09-23-2020, 02:16 PM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: What point value would you give to an advantage which lets you create manastones?
If you want to be able to produce things without spending time, use II. The perk just allows you to treat whatever activity you are interested in as a job.
|
09-23-2020, 02:19 PM | #12 | |
Join Date: Jun 2006
Location: Sweden, Stockholm
|
Re: What point value would you give to an advantage which lets you create manastones?
Quote:
Anyway, I'm generally not terribly worried about sticking to RAW, I mostly want to figure out something fair and extendable. I tend to house-rule things left and right anyway; though mostly lowering the costs of abilities which end up overpriced for what they would actually do in the campaign. In the end I just want some thoughts on a reasonable way to build the advantage and try to get a fair price for it.
__________________
"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
|
09-23-2020, 04:02 PM | #13 | |
Join Date: Oct 2007
|
Re: What point value would you give to an advantage which lets you create manastones?
Quote:
Magery 2 [25] 10 spells from different colleges [10] Enchant [1] Manastone [1] This gives the character IQ-1 to cast Manastone (and Enchant), which would technically require IQ 16 to attempt to cast it since attempts at enchanting something requires minimum 15 skill for both the spell and Enchant (M16). Waiving the minimum skill requirement, making the roll at IQ baseline and rounding the total cost up to 40 sounds reasonable to me. The character can only use that advantage to make Manastones, they do so by spending an hour + 5 energy (as per Quick & Dirty Enchanting rules M17) and rolling against IQ. Failures still add quirks while Critical Failures destroy the enchantment and possibly also object (depending on the intention of the character/player). There's also an argument for making it cost 30, by using Charm (Enchant) to drop the 10 spell prerequisites for Enchant, which would lower the total cost of the default Magic package to [28] and increasing both Enchant and Manastone to IQ costs [2] on top of that. Last edited by WingedKagouti; 09-23-2020 at 04:09 PM. |
|
09-23-2020, 04:21 PM | #14 |
Join Date: Jun 2010
Location: Dreamland
|
Re: What point value would you give to an advantage which lets you create manastones?
As a different perspective, I feel like Snatcher with Manastones Only -80% could work. The power level of the manastone would then modify the roll and how likely you are to get it.
|
09-23-2020, 09:47 PM | #15 | |
Join Date: Aug 2018
|
Re: What point value would you give to an advantage which lets you create manastones?
Quote:
In the case magic afflictions, Neutralize later got beefed (to the point where Static's value seems questionable) of not just removing powers but also their effects, so removing the effect would strip the permanent affliciton off of a powerstone much like remove enchantment would. |
|
09-24-2020, 10:34 AM | #16 | |
Join Date: Jun 2006
Location: Sweden, Stockholm
|
Re: What point value would you give to an advantage which lets you create manastones?
Quote:
__________________
"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
|
09-24-2020, 11:12 AM | #17 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: What point value would you give to an advantage which lets you create manastones?
Quote:
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
|
09-24-2020, 02:37 PM | #18 | |
Join Date: Aug 2018
|
Re: What point value would you give to an advantage which lets you create manastones?
Quote:
B33 "Advantage Origins" requires any exotic or supernatural ability to specify "origins" which AFAIK = source unless I'm missing something. The distinction might be that "source" refers to advantage origins only when they have a power modifier? DR is exotic so it requires you specify 'origin' of DR as being something like biological, chi, cosmic, divine or (B34 list continues) high-tech, magic, psionic or spirit. Advantages can only be neutralized if they are part of a power which includes the -5% countermeasures component as magic/psi/super do Neutralize must be specific to one of those limited powers. To affect more than one you either buy multiple versions of Neutralize or buy the cosmic enhancement which lets 1 ability be used for any neutralizable power (still needs the -5%) re "regular fire" since Innate Attack is exotic, Burning Attack too (like DR) must always specify an origin but I guess that's not a 'source' unless you add on a power modifier. Which I guess means you could specify "magic" or "psi" as an advantage origin but not take the -10% limitations on them if you didn't want mana/neutralize or neutralize/tech to matter |
|
09-24-2020, 04:04 PM | #19 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: What point value would you give to an advantage which lets you create manastones?
Quote:
Quote:
If manastones (or any other tech) are a normal and purchasable part of your game, this is the way to purchase the ability to make them. If you want the ability to make them faster than your current level of wealth, buy a new level of wealth. You effectively have that level of wealth through your ability, and everything else is convenience and flavor.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
||
09-24-2020, 04:55 PM | #20 | |
Join Date: Jul 2008
|
Re: What point value would you give to an advantage which lets you create manastones?
Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
|
|