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Old 12-29-2022, 09:59 AM   #4
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: Mystic abilities

Can be a great idea if done well. Other games have done similar. I think the first times I saw something like this was Rogue Trader and before that a space rpg with radiation mutations. In any case, usually the model is you acquire a general disability for a specific advantage. Often randomly selected. That is, usually a general disability affects a lot, but since players can lean into specific gains they can leverage the advantage.

Keep the advantages to small steps. Eg. +1 damage for using fists. Both only 1 point and limited scope. This way they can be stacked without quickly becoming insane.

Also have interesting unique advantages/disadvantage that are not necessarily focused on stats or give both positive & negative. Examples:
- "Deep hate for gargoyles, must always attack a gargoyle or loose -50 XP."
- "The smell of x brings back traumatic childhood memories, -1 fatigue immediately and for up to 1 hour after leaving area, then may rest if off but not before then."
- "Specific innate magical ability for a non-wizard: may cast spell X but it is not perfect. It goes off partially randomly. (Example: Freeze spell but 1d: 1:lasts 1 turn, 2:lasts 2 turns, 3-4: lasts 1d turns, 5-6: lasts normal 2d turns"). You will need to make a list and how they are random.
- "Rooster spurs on legs. Damage +1 when doing unarmed kick. But a social freak, gets reaction rolls of -1 with all intelligent races except orcs."

Could be a lot of fun as long as you don't let it get imbalanced. Will take a bit of work to set up. Good luck.
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