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Join Date: Jan 2012
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Poking at this more, I realized that Imbuement Skills get about as much play in the game I'm doing this for as Magic-Based powers. So, here's the first stab at things, using some of the jargon from Powers to classify abilities. Usually any abilities to this will have a -10% Threshold Magic modifier, and function as magic.
Normal Use Transient Abilities: Always cost at least 1 Tally to use(represented by Corrupting limitation). Examples: Innate attack, Terror, Luck Passives/Switchable Abilities: Turning the power on increases your tally by a fixed amount (see: corrupting) that cannot be recovered until the advantage is switched off. Examples: Flight, advantages with Switchable, Innate attack with aura. I'd probably let damage resistances and Injury Tolerance (Unliving) be taken here. Always On Abilities: cannot be used with this power source. Imbuement Skills: take Threshold Magical limitation (-10%), cost is now in Tally, not FP. A -1 to skill can be bought off for 1 Tally. Extra Effort (Powers) Godlike Extra Effort: Will roll at -1 per +5% to effectiveness, but you can multiply the effect by extra tally spent on use. Will -3 and 10 tally gets you 150% effect. Affects Transient abilities and strength Temp. Enhancement (Powers) 1 Tally per 10% of enhancement, +1 over and above any extra, must pass will roll (-1 to the will roll can cancel 1 tally cost). Transient abilities only. Ultrapower/One-Use Power Abilities and Strength only. On a critical success, the usual FP costs for a feat are turned directly into Tally (1 Tally for a Titanic feat, 2 tally for a legendary feat, etc.). On an ordinary success, the cost in tally for using the ability is multiplied by a factor based on the feat: x2 for a Titanic Feat, x4 for a legendary feat, x8 for a Awesome feat, all the way up to x16 for a Transcendent feat. This will probably force calamity checks! Enhancing strength in this way has a base cost in Tally of 20% the character's strength attribute. To avoid punishing people who invested in a high ST score, lower the situational will penalties or class of feat needed to perform the task. The goal here is to have a number of chaos magic-powered wizards (already covered by threshold magic) and supers-like warriors in a fantasy setting. They should be able to maintain some base supernatural abilities effortlessly, here represented by switchable ones; but doing so twists their auras and will set off anything that detects magic. Fights between them should be a gradually escalating affair, and when pushing as hard as they can it should invite disaster not just for the combatants but for everyone in the area. So, having it so that Ultrapowers rapidly jack up your Tally should get that across. I think I'd just need to fine-tune the Calamity table, then, emphasizing blight and natural disaster. Calamities would not reduce threshold. Last edited by Sciencezam; 08-16-2016 at 07:51 PM. Reason: clarified some of the switchable advantages |
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| Tags |
| powers, supers, thaumatology |
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