08-03-2020, 06:25 AM | #31 |
Join Date: Oct 2010
Location: FL
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Re: Favorite Character Build
My preferences lie in the direction of the manipulative, sneaky, and magical--pick at least two.
I like to have a wide array of options and to be non-gear-dependent, so my characters tend towards broad, often magically augmented, ability rather than depth in any particular area.
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Formerly known as fighting_gumby. |
08-03-2020, 11:05 AM | #32 | |
Join Date: May 2012
Location: New Hampshire, USA
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Re: Favorite Character Build
Quote:
- TK (I like making my TK accomplished by manipulating plants, using either environmental (plants) or animation and plants only, but that's just one option. Affects insubstantial is specifically on there so you can "bind" spirits. If you can power stunt for abilities on default you could buy an affects insubstantial binding attack to lay a binding on a spirit that doesn't require you to concentrate!) - Illumination - Terror (the real use for this is like, "Hey look. I'm really important. Listen to me!" in social situations or, "Cower! You've offended a witch!" in potential combat scenarios.) - Familiar - Wild talent or modular points for rituals (wild talent is cheaper on a budget) - detect magic or medium or something, a way to sense magic and figure out what's going on with curses and stuff. - Oracle or empathy or Clairsentience or something, some way to use magic to figure out what is going on out there in the world. - stunting resources for getting tricky (mostly with TK) - Cunning Folk talent. |
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08-03-2020, 11:19 AM | #33 |
Join Date: Feb 2016
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Re: Favorite Character Build
Modular Abilities tend to be cheaper in my experience. For example, Modular Abilities 8 (Slotted Cosmic Powers; Magical, -10%; Preperation Required, 1 hour, -50%; Trait-Limited, Magical Skills Only, -20%) [10]. It takes an hour of preparation before you can allocate the points but you have the magical skill until you reallocate the points. Of course, Wild Talent is cheaper when it comes to abilities.
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08-03-2020, 02:04 PM | #34 | |
Join Date: May 2012
Location: New Hampshire, USA
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Re: Favorite Character Build
Quote:
If you want modular abilities to work as "ritual magic" for a witch then it usually needs physical, mental, and (depending on if summoning spirits can be done) social. Even with substantial limitations it tends to be much more expensive then Wild Talent (Ability use). You do benefit from the extra expense as it allows far more regular use of rituals to solve problems. But if you're using additive modifiers, are on a budget, and are trying to do everything with powers, then Wild Talent is cheaper for the occasional ritual (I think.) Obviously there are versions of modular points that could be very cheap, such as ones that have very few points. But those are correspondingly very limited in what you can do with them. Then you get into a sort of apples and oranges comparison of, "Any power perk I want with a few minutes examining my grimoire" vs. "once per session I can do a 10 minute ritual to do some cool magical power I don't have (with 30+ cp worth of levels if in question!)" Last edited by oneofmanynameless; 08-03-2020 at 02:09 PM. |
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