Backing up a bit, what is your intent? I'd suggest modifying it to items like a Staff of Growth for Summer and an Ice Blade for Winter - adding specific abilities to match. Something tailored to the court, purpose, and powers rather than a generic weapon. Just my opinion of course.
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Fair enough. I originally wanted to keep them general so that they could be tailored to any given game, but I had given some thought to Court-specific blades. See how these tickle your fancy.
Everthorn [-3]
Description: A blade of the Nevernever, one of the last relics of the fallen Spring Court. It seems to have been grown as much as forged.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. Used by a Scion of Spring to exact vengeance upon the Summer and Winter Courts for their betrayal.
[-0] It Is What It Is. It's a sword. The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-2] Inhuman Speed. As the power (should the bearer already possess this power, treat it as one level higher)
[-2] Inhuman Strength. As the power (should the bearer already possess this power, treat it as one level higher)
[-1] Vengeance. When used against a member of the Summer or Winter Courts, this blade counts as satisfying their Catch for any Toughness powers.
Bleakfang [-3]
Description: With a hilt of frigid gold and a blade of ice as black as night, this blade seems to steal away the warmth and light around it.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. To enforce the will of Queen Mab and Lady Maeve. The sword hungers to destroy Fireheart.
[-0] It Is What It Is. It's a sword. The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-2] Inhuman Toughness. As the power (should the bearer already possess this power, treat it as one level higher). The Catch is cold iron.
[-2] Inhuman Strength. As the power (should the bearer already possess this power, treat it as one level higher).
[-1] Vendetta. When used against a member of the Summer Court, this blade counts as satisfying their Catch for any Toughness powers.
Harvest [-3]
Description: Ever keen and ready to be used, this blade seems to tremble with anticipation.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. Borne by the Autumn Knight before that Courts fall, this blade is rumored to possess a small part of his essence. It seeks to carry out the last command given by the King of Autumn.
[-0] It Is What It Is. It's a sword. The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-2] Inhuman Recovery. As the power (should the bearer already possess this power, treat it as one level higher). The Catch is cold iron.
[-2] Inhuman Strength. As the power (should the bearer already possess this power, treat it as one level higher).
[-1] Vengeance. When used against a member of the Summer or Winter Courts, this blade counts as satisfying their Catch for any Toughness powers.
Fireheart [-3]
Description: Shining from within with it's own light, this blade seems to flicker and dance as it's namesake.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. Created to counter the icy power of Bleakfang, Fireheart burns with consuming and cleansing power.
[-0] It Is What It Is. It's a sword. The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-2] Inhuman Toughness. As the power (should the bearer already possess this power, treat it as one level higher). The Catch is cold iron.
[-2] Inhuman Strength. As the power (should the bearer already possess this power, treat it as one level higher).
[-1] Vendetta. When used against a member of the Winter Court, this blade counts as satisfying their Catch for any Toughness powers.
I wasn't sure how to much to make Vengeance/Vendetta cost, but given the very specific circumstances, -1 seemed appropriate.
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[-0] It Is What It Is. It's a sword. The pointy end goes in to the other person.
You might want to include a weapon value in here, as swords can have a weapon value anywhere from 1 to 3.
I wasn't sure how to much to make Vengeance/Vendetta cost, but given the very specific circumstances, -1 seemed appropriate.
Personally I would cost it higher. Anyone who has one of these is likely to encounter those circumstances near constantly.
I would also not have a problem with any item granting sponsored magic or glamours if it fits the power source. In that case the item is acting as a link to the being granting those powers, rather than the powers being a result of the item.
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You could make Vendetta or Vengeance cost a Fate Point per scene in order keep the cost lower.
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Even then, "All creatures are equal before god" is considered to cost 3 refresh.
Then again, Seelie magic has the same thing and only costs one additional refresh.
...I don't know anymore.
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You get the same benefit of Vendetta by just coating your blade in iron filings.
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You get the same benefit of Vendetta by just coating your blade in iron filings.
Or just having an iron (or iron alloy) sword.
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One refresh looks about right for Vendetta. I like the specific swords better than the generic also. :-)
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I suggest you model Vendetta after Holy Touch.
Also, what are the Catches on the Toughness powers?
PS: Mind if I add these to the master list?
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I didn't see an entry in YS for Holy Touch - is it elsewhere?
I considered using All Creatures Equal Before God as a template, but since the Vengeance/Vendetta ability only applies to members of certain Courts and only to those that have Toughness powers (and there's no specific cost break down for that ability) it didn't seem appropriate to use the fate point cost. Given how many creatures/spellcasters/mortals with guns there are out there it seemed reasonable to work it in as is.
The point about the weapon rating is a good thought, I'll add that and repost.
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Everthorn [-3]
Description: A blade of the Nevernever, one of the last relics of the fallen Spring Court. It seems to have been grown as much as forged.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. Used by a Scion of Spring to exact vengeance upon the Summer and Winter Courts for their betrayal.
[-0] It Is What It Is. It's a Weapon 3 sword. The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-2] Inhuman Speed. As the power (should the bearer already possess this power, treat it as one level higher)
[-2] Inhuman Strength. As the power (should the bearer already possess this power, treat it as one level higher)
[-1] Vengeance. When used against a member of the Summer or Winter Courts, this blade counts as satisfying their Catch for any Toughness powers.
Bleakfang [-3]
Description: With a hilt of frigid gold and a blade of ice as black as night, this blade seems to steal away the warmth and light around it.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. To enforce the will of Queen Mab and Lady Maeve. The sword hungers to destroy Fireheart.
[-0] It Is What It Is. It's a Weapon 3 sword. The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-2] Inhuman Toughness. As the power (should the bearer already possess this power, treat it as one level higher).
[-2] Inhuman Strength. As the power (should the bearer already possess this power, treat it as one level higher).
[-1] Vendetta. When used against a member of the Summer Court, this blade counts as satisfying their Catch for any Toughness powers.
Harvest [-3]
Description: Ever keen and ready to be used, this blade seems to tremble with anticipation.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. Borne by the Autumn Knight before that Courts fall, this blade is rumored to possess a small part of his essence. It seeks to carry out the last command given by the King of Autumn.
[-0] It Is What It Is. It's a Weapon 3 sword. The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-2] Inhuman Recovery. As the power (should the bearer already possess this power, treat it as one level higher).
[-2] Inhuman Strength. As the power (should the bearer already possess this power, treat it as one level higher).
[-1] Vengeance. When used against a member of the Summer or Winter Courts, this blade counts as satisfying their Catch for any Toughness powers.
Fireheart [-3]
Description: Shining from within with it's own light, this blade seems to flicker and dance as it's namesake.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. Created to counter the icy power of Bleakfang, Fireheart burns with consuming and cleansing power.
[-0] It Is What It Is. It's a Weapon 3 sword. The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-2] Inhuman Toughness. As the power (should the bearer already possess this power, treat it as one level higher).
[-2] Inhuman Strength. As the power (should the bearer already possess this power, treat it as one level higher).
[-1] Vendetta. When used against a member of the Winter Court, this blade counts as satisfying their Catch for any Toughness powers.
And, yes, Sanct - you can yoink them for the list.
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I didn't see an entry in YS for Holy Touch - is it elsewhere?
It's the first power on YS188.
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Thanks, Sinker.
I see what is meant about Holy Touch, but it veers too far from what I had in mind.
Good suggestion though - it's really the only non-Sponsored power that can do that.
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What's wrong with Holy Touch?
And what's the Catch?
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Nothing is wrong with Holy Touch, it just encompasses a number of options that don't apply in this situation. The "All Creatures Equal Before God" listing under the Sword of the Cross is more appropriate.
I priced Vendetta/Vengeance at -1 because it only applies to fae of certain Court(s) and only those with Toughness powers (whatever the Catch - usually cold iron). These are unique weapons meant to be the instrument of wrath, vengeance and defense of their respective Courts. If the Toughness by-pass worked on every sort of being with Toughness or even all fae, I would prolly make it a FP cost. As it is, I think the limited nature makes -1 Refresh appropriate.
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I priced Vendetta/Vengeance at -1 because it only applies to fae of certain Court(s) and only those with Toughness powers (whatever the Catch - usually cold iron). These are unique weapons meant to be the instrument of wrath, vengeance and defense of their respective Courts. If the Toughness by-pass worked on every sort of being with Toughness or even all fae, I would prolly make it a FP cost. As it is, I think the limited nature makes -1 Refresh appropriate.
As I said before though someone with these weapons is going to be fighting Fae of the appropriate court nearly constantly. It's a limitation that would have varying value based on the story, so it's tough to assign it a single value.
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I do not know why you need to pay for this to satisfy the cold iron catch anyway. You are wielding a sword... Steel and Iron pointy things satisfy the catch nicely on their own.
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I agree with MWKilduff.
What options does Holy Touch have that are inappropriate? I can't find any.
Also, what Catches are attached to the Toughness powers of the Swords?
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As they are items made by the Sidhe, made in the Sidhe realms, I wouldn't think they are made of cold iron. One is seemingly part plant/flower, one is gold and ice, one seems to be made of flame, and the Autumn one I would imagine is some kind of harvest related makeup
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Please don't agree with MWKilduff - it only encourages him (he's my GM - hey buddy!)
For Holy Touch mostly it's the ability to compel aspects that doesn't apply. The other part is consistent.
Apollishar has it right - they're crafted in the Nevernever by Fae and are definitely not made of iron/steel.
Sanct - Good point - the Catch for Toughness powers granted by the swords is cold iron (classically applied to all fae). I'll edit that.
And I feel I should point out - wielders of these blades may or may not be fighting predominantly fae - I leave that to the story teller and the kind of chronicle they're running. Also, the ST is going to be the final arbiter on anything in their game - if they decide to change the catch or the name or whatever, that's up to them.
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I do not know why you need to pay for this to satisfy the cold iron catch anyway. You are wielding a sword... Steel and Iron pointy things satisfy the catch nicely on their own.
What I'm getting from the weapon synopses is that normal swords are made of steel/iron, and these are specially made out of other materials, since bringing iron to a Fae battle is like wielding a plutonium rod: Both friend and foe of Fae nature are going to put a LOT of space between you and them. Don't want to alienate your Fae allies? Use a sword that satisfies the Enemy's catch, but not your Friends'.
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All in all, they seem workable to me
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Iron-ness is free. It's not a thing that you have to spend Refresh on. Saying that a dude who wants a glass fey-killing blade should spend a point that a dude who wants an iron blade doesn't have to spend is silly. Especially when the glass blade is worse than the iron blade, since it only applies to some fey.
As for Vendetta: Compels seem appropriate to me. Being touched with a weapon created to slay your kind could affect your behaviour easily. But if you don't like that benefit, some other semi-narrative bonus would be appropriate. Like letting you take Sponsor Debt on your sword-swings. Also, I dislike the fact that some Vendettas are broader than others.
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Iron-ness is free. It's not a thing that you have to spend Refresh on. Saying that a dude who wants a glass fey-killing blade should spend a point that a dude who wants an iron blade doesn't have to spend is silly. Especially when the glass blade is worse than the iron blade, since it only applies to some fey.
I'm sorry, but I really have no idea what you mean by this. Please explain.
As for Vendetta: Compels seem appropriate to me. Being touched with a weapon created to slay your kind could affect your behavior easily. But if you don't like that benefit, some other semi-narrative bonus would be appropriate. Like letting you take Sponsor Debt on your sword-swings. Also, I dislike the fact that some Vendettas are broader than others.
I essentially used the Sword of the Cross IoP from the book as a template, which is why I used the example of All Creatures Equal before God and then powered it down until it was more in line for the weapon. The Vendettas are same in scope - the Vengeances are broader based on the often tossed-around premise that Spring and Autumn were forced out rather than agreeing to disburse peacefully (where's the fun in that) - the likelihood that a character is aligned with one of these Courts is much less, and they have a purpose behind the sword that is broader. The sword is less likely to be brought to bear, but when it does - it is more of a threat (or at least, to a larger group of fae). It can also be used to in character development between PCs and NPCs and can be a source of conflict. From a mechanics stand-point, I'll look at narrowing the Vengeances with the ever-present provision that GMs can make edits where ever they like.
I've tried to make unique items with specific purposes while leaving some flexibility to allow GMs and players who might want to incorporate them the option of doing so. I happen to prefer the ACEbG option - you might want to switch it to Holy Touch if you were to use them in your game. That's your right and I'm good with that.
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Iron-ness is free. It's not a thing that you have to spend Refresh on. Saying that a dude who wants a glass fey-killing blade should spend a point that a dude who wants an iron blade doesn't have to spend is silly. Especially when the glass blade is worse than the iron blade, since it only applies to some fey.
I believe what is meant by this is that you can get a plain iron sword, effect all the courts, and it won't cost you any refresh. And, I agree with that statement. What I would do is give some kind of glamour resistance. This gives it functionality over a plain iron sword, while keeping with the theme
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Okay, this is good. I think we've identified the major issues with these. I have a version of these I did before the current version, but I didn't use it because I'm uncertain about introducing unique effects. Here's the alternate version of Harvest (Autumn Blade) - see if this would be a more viable approach:
Harvest [-2]
Description: With a textured grip and a slender, curving blade, this weapon resembles nothing so much as a giant predator's talon.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. Borne by the Autumn Knight before that Courts fall, this blade is rumored to possess a small part of his essence. It seeks to carry out the last command given by the King of Autumn.
[-0] It Is What It Is. It's a sword (Weapon 3). The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-1] Vengeance. When used against a member of the Winter Court, this blade treats any Toughness powers as being one level lower.
[-3] Autumns Bounty. Just as autumn is a time of harvest, so does this blade grant the power of it's grim harvest to it's bearer. When an opponent is slain with Harvest, the bearer can spend one fate point to pull the power of the victim's feeling spirit to him, granting him Inhuman Strength, Speed, or Recovery (the Catch is Cold Iron) until the next sunrise.
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My first question, is would it stack, in either way? Multiple enemies=higher benefit and/or longer duration?
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Might wanna check your math on that. 3+1-2 is 2, not 1.
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Well, sunrise is considered to be a time when magic is washed away - it weakens wards, chases ghosts to shelter and otherwise disrupts and disburses magical effects. Now, that's not to say he can't kill someone between bed and breakfast and then have it til next sunrise - he just has to be willing to eat alone.
I'm hesitant to increase the level of power granted or add others simply because that would cause it to go beyond the -3 rating.
And math has been corrected. Thank you.
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While I like the effect, the downside, to me, is that it won't be giving you much of a benefit is you happen to stumble into something big and nasty, unless you've killed something earlier that day. But I assume it's going to be a rare occurance that you run into the boss without killing some mooks
On a different note, what about the other swords?
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They're in rough form. For whatever reason Harvest was the first and easiest for me to polish and post. I'll put them up as soon as I'm finished. They're all along a similar theme to Harvest - the Winter sword was the roughest.
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They just give different boosts?
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Different abilities/advantages - all under the same template/format. Here are the original version of all four blades:
Harvest [-2]
Description: With a textured grip and a slender, curving blade, this weapon resembles nothing so much as a giant predator's talon.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. Borne by the Autumn Knight before that Courts fall, this blade is rumored to possess a small part of his essence. It seeks to carry out the last command given by the King of Autumn.
[-0] It Is What It Is. It's a sword (Weapon 3). The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-1] Vengeance. When used against a member of the Winter Court, this blade treats any Toughness powers as being one level lower.
[-3] Autumns Bounty. Just as autumn is a time of harvest, so does this blade grant the power of it's grim harvest to it's bearer. When an opponent is slain with Harvest, the bearer can spend one fate point to pull the power of the victim's feeling spirit to him, granting him Inhuman Strength, Speed, or Recovery (the Catch is Cold Iron) until the next sunrise.
Everthorn [-2]
Description: A blade of the Nevernever, one of the last relics of the fallen Spring Court. It seems to have been grown as much as forged.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. Used by a Scion of Spring to exact vengeance upon the Summer Court for their betrayal.
[-0] It Is What It Is. It's a sword (Weapon 3). The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-1] Vengeance. When used against a member of the Summer Court, this blade treats any Toughness powers as being one level lower.
[-3] Bringer of Change. As in spring when life emerges anew, so too may the bearer of Everthorn be renewed. The bearer may spend a fate point to take the appearance (as Mimic Form) of anyone he has slain with Everthorn since the previous sunrise. Once done, he may shift between his natural form and the imitated form as a free action, sloughing off any existing stress. This may be done once per combat until the next sunrise.
Bleakfang [-2]
Description: With a hilt of frigid gold and a blade of ice as black as night, this blade seems to steal away the warmth and light around it.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. To enforce the will of Queen Mab and Lady Maeve. The sword hungers to destroy Flameheart.
[-0] It Is What It Is. It's a sword (Weapon 3). The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-1] Vendetta. When used against a member of the Summer Court, this blade treats any Toughness powers as being one level lower.
[-3] Heart of Ice. As the bitter chill of winter numbs the body, so too can it numb the soul. The bearer of Bleakfang may spend a fate point to harden his heart against those who would pull it's strings. The bearer becomes immune to Domination, Incite Emotion, Emotional Vampire, Addictive Saliva and other abilities that manipulate emotional states. If he is under such effects when he activates this power, they are immediately purged. This lasts until the next sunrise.
Flameheart [-2]
Description: Shining from within with it's own light, this blade seems to flicker and dance as it's namesake.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. Created to counter the icy power of Bleakfang, Fireheart burns with consuming and cleansing power.
[-0] It Is What It Is. It's a sword (Weapon 3). The pointy end goes in to the other person.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a sword. It gets noticed.
[-1] Vendetta. When used against a member of the Winter Court, this blade treats any Toughness powers as being one level lower.
[-3] Mirage. Just as heat and light can play tricks on the eyes and mind, so too can you bring these effects to bear for your advantage. By spending a fate point, the bearer of Flameheart gains the ability to use Greater Glamours until the next sunrise. Treat these as the power.
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Did you intend for the Spring one to be infinite heals for the day?
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As I said: rough, and I never know with unique/custom abilities.
I edited it - see how that works.
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Did you intend for the Spring one to be infinite heals for the day?
Yeah, this seems like it could be a little too powerful to me. I'd suggest restricting it in some way.
Off the top of my head I'd make it so that each killing/fate point can only be used for 1 change and reversion to normal, with the stored 'image' of the individual being discharged when the bearer reverts to his normal form.
Otherwise I'd require a fate point expenditure for each subsequent change after the first to limit the number of changes the character can manage per day.
As an aside I'd make it so that the victim/stored image doesn't have to be killed by the blade, just injured by it (thus queuing up "This guy's an imposter", "No, He's the imposter!" hijinks later on)
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Better, but the custom powers need work.
Personally, I suggest ditching the FP costs. They add nothing that I can see.
Then rebalance the powers according to their lack of a FP cost.
If you want, I can do this for you.
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Autumn's bounty is underpowered. It costs 3 refresh, 1 fate point, and a specific circumstance to achieve what someone else can with 2 refresh (or 1 for recovery).
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But, I would imagine that you could stack all three by killing 3 beings
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That should be less ambiguous then.
I'm still not sure about the cost though. Then it's 3 refresh, 3 fate points, and an even more specific circumstance to achieve what one can with 5 refresh. Heck, if I have a sponsor I can likely do that whole thing (albeit with a shorter duration) for 5 fate points.
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A better idea would probably be just one fate point to "activate" it, and then it stays active until the next sunrise