Author Topic: Custom Power List  (Read 171227 times)

Offline Sanctaphrax

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Re: Custom Power List
« Reply #600 on: November 05, 2011, 02:03:51 AM »
They look roughly balanced, maybe a bit strong. But I'm inherently suspicious of anything that boosts attacks and defenses like that.

Also, insert my standard complaint about stunt obviation here.

Offline Silverblaze

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Re: Custom Power List
« Reply #601 on: November 05, 2011, 03:12:46 AM »
Pretty sure inhuman-mythic dexterity is OP.  It will stack with stunts.  Some people let stunts stack...so that compounds it further.  I feel it is also way better than mythic strength, in validating player strong types for combat efficiency. 

Also there is no reason other than an attempt at game balance that it doesn't add to all attacks made and athletics.

Mythic speed already exists, I think that's good enough.

Offline Sanctaphrax

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Re: Custom Power List
« Reply #602 on: November 05, 2011, 05:58:07 AM »
It isn't so bad.

Strength gives +2 stress/level, Dexterity gives +1 accuracy/level. Roughly equal.

Strength gives +1 to grapple, +1 grappling stress, and +1 grappling move/level, Dexterity gives +1 defense/level. Dexterity comes out ahead for most characters, but behind for a few.

Strength gives +1 Might modification and +3/+6 lifting & breaking/level, Dexterity gives +2 lockpicking & pickpocketing & some Craftsmanship/level. Strength seems slightly better here.

So it definitely doesn't obsolete Strength. But it might be a little bit better than it for fighting, which is bad.

Offline Silverblaze

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Re: Custom Power List
« Reply #603 on: November 05, 2011, 03:57:53 PM »
You aren't taking the logic far enough.

Those accuracy bonuses are almost guarnteed stress on the target.  With strength you can miss entirely.  Accuracy much like with spells, is always better in this system.

Also, nothing prevents you from adding more accuracy or damage to this power.

Offline ways and means

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Re: Custom Power List
« Reply #604 on: November 05, 2011, 04:07:09 PM »
The power is comparable to Strength, the ratio to stress compared to accuracy is 2 to 1 in this power rather than the 1 to 1 ratio which can make casting broken. Strength Powers +2 to stress will be much more effective if you character already hits reliably so the effectiveness of the power entirely depends upon the game in question. A +1 to accuracy counts as two shifts of effect (+1 to hit, +1 to stress) and + 2 to stress counts as two shifts of effect both are equally powerful in game turns and both are worth about a refresh (Lethal Weapons: +2 stress , way of the ak: +1 to accuracy).
« Last Edit: November 05, 2011, 04:25:43 PM by ways and means »
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Offline Silverblaze

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Re: Custom Power List
« Reply #605 on: November 05, 2011, 10:31:31 PM »
New powers for consideration:

Phouka Beast Change: Your beast form is mutable.  While you may only change into one animal, you can change into variations of the same one.  You can change coloration and alter size and weight by up to 50% (smaller or larger ~ lighter or heavier). This grants a +3 to any roll used to dupe people into thinking you aren't the same animal they saw before.

 This is only being created for an NPC I want to post on the generic NPC thread...would it even be worth another refresh or just a -0 and have a high concpet related to shapechaing fae?

Gift of the Spriggan: -3:  You have the ability to drastically alter your size. This power allows a character to shift to a smaller form identical to diminuitive size or a larger form; identical to hulking size.

-1: The change is done as a supplemental action, still only once per round.

Figured it would cost 3 since it combines two powers that cost -1 and -2. Then -1 to change as a supplemental so -4 overall?

(Should require a high concept being Spriggan Fae or changeling...or something similar)
« Last Edit: November 05, 2011, 11:47:29 PM by Silverblaze »

Offline Sanctaphrax

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Re: Custom Power List
« Reply #606 on: November 05, 2011, 11:27:15 PM »
First power looks like a stunt. +2 to Disguise. There you go.

Second power really highlights the problems with size powers by RAW, but it isn't bad in itself. I suggest allowing it as a supplemental action by default and maybe reducing the cost.

Offline Silverblaze

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Re: Custom Power List
« Reply #607 on: November 05, 2011, 11:33:04 PM »
First power looks like a stunt. +2 to Disguise. There you go.

Second power really highlights the problems with size powers by RAW, but it isn't bad in itself. I suggest allowing it as a supplemental action by default and maybe reducing the cost.

A stunt that only allows a disguise bonus in beast form?  Not arguing it, just saying it sounds odd.

How much cheaper would you make Gift of the Spriggan?

Offline Sanctaphrax

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Re: Custom Power List
« Reply #608 on: November 05, 2011, 11:41:03 PM »
Nah, boost disguise in general. Or make the bonus +3 and limit it to beast form.

GotS seems like it's worth 2.5 refresh to me, just at a glance. Course, that's a bit unhelpful. Sorry.

Offline cybertier

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Re: Custom Power List
« Reply #609 on: November 06, 2011, 11:36:14 AM »
Regarding the power Telekinesis.
Would you allow the usage of other skills over range?
Like Larceny for pickpocketing or Craft for repairing a car out of a comfy chair. Negatively modified by your Discipline skill.

Or should that rather be an upgrade that allows tactile sense through you Telekinesis and thus better justifying for skills like pickpocketing?

Offline Sanctaphrax

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Re: Custom Power List
« Reply #610 on: November 06, 2011, 06:31:07 PM »
Yes, you can use other skills at range. That was part of the idea behind the power. Should have made that more obvious.

PS: Larceny is not a skill in this game.

Offline Sanctaphrax

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Re: Custom Power List
« Reply #611 on: November 07, 2011, 02:15:17 AM »
Three new powers. Two of these were inspired by my desire to make DFRPG golem stats.

MINDLESS [-1]
Description: You don't have a mind. Either you mindlessly obey others or you simply execute a complex program.
Musts: You must take an aspect to represent the thing that you use instead for a mind. For example, THE MERLIN'S PROPERTY or PROGRAMMED TO KILL.
Skills Affected: Mental and social skills
Note: This power requires excellent justification if taken by a character with positive refresh. Not for balance reasons, but for logical reasons. As such, this power is mostly unsuitable for player characters.
Effects:
No Mind. As a mindless creature, you cannot be attacked mentally. Duh. You have no mental stress track and never take mental stress. You are not immune to social stress, but social attacks and maneuvers have no effect on your actions even if you are taken out. So unless someone wants to ruin your reputation or credibility, there's no point attacking you socially.
Incapable Of Thought. Not being able to think has its downsides. You may not use any skill trapping that, in the GM's opinion, involves thought.
Superior Instincts/Programming [-1]. The complexity of your program or your instincts is impressive. Select one skill trapping. Ignore the effects of Incapable Of Thought on that trapping. This trapping may be purchased multiple times.

HOLLOW [-1]
Description: You are hollow. There's enough space inside you for a person to curl up in.
Skills Affected: None
Effects:
Hollow. You may hide objects inside your body. This gives a +4 bonus to any attempt to conceal something.
Living Armour. You may place another character inside your body, if they are willing or helpless. While a character is inside you, you make their physical defense rolls for them. In addition, add your physical armour to theirs. Obviously, a character who is inside moves when you do. A character who is inside you may not take any non-mental actions without first escaping.
Size Limit. A normal-sized character with this power may contain up to one normal-sized human or an equivalent volume and mass of other matter. Diminutive size divides storage capacity by 10, while Hulking Size multiplies it by 10, Titanic Size multiplies it by 100, and Unthinkable Size multiplies it by 1000.
Bigger Inside [-1]. Multiply your storage capacity by 10.
Limited Freedom [-1]. Characters inside you may take social actions. This allows them to make maneuvers in combat.
Full Freedom [-1]. (Requires Limited Freedom) Characters inside you may act normally, with one exception: they may not move outside of you without first escaping.

SUPERIOR HOLD [-2?]
Description: For whatever reason, people you grab stay grabbed without any effort from you.
Skills Affected: Might
Effects:
Superior Hold. When you hold another character in a grapple, you may take a supplemental action to apply a Superior Hold to them. If you do so, you may continue to grapple them on subsequent turns without taking an action.
Swallow Whole. [+1] Gulp. You may only apply Superior Holds to characters smaller than you.

Feedback wanted, as usual.
« Last Edit: November 07, 2011, 04:04:23 AM by Sanctaphrax »

Offline polkaneverdies

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Re: Custom Power List
« Reply #612 on: November 07, 2011, 12:58:40 PM »
If superior hold lets you take other actions while still applying a full grapple, then it is problematic. Grapples are already a massive pain to oppose so if you combine that with one player being able to fully attack and grapple each turn it is pretty dang powerful.

Offline ways and means

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Re: Custom Power List
« Reply #613 on: November 07, 2011, 01:29:36 PM »
Superior Hold seems balanced compared to Evocation Grapples because they can be extended, probably would go with something like webbed up etc as the aspect. 
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Offline polkaneverdies

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Re: Custom Power List
« Reply #614 on: November 07, 2011, 01:53:40 PM »
The validity of evo grapples seems to be a common topic of debate on the boards so I wouldn't suggest using them as the guideline to judge things by. Additionally more than one full action a turn causes a great deal of consternation to some board  members. This effectively gives you that. Why take a supplemental to apply one stress when you can just hit them with a full attack?