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Message no. 1
From: Nexx <nexx@********.NET>
Subject: Critter Powers: Second Shot
Date: Sat, 11 Apr 1998 13:19:32 -0500
>> you can take it apart and let me know
>> the flaws in it... now if someone would only do that for my second
Critter
>> powers post...
>>
> I might have, but for some reason I couldn't open the file when I got
it. It
> kept giving me a "busy hourglass", that never stopped.
In the words of Homer J. Simpson, "D'oh!" I'll give it another shot,
and
let me know if it doesn't work again.
===============
Please refer to my previous document on converting Critter Powers to
Physical
adept abilities for my general form and philosophy on Physical Adepts. If
you
don't have it, I'll be happy to send it to you. I would like any comments
I
could get, so long as they tell me how I can improve this work.
Please note that the mechanics and powers listed in this work are the
copyrighted property of FASA Corporation, and this work is not meant as a
challenge to those copyrights. However, the actual words of the piece, as
well
as the applications to which the ideas are put, are the property of Mark
Hall.

Paranormal Animals of North America addendum to Physical Adepts.

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).
-
Blindness (6)
Treat this power as the spell, Blindness, in Awakenings, with a force
equal to
the Adept's Magic rating.
-
Cold Aura (2)
This power functions as the Flame Aura power described in the previous
document, save that the damage inflicted by the Aura is Stun. Again, no
damage
is suffered by the adept's possessions.
-
Darkness (.5)
This power functions precisely as detailed in PAoNA.
-
Desire Reflection (4)
With this power, the adept can change into one specific, non-paranormal
critter (chosen at the time the power is taken) for as long as he wishes.
While in Critter form, the adept uses the critter's physical attributes
(plus
his magical enhancements), and adds the difference of the creature's
sensory
intelligence (the second number) minus its cognitive intelligence (the
first
number) to his Intelligence for the purposes of determining the animal
form's
Reaction and his Intelligence for perception tests. (I personally use
identical rules for shapeshifter PC's, so they don't need to take this
power to
gain its advantages).
-
Empathy (3.5)
This ability combines the adept ability of Empathic Sense from Awakenings
with
a Control Emotions spell with a force equal to the adept's magic rating.
Note
that the adept can only project emotions that are similar to his own,
except
for communication purposes (in other words, he can project the feeling of
peace, and others will sense it, but no one else will become peaceful
unless he
actually is).
-
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.
-
Fire Resistance (6)
This power grants the adept twice his Magic rating as additional
resistance
dice against magical fire, and takes no damage from normal fire. It is
half as
effective against lasers as magical fire.
-
Hypnotic Song (.5/die)
This power is essentially a mana-based stun attack, with a damage code of
(Magic)M. Cyberears with dampening can reduce this damage to (Magic)L,
and
earplugs can modify the damage code at the GM's discretion. The adept's
rating
is used as his attack skill, with a base TN of his opponent's Willpower,
and is
limited to his rating (including magical enhancements) in his vocal skill
(be
it Sing or Chant).
-
Illusion (3)
This power functions as an Entertainment spell with a force equal to the
adept's Magic rating. It does not require a voluntary subject. Possibly
because of late twentieth century mythology, the Gnome metavariant seems
to be
particularly drawn to this power.
-
Immunity to Age (1 per doubling of lifespan)
For each point spent, the adepts current maximum lifespan is doubled, and
his
aging is halted until that period is over. Once the adept's lifespan
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.
-
Immunity to Cold (4)
Against cold attacks, the adept gains twice his Magic rating as
additional
resistance dice. He also invariably makes his mother cold to look at him,
living comfortably in the coldest environments.
-
Immunity to Fire (4)
Against fire based attacks, the adept gets twice his Magic rating as
additional resistance dice. Against lasers, he gains only his Magic
rating as
additional resistance dice.
-
Magical Resistance and Mana Detection
Awakenings introduces similar powers, so to re-hash them would be
pointless.
-
Mimicry (.25/die)
This power creates a Special Skill for the adept, that of Mimicry. The
character rolls Mimicry against a base target number of 4. The base TN to
identify the sound as false is the adept's Magic attribute plus one per
every
two success the adept received. Mimicking a person's voice (for the
purposes
of conversation, not just a quick shout) adds +2 to the target number.
While this power cannot reproduce magical sounds (such as Hypnotic Song),
it
may be improved non-magically up to the rating he bought with magic (the
skill
starts at rating 1, regardless of the rating the adept bought with magic).

When the adept combines the two, the base target number is raised to 6,
representing the difficulty of coordinating the magical and physical
actions.
-
Silence (2)
Save for the standard substitution of Magic for essence, this power
functions
exactly as stated in PAoNA.
-
Sonic Projection (1)
This power functions exactly as stated in PAoNA. Note that the adept is
immune to the effects of his own scream.
-
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.
=
Magical Weaknesses
What's a hero (or an anarchistic anti-hero) without flaws? Almost every
hero
worth reading about has flaws or weaknesses, be it kryptonite or a
complete and
total unwillingness to leave his Hobbit-hole. Some adepts subconsciously
build
weaknesses into themselves, based on their fears or the mythology that
they
absorbed as children. Some adepts choose to be weakened to further
themselves
in their Way. While the most common of these are geasa, others do exist,
most
resembling the weaknesses of paranormal critters. Instead of reducing the
costs, however, these buy additional "force points" without actually
increasing
the adept's magic score.

Allergies (varies)
Like the congenital version common to metahumans, these allergies grant
varying bonuses based on the commonality of the allergen and the severity
of
the reaction. Note that congenital allergies, such as a shapeshifters
reaction
to silver or the allergies of a metahuman, do not add Magic points.
Nuisance Mild Severe Extreme
Common .5 1 1.5 2
Uncommon .25 .5 1 1.5
-
Reduced Senses (varies)
Metahumans rely on certain sense to different extents. For example,
being
blind is going to affect the average person much more than not being able
to
smell. Also, there are different levels of reduced senses. One can be
completely blind, or merely suffer from the accursed half-blindness I do.
Senses that are reduced, but not eliminated, have TN's increased by 3 for
all
tests that involve that sense. Also, since these are magical
prohibitions,
they can't be overcome with cyberware.
Partial Loss Complete Loss
Sight 1 1.5
Hearing .75 1
Touch .5 .75
Taste and Smell .25 .5
Note that non-metahumans (shapeshifters, Sasquatch, and dragons) are
likely to
have different priorities. For example, a wolf shapeshifter will likely
have
smell and taste (those two are linked together) as his primary, hearing
second,
sight third, and touch fourth, simply because he places different value on
different senses.
-
Vulnerabilities (varies)
Vulnerabilities amongst adepts are not uncommon, many finding weapons of
silver extremely destructive. In fact, theoretically because of the myths
surrounding the sidhe, a good portion of the Order of Cu Chulainn is
vulnerable
to weapons of iron... but not so many to make iron weapons 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.
A shapeshifter's vulnerability to silver does not add to their Magic
points.
==========
Whew... that was a long bloody post. Like I said, I'd like any comments
I can
get so I can keep improving on my work.

***************
Rev. Mark Hall, Bardagh
aka Pope Nexx Many-Scars
************
Yet, I'm also a man who's constantly strivin' for a perfection I'll never
achieve... and probably wouldn't even recognize it if I did.
-Logan, in issue 124 of "Wolverine"
***********
Am Moireach Mor!
Message no. 2
From: Ereskanti <Ereskanti@***.COM>
Subject: Re: Critter Powers: Second Shot
Date: Sat, 11 Apr 1998 19:59:03 EDT
In a message dated 4/11/98 1:26:46 PM US Eastern Standard Time,
nexx@********.NET writes:

> 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).

Interesting you included "built in Geasa". Would it not have been just as
easy to say the power was 3 points or 2.5 or whatever it would be without a
"Geasa Reduction?"

> Blindness (6)
> Treat this power as the spell, Blindness, in Awakenings, with a
> force
> equal to
> the Adept's Magic rating.

I personally feel it is WAY to expensive. Perhaps 3 points or 4 at the most,
as then it would have a comparative cost to the Magical Edges (Spells) in the
SR Comp?

> Cold Aura (2)
> This power functions as the Flame Aura power described in the
> previous
> document, save that the damage inflicted by the Aura is Stun. Again, no
> damage
> is suffered by the adept's possessions.

Ponder, the "no damage is suffered by adept's possessions" is nice, and I
guess it does sort of match the base power itself. I -personally- have never
agreed with Cold Aura being a "Stun" type, actually, I didn't remember it was
(shrug).

> Darkness (.5)
> This power functions precisely as detailed in PAoNA.

Okay, here is another reason for my questioning the "Blindness" power being so
expensive. Blindness is a single target thing, and "Darkness" is as well,
with both of them performing much the same effect.

> Desire Reflection (4)
> With this power, the adept can change into one specific, non-
> paranormal
> critter (chosen at the time the power is taken) for as long as he wishes.
> While in Critter form, the adept uses the critter's physical attributes
> (plus
> his magical enhancements), and adds the difference of the creature's
> sensory
> intelligence (the second number) minus its cognitive intelligence (the
> first
> number) to his Intelligence for the purposes of determining the animal
> form's
> Reaction and his Intelligence for perception tests. (I personally use
> identical rules for shapeshifter PC's, so they don't need to take this
> power to
> gain its advantages).

ACK! No offense, but Desire Reflection has -nothing- to do with Shape Change
in any way that I recall. It has to do with appearances within the mind of a
given subject or target. It's a mental illusion of sorts. This one I believe
you should reconsider.

> Empathy (3.5)
> This ability combines the adept ability of Empathic Sense from
> Awakenings
> with
> a Control Emotions spell with a force equal to the adept's magic rating.
> Note
> that the adept can only project emotions that are similar to his own,
> except
> for communication purposes (in other words, he can project the feeling of
> peace, and others will sense it, but no one else will become peaceful
> unless he
> actually is).

Not to bad, basically you could make it exactly like the "Empathy" ability
from the Paranormal Books, which do allow for a low degree of emotional
manipulation (with modifiers of course). We have done similar, but based it
at "2 points" cost in total, and the adept would first have to develop
Empathic Sense before developing "Empathy".

> Enhanced Movement and Enhanced Reaction
> Adepts already have similar powers in Increased Reactions (from
SR2),

Yes and No. Enhanced Movement is a "Multiplier Force", in that it doesn't add
to something directly, it multiplies the effective movement modifier for
distances crossed. However, if you used the "Attribute Boost", then each
level could be an additional modifier to the "running modifier" of a given
person, and it would have a given duration as per the Attribute Boost.

> 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 could be wrong, but I didn't the Quickness Boosting effected Reaction for
this power.

> Fire Resistance (6)
> This power grants the adept twice his Magic rating as additional
> resistance
> dice against magical fire, and takes no damage from normal fire. It is
> half as
> effective against lasers as magical fire.

Ponder...the power is nice, I do have to admit. But against Lasers, I don't
know. There are always arguments against Laser/Fire. How is this. Compare
to "Light Ray", it is the potential (GM approval required) to have an
"Elemental Light" effect, and not "Elemental Fire". I know it is not
a good
comparison, but to me lasers should be left alone with regards to this power.

> Hypnotic Song (.5/die)
> This power is essentially a mana-based stun attack, with a damage
> code of
> (Magic)M. Cyberears with dampening can reduce this damage to (Magic)L,
> and
> earplugs can modify the damage code at the GM's discretion. The adept's
> rating
> is used as his attack skill, with a base TN of his opponent's Willpower,
> and is
> limited to his rating (including magical enhancements) in his vocal skill
> (be
> it Sing or Chant).

Interesting, sounds like a variation of the "Empathy" ability, with a Geasa
(Conditional) applied in the form of a Verbal Componency. Could it be redone
in similar standings, making it more like a "Magical Edge"

(Yes, I know, I am somewhat hung up on the "Magical Edge" comparison, I was
merely trying to suggest using something that is parallel in development to
both the SR Comp and the original Physical Adept.)

> Illusion (3)
> This power functions as an Entertainment spell with a force equal
to
> the
> adept's Magic rating. It does not require a voluntary subject. Possibly
> because of late twentieth century mythology, the Gnome metavariant seems
> to be
> particularly drawn to this power.

Not bad. Hope Durand is reading this and being happy.

> Immunity to Age (1 per doubling of lifespan)
> For each point spent, the adepts current maximum lifespan is
doubled,
> and
> his
> aging is halted until that period is over. Once the adept's lifespan
> 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, now at this point I have to ask "WHY?!?" Immunity to Age has other
benefits that have not been totally defined in SR as yet. There are health
spells that could be derived into "rapid aging effects", and thus the power
could do more than simply "make one live longer". It could directly help
resist such spells and similar powers.

> Immunity to Cold (4)
> Immunity to Fire (4)

Same comments as for Fire Resistance. But they are nice.

> Magical Resistance and Mana Detection
> Awakenings introduces similar powers, so to re-hash them would be
> pointless.

True.

> Mimicry (.25/die)
> This power creates a Special Skill for the adept, that of Mimicry.
> The
> character rolls Mimicry against a base target number of 4. The base TN to
> identify the sound as false is the adept's Magic attribute plus one per
> every
> two success the adept received. Mimicking a person's voice (for the
> purposes
> of conversation, not just a quick shout) adds +2 to the target number.
> While this power cannot reproduce magical sounds (such as Hypnotic
> Song),
> it
> may be improved non-magically up to the rating he bought with magic (the
> skill
> starts at rating 1, regardless of the rating the adept bought with magic).
>
> When the adept combines the two, the base target number is raised to 6,
> representing the difficulty of coordinating the magical and physical
> actions.

There are actually rules concerning Mimicry from the POV of illusions being
determined as "illusionary". Mimicry is the same thing. Target number system
vary.

> Silence (2)
> Save for the standard substitution of Magic for essence, this power
> functions
> exactly as stated in PAoNA.

Okay, no prob :)

> Sonic Projection (1)
> This power functions exactly as stated in PAoNA. Note that the
> adept is
> immune to the effects of his own scream.

I have to disagree here. Sound is a more potent thing, and the power at this
cost would open it up to a LOT of "munchkin tactics" (trust me, I know I've
tried :). You could quickly wind up with someone trying to use their voice
(Mimicry -could- have this same problem btw) in order to destroy glass or
similar materials.

> 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.

ACK!!!! NO! At least not in my perception of things....


> Magical Weaknesses

Again, nice idea, but one that is already listed in the SR Comp for all
variations. Your additional information on "Reduced Senses" is good though.

> ==========
> Whew... that was a long bloody post. Like I said, I'd like any
> comments
> I can
> get so I can keep improving on my work.

Hey, all good material requires detail and length. Keep going...

-K
Message no. 3
From: Nexx <nexx@********.NET>
Subject: Re: Critter Powers: Second Shot
Date: Sun, 12 Apr 1998 13:08:05 -0500
> From: Ereskanti <Ereskanti@***.COM>


> > Adaptive Coloration (2)
> > This power functions just as described in PAoNA. Common
geasa
> > include Domain and Talisman
> Interesting you included "built in Geasa". Would it not have been just
as
> easy to say the power was 3 points or 2.5 or whatever it would be
without a
> "Geasa Reduction?"
These aren't built in geasa, rather ones that are commonly selected by
other Physical Adepts.

> > Blindness (6)
> I personally feel it is WAY to expensive. Perhaps 3 points or 4 at the
most,
> as then it would have a comparative cost to the Magical Edges (Spells)
in the
> SR Comp?
Actually, I based them off Killing Hands. Compare the base drain of the
spell with that level of killing hands for the base points, then I used
distance strike (from Awakenings) to give it range. I didn't think about
the magical edges, to tell the truth.

> > Cold Aura (2)
> Ponder, the "no damage is suffered by adept's possessions" is nice, and
I
> guess it does sort of match the base power itself. I -personally- have
never
> agreed with Cold Aura being a "Stun" type, actually, I didn't remember
it was
> (shrug).
I think the reasoning was that there was no physical component to add to
the damage (like flames or actual ice) Personally, given the extreme
temperature it drops to, I don't agree either, but I wanted to simply
convert the powers, not improve on them.

> > Darkness (.5)
> Okay, here is another reason for my questioning the "Blindness" power
being so
> expensive. Blindness is a single target thing, and "Darkness" is as
well,
> with both of them performing much the same effect.
Not really. Darkness cloaks the Adept in an aura of shadows, and only
adds +2 to everyone's attempt to find you. Blindness completely removes
the ability to find one by sight. However, I will go back and look at
magical edges as possible ideas for changed costs.

> ACK! No offense, but Desire Reflection has -nothing- to do with Shape
Change
> in any way that I recall. It has to do with appearances within the mind
of a
> given subject or target. It's a mental illusion of sorts. This one I
believe
> you should reconsider.
I may change that description to one of my own "Shapechange". I worked
this one mostly off the Talis Cat, rather than the incubus, which has the
more standard form.

>
> > Empathy (3.5)

> Not to bad, basically you could make it exactly like the "Empathy"
ability
> from the Paranormal Books, which do allow for a low degree of emotional
> manipulation (with modifiers of course). We have done similar, but
based it
> at "2 points" cost in total, and the adept would first have to develop
> Empathic Sense before developing "Empathy".
If you read over the empathy power, I did make it just like the Empathy
power, except I added a dimension to it (allowing the adept to project
emotions that aren't his own for communication only). I used a different
mechanic to project emotions, however.

> > 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 could be wrong, but I didn't the Quickness Boosting effected Reaction
for
> this power.
I just checked it out. It said that Attribute Boost can't be purchased
for Reaction, but it doesn't say that a Quickness bonus won't effect
reaction. Since it does normally (you get a +1 to quickness from most
cyberware, and your reaction goes up), I assume it does here.

> Ponder...the power is nice, I do have to admit. But against Lasers, I
don't
> know. There are always arguments against Laser/Fire. How is this.
Compare
> to "Light Ray", it is the potential (GM approval required) to have an
> "Elemental Light" effect, and not "Elemental Fire". I know it is
not a
good
> comparison, but to me lasers should be left alone with regards to this
power.
To tell you the truth, this grew out of an argument or nine we had on the
Palladium mailing list about the main force behind lasers (especially when
dealing with people who were immune to fire). They invariably degrade
into physics discussions that I don't understand, so I just took the
middle ground.

> Interesting, sounds like a variation of the "Empathy" ability, with a
Geasa
> (Conditional) applied in the form of a Verbal Componency. Could it be
redone
> in similar standings, making it more like a "Magical Edge"
Not really. Its more of a vocal version of marijuana... you give 'em
enough hits, they just stand there stupidly, fascinated by their own
thoughts.

> (Yes, I know, I am somewhat hung up on the "Magical Edge" comparison, I
was
> merely trying to suggest using something that is parallel in development
to
> both the SR Comp and the original Physical Adept.)
Hey, Its a good idea. When you have a good idea, you flog it to death
until someone tells you to shut up (like how my little druid defeated a
dragon last night all by his lonesome while the samurai got read recipes
from "To Serve Mankind").

> Okay, now at this point I have to ask "WHY?!?" Immunity to Age has
other
> benefits that have not been totally defined in SR as yet. There are
health
> spells that could be derived into "rapid aging effects", and thus the
power
> could do more than simply "make one live longer". It could directly
help
> resist such spells and similar powers.
D'oh! I knew I forgot something. Well, that's the reason for version
2's.

> There are actually rules concerning Mimicry from the POV of illusions
being
> determined as "illusionary". Mimicry is the same thing. Target number
system
> vary.
I'll look into those.

> I have to disagree here. Sound is a more potent thing, and the power at
this
> cost would open it up to a LOT of "munchkin tactics" (trust me, I know
I've
> tried :). You could quickly wind up with someone trying to use their
voice
> (Mimicry -could- have this same problem btw) in order to destroy glass
or
> similar materials.
The power itself doesn't mention that one could actually get to the point
where glass would shatter, and truthfully, I didn't think about it.

> > 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.
>
> ACK!!!! NO! At least not in my perception of things....
What was the ack directed at? The power itself, or many being physical
magicians?

> > Magical Weaknesses
>
> Again, nice idea, but one that is already listed in the SR Comp for all
> variations. Your additional information on "Reduced Senses" is good
though.
Yes, but the one in the SR companion is a congenital effect, rather than
a magical one. These are ways to allow the adept to buy more powers, but
maintain a balance of power still (so you don't have superpowerful adepts)

> Hey, all good material requires detail and length. Keep going...

Time for version 2...
Message no. 4
From: Ereskanti <Ereskanti@***.COM>
Subject: Re: Critter Powers: Second Shot
Date: Sun, 12 Apr 1998 17:16:01 EDT
In a message dated 4/12/98 1:15:41 PM US Eastern Standard Time,
nexx@********.NET writes:

> > > 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.
> >
> > ACK!!!! NO! At least not in my perception of things....
> What was the ack directed at? The power itself, or many being
> physical
> magicians?

Ooops, sorry, the "Weather Control" as a power thing actually. Physical
Magicians do not bother me, nor have they ever. The concept of a "Weather
Witch" intrigues me, and for some reason, talk, strikingly beautiful black
women with lengthy -cloud white- hair come to mind :)

> Yes, but the one in the SR companion is a congenital effect, rather
> than
> a magical one. These are ways to allow the adept to buy more powers, but
> maintain a balance of power still (so you don't have superpowerful adepts)

Reminds me of the Geasa rules to boost/augment one's magical attribute from
the Awakenings and the Grimoire at that point then. The "if I take a Geasa
that effects all my magic and I don't -have- to, then I get a boosting of 25%
to my effective magical abilities" thing.

-K
Message no. 5
From: Nexx <nexx@********.NET>
Subject: Re: Critter Powers: Second Shot
Date: Sun, 12 Apr 1998 16:26:25 -0500
> Ooops, sorry, the "Weather Control" as a power thing actually. Physical
> Magicians do not bother me, nor have they ever. The concept of a
"Weather
> Witch" intrigues me, and for some reason, talk, strikingly beautiful
black
> women with lengthy -cloud white- hair come to mind :)
What part of it? The cost, or that its a power at all? Just as a note,
its not incredibly unbalancing. Sure, you can change the weather, but
only if you've got a pre-existing condition (like a low pressure system
for a thunderstorm), and you can't do anything with it once its there.

> Reminds me of the Geasa rules to boost/augment one's magical attribute
from
> the Awakenings and the Grimoire at that point then. The "if I take a
Geasa
> that effects all my magic and I don't -have- to, then I get a boosting
of 25%
> to my effective magical abilities" thing.

I was originally going to do it like that, but I felt that it didn't
allow enough fine control (you couldn't differentiate things as well)
Message no. 6
From: Ereskanti <Ereskanti@***.COM>
Subject: Re: Critter Powers: Second Shot
Date: Mon, 13 Apr 1998 10:21:07 EDT
In a message dated 4/12/98 4:34:53 PM US Eastern Standard Time,
nexx@********.NET writes:

> The "if I take a
> Geasa
> > that effects all my magic and I don't -have- to, then I get a boosting
> of 25%
> > to my effective magical abilities" thing.
>
> I was originally going to do it like that, but I felt that it
didn't
> allow enough fine control (you couldn't differentiate things as well)
>
What about, or maybe this is what you were doing, was "Power Geasa", that is
each power having a particular restriction. I know TONS of people who would
like to do that to normal magicians (and thus turn it into V, S, M;
spellcasting), but very few people have actually mentioned doing it to a
physical magician.

This way each power is reduced in cost by 25%. One thing we did with this was
the PAD took Catfall (the equivalent) and for 1 point of magic got 5 levels
instead of 4. The restriction was he had to have all 4 of his appendiges free
(feet and hands). Thus he would "land on all 4's" as it were.

-K
Message no. 7
From: Nexx <nexx@********.NET>
Subject: Re: Critter Powers: Second Shot
Date: Mon, 13 Apr 1998 09:20:54 -0500
> What about, or maybe this is what you were doing, was "Power Geasa",
that is
> each power having a particular restriction. I know TONS of people who
would
> like to do that to normal magicians (and thus turn it into V, S, M;
> spellcasting), but very few people have actually mentioned doing it to a
> physical magician.
Well, people can do that on their own as is, simply by taking geasa for
their powers. The problem with the implementation of weaknesses was how
to really closely differentiate between a total loss of hearing and a
total loss of sight without greatly reducing the cost of every PAD power
the character took.
I prefer to have it set up so people can limit themselves if they want
to, but don't have to limit themselves if they don't want. to.

***************
Rev. Mark Hall, Bardagh
aka Pope Nexx Many-Scars
************
Yet, I'm also a man who's constantly strivin' for a perfection I'll never
achieve... and probably wouldn't even recognize it if I did.
-Logan, in issue 124 of "Wolverine"
***********
Am Moireach Mor!

Further Reading

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