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Old 10-15-2019, 05:47 PM   #21
Sorenant
 
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Default Re: [Powers] Chivalry

I have a weak spot for chivalry, so I really love the idea!

Being unhorsed is prevented by Riding and Acrobatics rolls, the former is already covered by the talent so I'd leave it at that. The latter could be covered by incorporating into the talent, like this.

If I may suggest, I'd add something like "Providence" in the form of Destiny granting points to spend on impulse buys. A valiant knight that jumped in front of an innocent to guard them from harm might be fatally struck... or it seemed so until he raises no worse for the wear and quickly dispatches the evildoers (on boring terms, he used sacrificial dodge and failed the roll, but spend destiny point on Flesh Wound).
Edit: Another useful ability that came to mind if Damage Resistance (Limited, Ranged, -20%; Force Field, +20%; No Signature, +20%) or Enhanced Dodge (Limited, Ranged, -20%; No Signature, +20%). I don't have a cool name for it, but the idea is that a true knight is unbothered by pesky projectiles.

Last edited by Sorenant; 10-15-2019 at 05:53 PM.
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Old 10-15-2019, 07:48 PM   #22
jason taylor
 
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Default Re: [Powers] Chivalry

Destiny (See Grail but not bring it home).
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Old 10-15-2019, 08:01 PM   #23
Celti
 
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Default Re: [Powers] Chivalry

Instead of (or alongside) Great Captain, consider Natural Leader and its associated traits from Team Up! in Pyramid 65.
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Old 10-16-2019, 03:31 AM   #24
Anders
 
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Default Re: [Powers] Chivalry

Quote:
Originally Posted by awesomenessofme1 View Post
Undying Champion should be [46]. You're supposed to round before summing the costs.
Meh. Okay.

Quote:
Originally Posted by Varyon View Post
Aura of Courage has the issue that you frontload the cost, and once you’ve bought your talent up to 4+ levels its nuisance effect is no longer valid. It should probably be a leveled trait, with a note you cannot have more levels than you have levels of talent. It also has the issues that you need to “cast” it (using a maneuver), it can help enemies, and it continues to work for some time after those affected leave the area of effect. Those affected not needing to roll to get the benefit (as a beneficial affliction, normally they’d need to pass an HT+1 check to benefit), the aura not needing to be “cast,” and it only working on those who stay within the area of effect can probably all be considered to be a wash, but avoiding affecting enemies calls for Selective Area +20%. This would put level 1 at [20] (after rounding up from [19.5]), and each additional level would be [+2].
I think I'll go with the Aura of Power build from Enhancements and make it a leveled advantage.

Quote:
Originally Posted by Sorenant View Post
I have a weak spot for chivalry, so I really love the idea!

Being unhorsed is prevented by Riding and Acrobatics rolls, the former is already covered by the talent so I'd leave it at that. The latter could be covered by incorporating into the talent, like this.

If I may suggest, I'd add something like "Providence" in the form of Destiny granting points to spend on impulse buys. A valiant knight that jumped in front of an innocent to guard them from harm might be fatally struck... or it seemed so until he raises no worse for the wear and quickly dispatches the evildoers (on boring terms, he used sacrificial dodge and failed the roll, but spend destiny point on Flesh Wound).
That's a good idea, but I don't know if I want to incorporate Impulse Points into the campaign. I'll think about it.

Quote:
Originally Posted by Sorenant View Post
Edit: Another useful ability that came to mind if Damage Resistance (Limited, Ranged, -20%; Force Field, +20%; No Signature, +20%) or Enhanced Dodge (Limited, Ranged, -20%; No Signature, +20%). I don't have a cool name for it, but the idea is that a true knight is unbothered by pesky projectiles.
Interesting. I'll think about it.
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