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Old 05-01-2012, 10:44 AM   #51
Grunker
 
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Default Re: Help needed with leveled powers

But I can still mash the cost together so that the power activates both, right?
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Old 05-01-2012, 10:50 AM   #52
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Default Re: Help needed with leveled powers

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Originally Posted by Grunker View Post
But I can still mash the cost together so that the power activates both, right?
Well... by RAW I think you'd need to make a separate active defense roll for each of them. However, it's very rare that both DR and MR would apply to the same incoming spell. In cases where both could apply, having them make a single roll (succeeding or failing together) wouldn't be unbalancing. Link (+10%) might be needed for that though.
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Old 05-01-2012, 10:53 AM   #53
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Default Re: Help needed with leveled powers

Link seems fine.
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Old 05-01-2012, 11:05 AM   #54
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Default Re: Help needed with leveled powers

This just occurred to me!:

The signs need gestures to activate. Is this a limitation or just a feature?
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Old 05-01-2012, 11:06 AM   #55
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Default Re: Help needed with leveled powers

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For Heliotrop, how do I deal with the fact that there are two advantages? Right now the power looks like this on level 1:

Magic Resistance 2, Damage Resistance 2. Enhancements: Force Field. Limitations: Active Defense, Limited (DR only works against magic).

As such, the -20% for limited also reduces the cost of Magic Resistance (which it obviously shouldn't. Should I instead calculate the cost of each of the two advantages and then mash the cost together?
I think the 'generally accepted' method for doing this is actually to make one of them - say, Damage Resistance - have Accessibility: Only When Magic Resistance Is Active instead of Active Defense. I can't remember what the generally accepted limitation value for that is, though - something between -10% and the limitations on the 'activating' advantage.
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Old 05-01-2012, 11:07 AM   #56
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Default Re: Help needed with leveled powers

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Originally Posted by Grunker View Post
This just occurred to me!:

The signs need gestures to activate. Is this a limitation or just a feature?
That's a -10% limitation 'Magic Gestures'. EDIT: They should also have a Power modifier, likely 'Magic, -10%'.
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Old 05-01-2012, 11:07 AM   #57
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Default Re: Help needed with leveled powers

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Originally Posted by Grunker View Post
This just occurred to me!:

The signs need gestures to activate. Is this a limitation or just a feature?
"Requires Gesture" is worth -10% (P116).
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Old 05-01-2012, 11:09 AM   #58
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Default Re: Help needed with leveled powers

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I think the 'generally accepted' method for doing this is actually to make one of them - say, Damage Resistance - have Accessibility: Only When Magic Resistance Is Active instead of Active Defense. I can't remember what the generally accepted limitation value for that is, though - something between -10% and the limitations on the 'activating' advantage.
Right now I'm using Link +10%, which states they can only be used in conjunction. But it DOES seem unfair to actually PAY points for it.

I dunno.

As for magic gestures: Thank you. Now I'll have to redo all the costs, lol.
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Old 05-01-2012, 11:36 AM   #59
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Default Re: Help needed with leveled powers

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Right now I'm using Link +10%, which states they can only be used in conjunction. But it DOES seem unfair to actually PAY points for it.
Link is ONLY used to make two things that require an action to activate (and therefore would take TWO ACTIONS to activate, into "one thing" that takes only one action to activate.

If you have a thing that's normally on all the time (and therefore takes NO actions to activate), you don't need or want Link. You want to limit it so it is only on when the thing that requires activation is on - because it's a limitation to not be on all the time when it normally is.

The limitation is Accessability, generally :D
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Old 05-01-2012, 11:42 AM   #60
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Default Re: Help needed with leveled powers

OK, Heliotrop should work like this: When the witcher makes a gesture and spends the FP, he (as an active defense) gains magic resistance and damage resistance vs. magic. Now the problem is two-fold: how to make MR and DR require activation, and how to make them both activate simultaneously and not one without the other. I don't see how it can be done with accessibility (becasue that doesn't do anything about activation). I was thinking maybe there was a limitation called "requires activation" which we could then take and THEN take link. However, I can't find such.

BUT

If it's too much work/will get too clouded, the alternative is to make Heliotrop just give DR vs. magic. I can't find anything that says Heliotrop protects against spells other than damaging spells in the literature anyway. However, here we're still stuck at activation.
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