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#1 |
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Join Date: Mar 2006
Location: Iceland*
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I'm trying to create a pair of abilities. One of them allows the character to step into one shadow and immediately reappear in another shadow that is relatively close. The other allows the user to wrap the shadows around him and enter the Shadowrealm. Geography there corresponds somehow to the surroundings in this world, but distance is strangely compressed. He can cover hundreds of miles in a period of mere hours.
The first ability is clearly Warp, suitably modified. The only thing I'm not sure about is how to model the fact that taking extra time will not provide a bonus. I see this as a somewhat intuitive ability, where the user simple steps into the shadow and out of the next, and taking long time to prepare it would be contrary to the feel of it. I want the default use to be without penalty and to take no time. I could do this with Reliable +50% and some sort of a limitation, but how much of a limitation? Or should I simply create a modification that alters the parameters for the ability so that basic use is unpenalised? Any thoughts? On one hand, the combat utility is immensely enhanced by the ability to make unpenalised instant jumps. On the other, the use of the ability as a method of long distance travel is severely penalised by the inability to receive +10 for taking long enough to prepare. This could almost be a feature, but I think that combat utility trumps mundane utility when it comes to pricing. Forum denizens, your views? The second power, however, I'm not sure about. The game mechanical effect is to allow rapid long distance travel, but the Shadowrealm is inhabited by its own strange lifeforms and there are risks to walking through it. It is by no means a simple teleport and it takes a non-trivial amount of time. Does anyone have any suggestion on what power that could be or how to modify Warp to simulate it?
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#2 | |
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Join Date: Sep 2007
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#3 | |
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Join Date: Mar 2006
Location: Iceland*
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That might work. Could it be justified as an Alternate Ability of the Warp (or vice versa)? It's really point-inefficient to buy two abilities that are designed for rapid travel and I'd prefer to avoid ******* the player just to cater to my own perverse sense of precision in modelling.
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#4 | ||
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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#5 | ||
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Join Date: Mar 2006
Location: Iceland*
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Reliable +10 (+50%) gives the same combat benefit as this ability, but is much more potent out of combat as the character can stack another +10 on top of that by taking extra time. It would therefore seem clear that the value of 'Instant Use Only' is larger than +0% and smaller than +50%. Opinions? Quote:
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#6 | |
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Join Date: Feb 2005
Location: in your pocket, stealing all your change
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I'm rusty on "Limited Enhancements" but you could limit Reliable, so that you only get +1 when you're at -1 or less, +2 when you're at -2 or less... That should give you an intermediate level betweeen +0% and +50%. It's kind of late right now, if this wasn't helpful I'll try to give it a decent tackle tomorrow. Alternatively, you could just slap "Only to Offset Penalties" on Reliable, and call it half value. For +25% for +10. Last edited by Gudiomen; 05-18-2009 at 09:51 PM. |
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#7 | |
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Join Date: Oct 2007
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#8 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Buy warp once with the enhancement for reliable and a limit for short range only. Thats already in the book, 10y is -50% Buy Warp twice as an alternate ability. 2nd version dont buy reliable and stick on maybe extra time, no short range and a limit for hazardous travel or takes awhile to travel, limit would be subjective based on how long you want it to take. But the bonus for buying the 2nd option at the reduced cost should help. |
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#9 |
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Join Date: Jul 2005
Location: Endor
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Jumper can be used to represent travel to spirit realms or other planes of existence, which sounds to me like what you describe. You've got this other world, which happens to correspond to our own in certain ways—so if you know what you're doing, you can use it as a shortcut. A comparison would be using Jumper to travel to a higher-tech alternate Earth so you can catch a train to your destination, then Jumping back to the low-tech world when you're at the corresponding location.
Combine with, say, Hidden Lore (Shadowrealms) or a new Navigation specialty, to represent the skill needed in negotiating the other world; miss the skill roll, and you wander around lost, or find your way to the wrong destination, or find your way to a place which doesn't correspond with one on our Earth, or have a nasty close encounter with the local lifeforms. And since this is the Shadowrealms, there are plenty of shadows available to use the Warp with, to cover ground quickly, which helps explain the rapid travel aspect. |
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#10 | ||
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Join Date: Mar 2006
Location: Iceland*
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So I was thinking that the character might be able to Shadowstep X times over Y period, but Shadow-walk Z times in the same period (when Z > X).
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| Tags |
| forgotten realms, powers, shadows |
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