Providence tries to invoke the feelings of "Coincidence is on my side" and "subtle put powerful". It's also meant to work alongside the Righteousness and Holy Touch powers, letting you spend Fate Points on things that you really want to spend them on, rather than things you have to spend them on in order to get the most out of your powers.This feels like it would become a simple mathematical exercise in order to find the sweet spot for the power to get the maximum usage out of it. I don't like powers like that very much, and it doesn't feel like it would accomplish what you've set out to do.
Providence -X
Description:
Your choices and beliefs have a profound impact, granting you favor above and beyond simple chance.
Musts: The character must have taken Righteousness and Holy Touch.
Skills affected: Varies
Effects:
The world abides the believer
Belief has a powerful effect on the world. For every 2 points of refresh spent on this power, you may gain 1 free expenditure of a Fate Point per scene.
Walking my chosen path -1Not a fan of additional rolls. And another thing that I think is an important part of the true believer: choice. You even got that in the name of this power. My suggestion:
Focusing on your goal, you find it a much easier road to walk. Whenever you make a roll that is affected by Righteousness, you may make an additional roll to place a Conviction aspect on the scene that is somehow related to what you are doing to be used on your next turn.
Grace Against the Dark likewise tries to invoke the feeling of "subtle but powerful" but with a much greater focus on "works best against the supernatural". It's intentionally very powerful, but completely useless against regular mortals.Hmm...
Grace Against the Dark [-5]
Description:
Mortals who leave the safety of their homes may find themselves buoyed by the knowledge that a strong spirit can make all the difference when facing the unknown terrors of the world.
Musts: You must have taken Righteousness and Holy Touch.
Skills affected: Varies
Effects:
The Darkness Yields
Though the workings of the wicked may conspire against you, your faith will see you through. When faced with supernatural forces opposing your path chosen by Righteousness, you may add half your Conviction (round down) to your dice rolls.
Oh yeah, I remember those powers from the wiki.
Probability Manipulation always seems horribly overcosted to me, though.
Unshakeable: When defending against social
or mental attacks with Discipline, any of your
aspects (such as consequences or other temporary
or permanent aspects) that get tagged
provide only a +1. If the attacker chooses to tag
for a reroll, you may “lock down” one of his dice,
leaving him only the other three to re-roll.
Probability Manipulation always seems horribly overcosted to me, though.
Providence [-1]
Description: Faith provides, granting you favor above and beyond simple chance.
Musts: The character must have taken Guide My Hand.
Skills affected: Varies
Effect: As long as you can justify it through belief, you may employ Conviction to do Declarations as if it were a Knowledge and Perception skill. This doesn't so much reflect actual knowledge or perception as your belief that things will go as they should, and the favorable outcomes Providence arranges.
[-1] Faith Moves Mountains: Your faith is especially strong. You roll Conviction at +2 for faith-based Declarations.
[-1] Hope Springs Eternal: Your faith is especially lasting. You may perform one additional faith-based Declaration per scene than you reasonably could. You can take this ability more than once; the effects stack.
Grace Against the Dark [-1]
Description: Mortals who leave the safety of their homes may find themselves buoyed by the knowledge that a strong spirit can make all the difference when facing the unknown terrors of the world.
Musts: You must have taken Holy Touch.
Skills affected: conviction
Effects: You may directly channel your faith to oppose the forces of darkness such as call holy light, weaken demons, suppress supernatural power and so forth. You can perform Maneuvers and Blocks at your Conviction+2.
[-1] Censure the Dark: You may directly harm supernatural foes with your Faith. You can also use Grace Against the Dark to perform attacks at weapon 2. Damage from such attacks comes from Holy power and is spiritual in nature.
[-1] Smite Adversary: Your opposition to the Dark Powers is especially potent. Faith-based attacks are weapon 4.
[-1] Aura of Faith: Your faith radiates outwards in a palpable aura. Maneuvers, attacks and blocks with Grace Against the Dark are zone-wide.
[-1] Shield of Faith: Who needs armor when defended by faith? You may roll a Grace Against the Dark block instead of your normal defense.
Providence [-1]
Description:
Your choices and beliefs have a profound impact, granting you favor above and beyond simple chance.
Musts: The character must have taken Guide my Hand and Holy Touch
Skills affected: Conviction
Effects:
Faith moves Mountains: Your faith is strong. When taking this power, you either get 2 free uses of "Faith Manages" or you may increase your Conviction by 1 when rolling for "Faith Manages". You may take this power multiple times, but the bonus to your Conviction may not exceed your original rating.
So I think I would go for more specialized things. For example the possibility to extend "Holy Touch" to the use of melee weapons, and in another step to ranged weapons.
I'd allow it, assuming the free uses of Faith Manages are per-session."Faith Manages" replaces another skill, except not for attacks or maneuvers. Say your Conviction is +6 while another skill is +2. The difference is what, 2 declarations? IF you got no limit on Declarations for your game and since they don't take any time, I don't see how it's any different than my version of Providence.
Have you seen Incite Effect? It's a generalization of Incite Emotion that was created while you were away.Yes, but my motto is "A custom power is a custom power". Same as with stunts, don't give your PCs a list of standardized new powers - have them make them specifically for a character. Chances are they'll turn out better flavor-wise and have less balance problems.
Thanks for the feedback everyone. I really liked Haru and Belial's suggestions for Providence, so I decided to try and modify/combine both their suggestions in to one. I took the bulk of Belial's suggestion which I really liked, and adding on Haru's version of "Faith moves Mountains" under the "hope springs eternal". I upped the refresh cost by 1, and increased the usage to per scene. I really really liked the original idea I had for Providence, so I don't want to give it up too easily (unless it really is just that bad :o)
Providence [-1]
Description: Faith provides, granting you favor above and beyond simple chance.
Musts: The character must have taken Guide My Hand.
Skills affected: Varies
Effect:
As long as you can justify it through belief, you may employ Conviction to do Declarations as if it were a Knowledge and Perception skill. This doesn't so much reflect actual knowledge or perception as your belief that things will go as they should, and the favorable outcomes Providence arranges.
[-1] Faith Moves Mountains: Your faith is especially strong. You roll Conviction at +2 for faith-based Declarations.
[-2] Hope Springs Eternal: Your faith is strong. When taking this power, you either get 1 free use of "Faith Manages" per scene or you may increase your Conviction by 1 when rolling for "Faith Manages". You may take this power multiple times for, but the bonus to your Conviction may not exceed your original rating.
@Sanctaphrax/Haru: I'm not a fan of that custom Holy Touch power.
I am of the opinion that if a character has an weapon on them for an extended period of time, then they should just be able to say "My faith has influenced my gun/knife/whatever, it counts as holy".
I don't think you should merge them. They've got little to do with one another.I'm not sure how that's the case, they've both got a general feel of "unseen forces provide benefits through faith/conviction"
Also, spending 2 Refresh for +1 to Faith Manges seems weak.+1 per scene?
These statements seem slightly contradictory.If I remember the custom holy touch power correctly, it effectively lets you add the holy tag to your weapon. I am of the opinion that you shouldn't need to spend refresh to gain that effect if you already have the default Holy Touch. It's something you can just do with a declaration or just have it be an automatic effect.
I'd allow it, assuming the free uses of Faith Manages are per-session.That was the idea, yes.
adding on Haru's version of "Faith moves Mountains" under the "hope springs eternal". I upped the refresh cost by 1, and increased the usage to per scene. I really really liked the original idea I had for Providence, so I don't want to give it up too easily (unless it really is just that bad :o)It might work, but I'd be cautious. You'd essentially multiply the use of a Fate point by the number of scenes in a session, which might be a bit much. What's more, this way it becomes an "I have to spend this in this scene or it was wasted" sort of resource, which can lead to an overblown use of the power. With uses per session, you can spend them when you need them, without as much of a need to do so.
[-2] Hope Springs Eternal: Your faith is strong. When taking this power, you either get 1 free use of "Faith Manages" per scene or you may increase your Conviction by 1 when rolling for "Faith Manages". You may take this power multiple times for, but the bonus to your Conviction may not exceed your original rating.I think you should determine when you take the power if this is going to be a +use or a +skill thing, like when you take refinement as either focus item slots or specializations. You can switch at a milestone, of course, but switching whenever you want to seems to much. Just wanted to clarify.
It might work, but I'd be cautious. You'd essentially multiply the use of a Fate point by the number of scenes in a session, which might be a bit much. What's more, this way it becomes an "I have to spend this in this scene or it was wasted" sort of resource, which can lead to an overblown use of the power. With uses per session, you can spend them when you need them, without as much of a need to do so.I'm... not certain how this is an issue? Call me dumb, but if the number of uses gets restored every scene, it effectively becomes similar to a caster using Evocations?
I think you should determine when you take the power if this is going to be a +use or a +skill thing, like when you take refinement as either focus item slots or specializations. You can switch at a milestone, of course, but switching whenever you want to seems to much. Just wanted to clarify.Seems fair to me.
And -2 refresh for +1 is kind of expensive as well.Seriously? You too? Man, I must suck at gaging cost effectiveness for powers.
I don't think you'll need the -1 prerequisite. Using Convictions for Declarations like that is pretty much exactly what Guide my Hand is supposed to do, so you'll kind of remove the need for spending Fate points altogether, except for very few cases. Seems weird. I would just make "Faith moves Mountains" and "Hope springs Eternal" separate powers.I don't mind making them separate powers. The refresh cost seems the same either way, so there's no mandate for them to be all together.
I'm not sure how that's the case, they've both got a general feel of "unseen forces provide benefits through faith/conviction"
+1 per scene?
If I remember the custom holy touch power correctly...
Pretty sure you don't. It does everything you've been saying you want.
Seriously? You too? Man, I must suck at gaging cost effectiveness for powers.I might have stated that a bit vague. +1 use per scene for -2 is ok. But taking the power you can choose to either have that or +1 to the skill in that situation. It's the +1 to the skill option that's weak.
Hope Springs EternalThere is no way this is anywhere even close to balanced. "All Creatures Are Equal" costs -3, only negates toughness powers, needs a FP per target affected and doesn't actually affect rolls of any kind. This one affects every single power, ever. It effectively functions as a +2 for you or more that lasts for the scene and affects pretty much every roll most enemies will make. Combine it with access to anything that offers free uses of Faith powers and you can turn an enemy's skill of +6 into a +0. For the whole scene. For all skills used with supernatural abilities. Not going to happen. A more acceptable version would be something like this;
Strengthened by the idea of a brighter tomorrow, the howling darkness of the beyond find you a much greater foe. When opposing a supernatural force, spend a fate point to reduce their rolls by 2 shifts for the rest of the scene, so long as that roll was in some way backed by a supernatural power. More than one fate points may be spent on this, but the amount reduced is only -1 per Fate Point after the first.
Providence -2
Description: Faith provides, granting you favor above and beyond simple chance.
Musts: The character must have taken Guide My Hand and Righteousness
Skills affected: Varies
Effect:
Faith moves Mountains: Your faith is strong. When taking this power, you gain get 1 free expenditure of a Fate Point to activate your holy powers. You may take this power multiple times, but the total amount of free expenditures cannot exceed your Conviction rating.
For providence I modified haru's suggestion and focused on the free fate points for holy stuff, effectively turning it in to a form of refinement for true faith powers. I added the conviction cap because I felt it might be abusable in higher refresh games. (granted you'd need to shove 10 refresh in it in order to get 5 uses in most games, but I figure it's better to have it and not need it than need it and not have it)
Weight of Belief -1
Description: The force of your convictions shake the world.
Musts: The character must have taken Guide My Hand.
Skills affected: Conviction
Effect: As long as you can justify it through belief, you may employ Conviction to do Declarations as if it were a Knowledge and Perception skill. This doesn't so much reflect actual knowledge or perception as your belief that things will go as they should, and the favorable outcomes Providence arranges.
Basically Belial's version of Providence as a separate/different power. I thought it was really awesome. :)
Grace Against the Dark -2
Description: Mortals who leave the safety of their homes may find themselves buoyed by the knowledge that a strong spirit can make all the difference when facing the unknown terrors of the world.
Musts: The character needs to have taken Righteousness and Holy Touch
Skills affected: Varies
Effect:
Hope Springs Eternal
Strengthened by the idea of a brighter tomorrow, the howling darkness of the beyond find you a much greater foe. When opposing a supernatural force, spend a fate point to reduce their rolls by 2 shifts for the rest of the scene, so long as that roll was in some way backed by a supernatural power. More than one fate points may be spent on this, but the amount reduced is only -1 per Fate Point after the first.
The Dark Yields -2
Your faith is such that even the wicked quail before you. When facing down a supernatural force, you may treat their toughness as being one step lower. Mythic becomes Supernatural, and Supernatural becomes Inhuman, and Inhuman goes away.
The real meat of this power is the primary effect Hope Springs Eternal, which is intended to act as an equalizer between a True Believer and various monsters and their ever escalating strength/speed powers and casters with their refinements. My primary concern as a point of balance is the interaction between it and Providence. They are intended to work together, but I worry that both together might be too powerful, or even that the basic effect of Hope Springs might be too strong.
The second effect is basically the benefits of soulfire turned in to a more general use faith power. I think I calibrated the refresh cost right, but let me know if I got it wrong so I can change it.
Sanctum of Faith [varies]
Description: Your faith is an unshakable bastion against supernatural powers.
Musts: Bless this House
Skills affected: none
Effect: The zone you're currently in has a minimum threshold equal to the points spent in this ability; unless invited, supernatural beings have to leave some of their power behind upon entry. Beings with too little power may not enter at all or might dissolve upon entry, depending on creature type. Bless this House applies to this ability.
Providence -2
Description: Faith provides, granting you favor above and beyond simple chance.
Musts: The character must have taken Guide My Hand and Righteousness
Skills affected: Varies
Effect:
Faith moves Mountains: Your faith is strong. When taking this power, you gain get 1 free expenditure of a Fate Point to activate your holy powers. You may take this power multiple times, but the total amount of free expenditures cannot exceed your Conviction rating.
For providence I modified haru's suggestion and focused on the free fate points for holy stuff, effectively turning it in to a form of refinement for true faith powers. I added the conviction cap because I felt it might be abusable in higher refresh games. (granted you'd need to shove 10 refresh in it in order to get 5 uses in most games, but I figure it's better to have it and not need it than need it and not have it)
So you spend 2 Fate Points and get 1? And you can only spend it on True Faith? Seems amazingly pointless.My thoughts exactly. And if it is supposed to be per scene, it becomes a math game again.
Weight of Belief -1Like I said before, this looks like a way to do "Faith Manages" without spending Fate points on it. For example, instead of spending a Fate point on "Faith Manages" to replace a Burglary roll to open a door with Conviction, I could make it a Perception roll to say that I see the key lying on the ground. It's just a matter of how you describe what's happening, and you'll never need to spend a Fate point on "Faith Manages" again. That's a bit much for a 1 refresh power.
Description: The force of your convictions shake the world.
Musts: The character must have taken Guide My Hand.
Skills affected: Conviction
Effect: As long as you can justify it through belief, you may employ Conviction to do Declarations as if it were a Knowledge and Perception skill. This doesn't so much reflect actual knowledge or perception as your belief that things will go as they should, and the favorable outcomes Providence arranges.
Grace Against the Dark -2Not a Fan. "The Dark Yields" is probably fine, but "Hope Springs Eternal is deeply flawed. It is basically an "I win!" button, and there's already a mechanic for that: compels. And spending more than one Fate point on a compel is already established, as well, it's called escalating, when someone wants to pay off a compel. I think that's a much cleaner way to go than this.
Description: Mortals who leave the safety of their homes may find themselves buoyed by the knowledge that a strong spirit can make all the difference when facing the unknown terrors of the world.
Musts: The character needs to have taken Righteousness and Holy Touch
Skills affected: Varies
Effect:
Hope Springs Eternal
Strengthened by the idea of a brighter tomorrow, the howling darkness of the beyond find you a much greater foe. When opposing a supernatural force, spend a fate point to reduce their rolls by 2 shifts for the rest of the scene, so long as that roll was in some way backed by a supernatural power. More than one fate points may be spent on this, but the amount reduced is only -1 per Fate Point after the first.
The Dark Yields -2
Your faith is such that even the wicked quail before you. When facing down a supernatural force, you may treat their toughness as being one step lower. Mythic becomes Supernatural, and Supernatural becomes Inhuman, and Inhuman goes away.
The real meat of this power is the primary effect Hope Springs Eternal, which is intended to act as an equalizer between a True Believer and various monsters and their ever escalating strength/speed powers and casters with their refinements. My primary concern as a point of balance is the interaction between it and Providence. They are intended to work together, but I worry that both together might be too powerful, or even that the basic effect of Hope Springs might be too strong.
The second effect is basically the benefits of soulfire turned in to a more general use faith power. I think I calibrated the refresh cost right, but let me know if I got it wrong so I can change it.
Like I said before, this looks like a way to do "Faith Manages" without spending Fate points on it. For example, instead of spending a Fate point on "Faith Manages" to replace a Burglary roll to open a door with Conviction, I could make it a Perception roll to say that I see the key lying on the ground. It's just a matter of how you describe what's happening, and you'll never need to spend a Fate point on "Faith Manages" again. That's a bit much for a 1 refresh power.
Gift of Grace [varies]
Description: You are guided and protected by your faith.
Musts: Guide my Hand, Righteousness
Skills affected: varies
Effect: When making an opposed roll involving the supernatural, you may treat the opposing power as if it were under the suppression effect of a threshold that has a strength equal to the number of Fate Points spent on this ability, up to you Conviction.
The two powers function the same way, the only difference between the two is when the threshold effect is applied.
Using strength powers to crush me? Threshold'ed
Also do note that each time a creature's catch or similar drawback comes up, they get a FP. If you pay FP against them directly, they get an equal amount too. A power that depends on FP to weaken enemy rolls is self-defeating because the enemy gets as many FP as you spend.
Having the threshold depend on how many FP/invokes you have at hand is neither balanced nor flavor supported. If someone can negate powers through the power of his faith, then how strong his faith is should be represented and not be entirely dependent on circumstance.I have to admit I'm confused by your critique. It's almost identical in terms of raw mechanics to the power you proposed, except it's had it's been nerfed somewhat.
Pretty sure this is impossible.The Idea here is not to have the character generate a threshold, but instead to use the raw threshold mechanics to emulate a character possessing supernatural grace in the face of the weird.
What does this mean?If they were to try and attack or grapple me, then the strength benefits from Inhuman/Supernatural/Mystic strength would be hit by the threshold effect.
If they were to try and attack or grapple me, then the strength benefits from Inhuman/Supernatural/Mystic strength would be hit by the threshold effect.
So it'd reduce Athletics bonuses from Speed or weapon rating bonuses from Strength?Those would be the most common interactions, yes. Other applications of speed/strength powers could lose shifts if they were both applied against me and the skill use in question gained a bonus from supernatural powers.
How would it interact with evocation? If I have Discipline and Conviction 4 with bonuses of +3 power and control total to my fire attack spells, and I roll a -1 to hit you with a 9-shift evocation when you have 4 points of "threshold" up, and I take a point of backlash to keep my spell strong, what happens?If I'm reading this correctly, you're gunning at me with a -1 shift, weapons 9 attack. In that case if I somehow failed to dodge it on my own (rendering the attack moot without the use of GoG), then the threshold effect would reduce the weapon shifts by 4.
If I'm reading that correctly, I'd recommend beefing it up a bit. Maybe +2 Threshold shifts per Fate Point?Maybe, depends on how balanced the crunch masters on the site deem it ;). My instinct currently is a straight 1:1 as it's based off of Belial's suggestion, which used the same exchange rate.
If I'm reading this correctly, you're gunning at me with a -1 shift, weapons 9 attack.
So it reduces the power of spells and the bonuses of Powers.In essence, yes.
What if someone is using two separate Power bonuses on an attack against you? Like if some vampire super-swordsman takes a swing at you with Weapons 5 +1 from True Aim +1 from Blood Drinker, weapon 3 + 2 from Inhuman Strength.I think the easiest answer would be to just say that it reduces the final result by X shifts, where X is the number of refresh spent on GoG, similar to how Toughness powers work. Not sure if the easiest answer is the most balanced answer, though
Which bonuses get negated if you have threshold 1 up? What if you have threshold 3 instead?
I have to admit I'm confused by your critique.With my version, you get as powerful an ability as you pay for in character creation. With your version, in one scene the ability might not work at all if you're out of FP, in another it might reduce rolls by a bit for a single FP, and in another it might make the most powerful supernaturals into effectively pure mortals because you got a lot of FP to spend on it. Worse than the fluctuating power is that the ability does not scale. It will be exactly as powerful in a feet in the water game as it will be for a 20-refresh game. And those two problems together make for bad ability design IMHO. Other issues below;
With my version, you get as powerful an ability as you pay for in character creation. With your version, in one scene the ability might not work at all if you're out of FP, in another it might reduce rolls by a bit for a single FP, and in another it might make the most powerful supernaturals into effectively pure mortals because you got a lot of FP to spend on it. Worse than the fluctuating power is that the ability does not scale. It will be exactly as powerful in a feet in the water game as it will be for a 20-refresh game. And those two problems together make for bad ability design IMHO. Other issues below;I think there was a miscommunication somewhere, the amount reduced is static and based on how many refresh you've paid in to the power. If I have GoG -2, then the effects of powers/spells would be reduced by 2 shifts. The higher the refresh the game gets, the more points I can put in to it and the stronger it becomes.
How would it interact with range? For example, both wizards and superstrong enemies could pick up a car and throw it at a house and not be affected by a threshold normally because they are attacking at range and indirectly. Ditto, a superfast enemy standing outside a building wouldn't gain any penalties to defense against gunners from inside the building because they'd not be standing within the house's threshold.Most of this doesn't apply because it's not actually a threshold, it's just borrowing the suppression mechanics to simulate a character who possesses supernatural grace in the face of dark powers.
Does it follow the standard threshold rules? A supernatural entering a threshold doesn't actually take any penalties to rolls or whatnot. It has to set aside an amount of powers costing in refresh equal to the threshold. I.e. a 2-shift threshold means a vampire would either have to reduce their supernatural strength to inhuman, or reduce their supernatural toughness to inhuman, or reduce their inhuman speed to no benefit. The exception being wizards, who take penalties to power and control instead.
Do note that the supernatural being picks which power to leave behind when entering a threshold. They could well set aside the least useful ability for their given situation and retain those that would benefit them most.
Last but not least, a "penalty to rolls" mechanic causes issues. Strength powers and things like Claws or Breath Weapon don't give any bonus to rolls at all (weapon rating isn't rolled). Speed powers do. Toughness powers don't. Senses don't. Shapechanging doesn't - not directly. Living Dead doesn't. Flying doesn't. And so on and so forth - not only various powers exist that don't give roll bonuses at all but those that do give bonuses don't give them at the same rate. For example, Speed powers give +1 athletics per 2 refresh, True Aim gives +1 weapons per 1 refresh, Cloak of Shadows gives +2 Stealth per 1 refresh.In general I am not worried if a power gives you an interesting trick like Wings, Claws or Breath weapon, as they're largely static abilities that can be countered with conventional armor or ranged weapons. The primary focus of GoG is to level the playing field between a True Faith character and a monster/caster using powers that can be upgraded continuously. Speed/strength/casting being the most obvious targets.
So if you use a "penalty to rolls" mechanic, not all powers will be as affected by the ability. (hence why normal Thresholds subtract a set amount of refresh instead)
I like that quite a bit, although I'd make it a suppression effect rather than a block for magic/incite effects due to my bias against "all or nothing" powers,I don't know what you mean by all or nothing. A block would just replace your dodge. So it would reduce how many shifts you get hit with. I guess if they don't beat the block it's a "nothing" effect. On the other hand, if you boost the threshold/suppression too much, most spells won't be worth casting.
Not sure I like the idea of "infinite" Conviction, though. Seems like it could be cheesed.'
Gift of Grace -2
Description: You are guided and protected by your faith.
Musts: Guide my Hand, Righteousness
Skills affected: varies
Effect: When facing a supernatural force who's rolls are being benefitted by a power, your faith will level the playing field. This power may be taken multiple times, with each repurchase increasing the benefits by 1 step.
Hope Rises: Supernatural creatures do not benefit from inhuman Strength or Speed when targeting or dodging you. Spells and supernatural attacks (such as incite effect) Have their power reduced by 2 shifts.
More Potent Prayer:Your conviction is considered your highest skill for the purposes of modifying skills when using potent prayer. When repurchasing this power, increase the bonus given by Righteousness by +1.
Smite: You gain +1 to Conviction when using the Final Hour trapping of Righteousness.
It's basically Taran's Gift of Grace, but modified modified so that the interactions with magic/incite effect are suppressions rather than blocks. I also effectively compressed it in to one a repurchasable power.
More Potent Prayer:Your conviction is considered your highest skill for the purposes of modifying skills when using potent prayer. When repurchasing this power, increase the bonus given by Righteousness by +1.
Providence -1It doesn't say how often 2 uses is. Is it 2/session?
Description:
Your choices and beliefs have a profound impact, granting you favor above and beyond simple chance.
Musts: The character must have taken Guide my Hand and Holy Touch
Skills affected: Conviction
Effects:
Faith moves Mountains: Your faith is strong. When taking this power, you either get 2 free uses of "Faith Manages" or you may increase your Conviction by 1 when rolling for "Faith Manages". You may take this power multiple times, but the bonus to your Conviction may not exceed your original rating.
Gift of Grace -2
Description: You are guided and protected by your faith.
Musts: Guide my Hand, Righteousness
Skills affected: varies
Effect: When facing a supernatural force who's rolls are being benefitted by a power, your faith will level the playing field. This power may be taken multiple times, with each repurchase increasing the benefits by 1 step.
Hope Rises: Supernatural creatures do not benefit from inhuman Strength or Speed when targeting or dodging you. Spells and supernatural attacks (such as incite effect) Have their power reduced by 2 shifts.
More Potent Prayer:Your conviction is considered your highest skill for the purposes of modifying skills when using potent prayer. When repurchasing this power, increase the bonus given by Righteousness by +1.
Smite: You gain +1 to Conviction when using the Final Hour trapping of Righteousness.
Weight of Belief -1
Description: The force of your convictions shake the world.
Musts: The character must have taken Guide My Hand.
Skills affected: Conviction
Effect: As long as you can justify it through belief, you may employ Conviction to do Declarations as if it were a Knowledge and Perception skill. This doesn't so much reflect actual knowledge or perception as your belief that things will go as they should, and the favorable outcomes Providence arranges.
Providence -1
Description:
Your choices and beliefs have a profound impact, granting you favor above and beyond simple chance.
Musts: The character must have taken Guide my Hand and Holy Touch
Skills affected: Conviction
Effects:
Faith moves Mountains: Your faith is strong. When taking this power, you either get 2 free uses of "Faith Manages" or you may increase your Conviction by 1 when rolling for "Faith Manages". You may take this power multiple times, but the bonus to your Conviction may not exceed your original rating.
Why don't you make it like a building block power?@sacta. Reposted the original power for your convenience.
Here's my Attempt. The numbers would have to be played with.
Gift of Grace [-See Below]
Description: You are guided and protected by your faith.
Musts: Guide my Hand, Righteousness
Skills affected: varies
Effect: When facing a supernatural force who's rolls are being benefitted by a power, you become the equalizer:
[-2]Inhuman Grace:
The great Equalizer: Supernatural creatures do not benefit from inhuman Strength or Speed when targeting or dodging you. If they have Supernatural or Mythic Speed/Str, these powers are down-graded by 1.
Spells and supernatural attacks(such as incite effect) face a 3-shift block. If you have Bless This house, increase the block by +2.
More Potent Prayer:Your conviction is considered infinite for the purposes of modifying skills when using potent prayer.
Smite: You gain +1 to Conviction when using the Final Hour trapping of Righteousness.
[-4]Supernatural Grace:
The great Equalizer: Supernatural creatures do not benefit from Supernatural Strength and Speed when targeting or dodging you. If they have Mythic Speed/Str, these powers are down-graded by 2.
Spells and supernatural attacks face a 5-shift block. If you have Bless This house, increase the block by +2.
More Potent Prayer:Your conviction is considered infinite for the purposes of modifying skills when using potent prayer. Your prayers give an additional +1 (for a total of +2).
Smite: You gain +2 to Conviction when using the Final Hour trapping of Righteousness.
[-6]Mythic Grace:
The great Equalizer: Supernatural creatures may not use Strength and speed powers against you. Spells and supernatural attacks face a 7-shift block. If you have Bless This house, increase the block by +2.
More Potent Prayer:Your conviction is considered infinite for the purposes of modifying skills when using potent prayer. Your prayers give an additional +2 (for a total of +3).
Smite: You gain +3 to Conviction when using the Final Hour trapping of Righteousness.
**Certain attack would get past this. Throwing a car at the person would still hurt like hell. They wouldn't get the +6 weapon damage for, say, Mythic STR, but they'd still get the weapon damage of the thrown car. Or could be pinned under said car with the appropriate maneuver since the power doesn't reduce lifting capacity. It would reduce the bonus to grappling or, possibly, negate the bonus for modifying skills when using Might against said PC.