From: | Nexx Many-Scars <Nexx3@***.COM> |
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Subject: | Re: Critter powers, et al. |
Date: | Thu, 9 Jul 1998 01:30:47 EDT |
post was too big for D.Ghost's mailer and DGhost's reply was too big for my
mailer... To cut it down, I cut out any irrelvant comments, including, at
great personal sacrifice, his accolades not accompanied by things that needed
answering.
And yes, K, I do realize that by saying less I wouldn't have this problem <g>
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First a note: Nexx, something is screwing with the way I recieved your message
so I changed all the 's to spaces, cut 's (I know the 's are
supposed to be spaces but what's supposed to be?), and snipped the ='s and
what not to make this into a normal message (I think something about your mail
settings are getting messed up in transit...)
>>>>I'm not sure, but I think this is because I wrote it in Word, then just
cut and pasted it over to AOL... I like neat paragraphs, so I tend to use the
indent key... I'll try to remember to correct that.
On Wed, 8 Jul 1998 01:53:03 EDT Nexx Many-Scars <Nexx3@***.COM> writes:
---
>Playing Mage had already gotten me thinking in
>terms of subjective paradigms, so I played with some other ideas and
>reorganized magic to my liking.
Uh oh ... ;)
>>>Its not as bad as you tihnk... I slipped it into another post, and I don't
think anyone got it.
---
>Like I said, I like geasa. If someone wants to take a geas, they get the
>normal 25% reduction in cost. If they take 2 geasa, the power costs only
>50%. I keep a very careful eye on these, though, because some people will
>do anything for points. I make people justify geasa in terms of their
>history and personality, and use them ruthlessly. On the other hand, I'm
>willing to cut costs even further for really cool limitations.
For multiple geasa I use .75 to the [number of geas]th power. So, two
geas would be about 56.3% normal cost, 3 would be 42.2% (as opposed to
25%) and for would be 31.4% (as opposed to 0%) ... IMO, that's MUCH more
balanced :)
>>>If there is a low-math way of doing things, I do it.
---
>Now if I can only find a group.
Heh heh :) You can probably join in "my" group at the Univeristty of
Houston but you probably won't like it ... (I like to tinker with the
rules too much :) I'll ask the rest of the group if they mind some guy
from a mailing list to join in ... :)
>>>If I were going to be here more than a month or so more, I'd take you up on
that
--
>And powers with implied ranges
>are assumed to be equal to the adept's magic attribute in tens of meters,
>with ranges like a heavy pistol (anything above 60m is extreme range).
Okay, I'd suggest breaking the abilities into levels, replacing the
Essence with the level (for the cost of the ability, just dive the
current cost by six and round up to the nearest quarter of a point ...)
>>>I did this in a few cases, where the mechanics were either vague or not
suited to PC's, but in most cases I tried to keep them identical to the base
power. As for why I included the base fragment, it will become important
later
---
>Accident (.5/die)
<snip>
>One deterrent to the use of this power is that when the adept
>rolls all ones on his Accident test, he loses one die off this power
>until his next initiation, when all lost dice are automatically restored.
Hmmmm ... I would've have said that if the adept rolls all ones, he uses
the power on himself ... <eGMg> not sure which is worse ...
>>>Something I hadn't thought about. I'll keep it in mind.
>Adaptive Coloration (2)
> This power functions just as described in PAoNA. Common geasa include
>Domain and Talisman. Multiple purchases allow the adept to hide from
>multiple search methods (sonar, anti-personnel radar, or even hearing).
Hmmmm ... I kind of like this ... question: do normal vision and thermo
fall under one purchase?
>>>According to PAoNA, yes.
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>Alienation
> ...is for the rich, but I'm feeling poorer every day (sorry, TMBG joke).
>Due to the vagueness and potential for extreme abuse this power represents,
>I'm not going to work it into an adept ability.
Ok ... what about a self Alienation? might be nifty :)
>>>Just before Spring Break, there was a huge debate about this power. I
decided that this post (mostly worked on over Spring break), would not add to
the fury (which I wasn't sure of which side I was on, anyway)
---
>Blindness (4)
> Treat this power as the spell, Blindness, in Awakenings, with a force equal
>to the Adept's Magic rating.
Hmmmmm ... I don't know if I like this ... why not make it say, .75 per
level and then acts as blindness spell using level instead of force.
(btw, if you put this on the net or something, I'd reccomend spelling out
the effects rather than saying it does what this spell does ... I think
it'll be better recieved that way ...)
>>>Personally, I prefer the more static approach for adept abilities, because
I want these to be mostly out of the range of all but the most dedicated
characters... though I think I will include a step option.
---
>Concealment (4)
> This power functions exactly as mentioned in SR2, with the standard >
Essence-> Magic conversion. Many adepts limit this only themselves, >
allowing themselves to hide but screwing their friends over.
I don't get the part about screwing their friends over ... it'd be helping
them ... IMO, only affects themselves should be standard ... (which may be
pointless since wouldn't that make it Adaptive coloration or am I missing
something?)
>>>Well, if my team and I get caught, and I without warning go invisible, I'm
free, but they're still Death Dog food...
---
>Confusion (6)
> The adept rolls Willpower + Initiation grade vs. his opponent's Willpower,
>while his opponent rolls Willpower vs. the adept's Magic attribute. If the
>adept generates more successes, his opponent is affected just as in SR2. If
>his target generates more successes, he will be unaware of the attack unless
>astrally active.
If the opponent is an initiate, does that help him resist at all?
>>>I would say spell shielding could help, and reflective shielding would be
fun with this power...
---
>Electrical Projection (4)
>If directed at a target, use the adept's Quickness as his attack skill,
>using standard firearms ranges. Damage is (Magic)M, with the target being
>disoriented (+2 to target numbers) for the adept's Magic rating in rounds.
>If the adept opts for an area affect (adepts must choose one or the other
>upon purchasing the power, but may take it twice to gain both effects), all
>targets within a number of meters equal to half his Magic are attacked
>whenever the power is turned on.
1) I suggest basing range on Magic or willpower rather than a type of gun
(were you thinking of tasers when you typed firearms?)
>>>As I noted above (and this is why I saved that seemingly unrelated piece),
TN's for ranges are determined next to Heavy Pistol ranges.... I considered
them fairly reasonable ranges for the powers. The Actual range of the power
is also noted in that fragment above.
2) Is the damage physical or stun? if it's physical I think it's a bit
unbalanced ...
>>Like the power itself, the damage is Physical
3) IMO area effct is BAD and if you want to use it, I'd suggest increased
cost ...
>>>Good point.
---
>Engulf (5)
> The adept uses the standard, non-spirit, rules for this power, again with
>the standard substitution. Common geasa include choosing a specific element
>or limiting the range to touch.
I would reccomend saying that a specific element MUST be chosen ...
>>>DAMN! How did I miss that even the normal power suggests that... however,
I would hate to be the Martial Artist who trys an Air Engulf (Ok, he sticks
his head in the air... how is this supposed to hurt him?)
---
>Enhanced Movement and Enhanced Reaction
> Adepts already have similar powers in Increased Reactions (from SR2),
>Attribute Boost (from the Grimoire... the quickness version will indirectly
>increase reaction) and Movement (from the earlier post), so I won't detail
>them here.
I don't remember the movement post ... how does it work? I
>>>Bonehead mistake. I originally did the powers from SRII and PAoNA as two
posts, and didn't edit this out for the second run.
---
>Fear (3)
> This power functions as stated in SR2, with the standard substitution.
Cost 3? hmmm... Are you using CFS for a basis for thes costs? :)
>>>Huh? CFS is not one of the books I own (since I had a group for it, I
tended to buy much more Palladium and AD&D)
---
>Guard (.25/die)
Hmmmm.... I don't know about preventing the rule of one ... I'm not sure
I quite follow you on something: When the char rolls all ones and rerolls
and then rolls all ones again, does he reroll or does he then suffer from
rule of one?
>>>Well, as I told K, preventing the rule of one was my way of demonstrating
the ability to defend against normal, everyday accidents that this power
normally provides. For the second part, he suffers from the Rule of One if
the second roll comes up all ones.
---
>Hardened Armor (1 per point of adept impact armor)
Another one I'm wary of ... I don't lnow if I want people running around
in hardened armor tha's -cumalative- with worn armor ...
>>>Perhaps if it were 1.5 or 2 per point of magic armor, that would be more
balanced?
>Hypnotic Song (.5/die)
Hmmm???? does this do actual damage or is the Stun Attack just for
keeping track of whether they are Hyponotized or not? And what about a
Hypnotic Dance version (like the Quicksilver Mongoose uses)?
>>>It does actual damage. If you take a look at the power from PAoNA, once
they've taken Deadly damage from this power, they just sorta stand there,
stupid and staring, unable to really do anything. As for Hypnotic Dance, why
not? Just change the skill from Sing to Dance, and make it so they have to be
seen, not heard for it to work.
---
>Illusion (3)
... I'm undecided about this one ...Are the Illusions still obvious?
>>>As with the entertainment spell, yes they are. The only reason the Incubus
seems to be able to hide them is they show what the victim wants to see (via
desire reflection)
---
>Immunity to Age (1 per doubling of life span)
> For each point spent, the adepts current maximum life span is doubled,
>and his aging is halted, including possible magical effects, until that
>period is over. Once the adept's life span exceeds 5000 years, he will
>live forever, even during low-magic cycles, barring misadventure (you can
>kill him, but not out-live him). Geasa can be used, and for the duration
>it is broken the adept ages normally. Condition, Domain, Sacrifice and
>Talisman have all been used to prolong adept's lives. While the power is
>functioning, the adept suffers no ill effect of age.
Okay, to have Immortal Dwarves costs 6 points (assuming 100 year lifespan)
>>>average Dwarf in the late 4th age lived about 100 years
Immortal Elves? same as dwarves, since average lifespan for the
non-immortal variety is unkown ...
>>>Average Elf in the late 4th age could look forward to 300 years of life,
barring misadventure, bringing it down to 5 points for elves.
---
>Immunity to Fire (4)
What's the difference between this and Fire Resistance? and why is this
cheaper for what seems to be the same ability? aside from that, same
comments as Fire Resistance...
>>>Fire Resistance makes you completely immune to normal fires, while Immunity
to fire only gives you a resistance bonus.
---
>Immunity to Normal Weapons
> Any GM allowing a character to take this power should be sterilized to
>prevent his manifest stupidity from polluting the gene pool. Unless its
>an NPC <g>.
Hey, this'd just be impact and balistic armor...doesn't have to be
cheap... just has to be balistic armor actually. Then, just charge the adept 1
or 1.5 or even 2 per points of ballistic armor and he can get it with Mystic
Aromr to get a VERY expensive version of this ability (Costs 2-3 per point of
armor ...)
>>>::sounds of Nexx slamming his own head into a wall:: Ok, I'm better now.
I'll work up a version of Mystical Ballistic armor for the next piece.
---
For shapeshifters it varies: the BBB shapers have 8 Essence, the SRCo
Shifters have 6 Essence ...
>>>Not in my copy... In my copy, there is no mention of how much Essence they
have, so I assumed they had just as much as every other shaper
>Movement (1 per multiple)
> Rather than the standard power, an adept can opt to permanently increase
>his running multiple, at a cost of 1 per +1 to the running multiple.
YES! cool but Underpriced ...IMO, that is ...I'd suggest 2-3 per point of
increase ...
>>>Since both you and K seem to think so, I'll probably go with 2 points per
+1 to movement multiplier.
---
>Paralyzing Touch or Howl (see notes)
> This is very similar to the adept power of Nerve Strike, as new rules
>are not needed. The aural version, Paralyzing Howl, works just as
>described, but costs 4 points to acquire.
And how much does the touch version cost?
>>>Touch version already exists in Awakenings, under the name of Nerve Strike.
---
>Pestilence (4)
> While this power works normally, it is worthy to note that the Big D
>(or his foundation, if he's dead) offers a reward of $1,250,000 (UCAS)
>plus anti-viral treatments for the live capture of possessors of this
>power.
Hee hee :) I think they'd offer less than that ... :)
>>>I would have too, but I put it at about what Toxic Shamans and Blood Mages
were worth, then converted it to UCAS Dollars (rather than nuyen, just to be
different)
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>Regeneration (5, 7 or 9)
> This power functions exactly as detailed in the official material. The
>first level is the lesser version described for Shapeshifters in their
>human form in the Shadowrun Companion.
Now you just need the ability to hide a 1 meter sword even while buck
naked ... ;) Also, in my copy of the SRCo, Shapers in human form don't
regenerate ... does your's differ?
>>>That should have read "for damage sustained in their human form",
not what
it says above.
---
>Search (.5/die)
Hmmmm ... I know with spirits, they actually run around looking for the
object they are searching for, do other critters with this power display
a general awareness of objects? If not I'd suggest changing this to
extra dice for perception test or lower target numbers ...
>>>It doesn't actually say they go running around looking for it... it just
mentions that they can find things within their terrain...
---
>Sonic Projection (1)
> This power functions exactly as stated in PAoNA. Note that the adept
>is immune to the effects of his own scream. If the adept attempts to
>shatter glass (or similar crystalline objects), he makes an attack test
>using either his Charisma or Body as the attack skill, with a damage code
>of (Magic)M.
Charisma???? I'd say Body or Willpower ... Perhaps Jett should pick up
this ability ... <Kurgan> She's a screamer </Kurgan>
>>>Well, I based it off the idea that a high Charisma sometimes includes a
good voice... and in the case of those without good Charismas, it would come
from having a healthy set of lungs (Yeah, we all want that troll to yell in
our ears)
---
>Venom (2.25)
> Identical to the Critter power (save for the standard substitution).
>Many adepts limit this to a certain attack, such as clawing strikes or
>bites (getting bitten by a poisonous troll can't be fun).
I'd reccomend saying that the delivery vector must be specified at purchase
...
>>>Limiting the delivery vector is the perogative of the adept, and
constitutes a Geas... otherwise, any attack they wish can be envenomed.
---
>Weather Control (4)
> More properly "Weather Summoning", this functions precisely as noted in
>PAoNA. This power is very common amongst the Storm Witches, many of >whom
are physical Magicians.
<grumble> I'd reccomend saying this can only generate mild effects and
can only generate greater results when used in conjuction with other
people with this ability ...
>>>All I can say in asnwer to this is read the power in PAoNA... its not as
powerful as it sounds.
---
>Magical Weaknesses
Hmmmmm ... I don't know ... you have to be VERY careful with this stuff ...
>>>Most definitely.
>Allergies (varies)
> Nuisance Mild Severe Extreme
>Common .5 1 1.5 2
>Uncommon .25 .5 1 1.5
Ok ... I'm not so sure about this ... but the benefit isn't that high ...
I'd still suggest bumping the benefits down a level (Nuisance/Uncommon
give 0 points, Nuisance/Common gives .25 points ...)
>>>I disagree, but I see where you're coming from.
---
>Vulnerabilities (varies)
>anything more than an inconvenience. A vulnerability to an uncommon
>substance will grant the adept an additional point, while a common material
>will give him two.
Okay, so what are the costs or did my mailer snip the rest of your post?
>>>No, you just didn't read it <g>. Look at the part I left behind.
---
Ok, who's next?
Nexx the Verbose