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Old 03-03-2020, 04:51 PM   #4
Icelander
 
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Join Date: Mar 2006
Location: Iceland*
Default Re: [RPM] Power Talents Adding to Paths?

Quote:
Originally Posted by Refplace View Post
To a single Path? I'm ok with it for what thats worth.
Comparable to Single College Magery IMO
Quote:
Originally Posted by Christopher R. Rice View Post
I don't see an issue. If there is a problem increase the cost of the Power Talent by one per Path skill affected and be done with it.
I think I'll allow it to add to the Path of Spirit without adjusting cost, as at present, I can't figure out what other things the Power Talent would add to anyway.

Detect (Spirits) is obvious, but the character still hasn't taken it. Medium and See Invisible (Spirits) don't come with success rolls by default and although I guess I could require normal Vision rolls to spot spirits, it's not as if all that many of them will be bothering to hide from someone not even in their world.

As far as I know, Power Talent doesn't apply to rolls that your Allies or Contacts make, even if those happen to be spirits, and I'm not sure Power Talent should add to resistance rolls beyond what Resistant (Spirit Powers)* gives.

Also, even your spirit buddy grants you Daredevil, I'm pretty sure you shouldn't get an extra +1 to +4 bonus to everything you do that is risky just because you try to fit it under the Spirit Control Talent. Same goes for other abilities justified by allegiances with spirits, but which really are general purpose special abilities.

*Because that would seem to give a perverse incentive to only pay for the +3 level, as the 'free' bonus from Talent is a bigger deal there than if you have +8 or total Immunity. Still, maybe that's not a big problem in this case, given how few things Power Talents apply to for this particular character. Are Power Talents supposed to add to resistance rolls if you have Resistant within the field where your Talent applies?
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