Post by mako on Mar 11, 2006 23:24:23 GMT -5
This is the same modifier I created to tack onto Schiz. However, I'll discuss it better here, and offer a less useful, but cheaper version.
Firstly, the modifier number determines the maximum value any one action/ability/modifier may get from it. If you only pay for 1 MN of Power Shift, you only get 1 in whatever action and modifier the character gets, if they get both.
This also means that it's fairly useless on low levels, unless you happen to get a modifier that doesn't get levels, like Healing Factor or Self-Contained Lifeform.
However, if you pay for 10 MN like I did with Shift, you can get a maximum value of 10 in whatever of the possible 10 Actions and/or Modifiers you may get, as well as a possible 10 in each ability, or up to 10 in whatever powers the character had initially.
However, keep in mind your fate's in the GM's hands if you use this, and a good GM will see to it you die by this if you abuse it expecting to own everyone.
Schiz has a special version with the added benefit of what he gets has to be relevant to the situation in some way, although a good GM will still bury him if they can think of something pathetic that's relevant, or if they just give him the weakest possible assembly of stuff.
One thing to note. The level of Power Shift does NOT limit the Advantages/Disadvantages the GM can slap on what you get, so you could wind up with powers you can't control that automatically causes collateral damage, or be permanently out of phase. It also does not determine WHEN the GM may change the powers, but a good GM would be reasonable about how often this happens.
Power Shift costs MNx3, and that's if you get the kind the GM can give you whatever crap he wants with. It's cheap at low levels compared to Schiz's, but the GM is not obligated to show you any mercy with this either. If you're falling to your doom, he can stick you with Mastery of Snot Bubbles at AN 1 and have you fend for yourself. Also, this version has nothing to prevent the GM from LOWERING the values of powers you already have, but he can't remove them.
Schiz's Power Shift version has a safety effect to prevent the GM from being that harsh, by keeping powers relevant to the situation in a way that will help, but the GM still decides what. This version is MN+10 for a cost, making even the first level a mind-numbing 20 white stones, and 65 white stones for the MN10 he's sporting, but he got a price break because his also alters his psyche when his powers change, and because he's got no other real power to fall on. However, this version has the benefit of, if you already HAD the powers at a certain AN, they can't go below that, although the GM can keep them at their set levels.
Before I forget, one thing concerning Durability. When it raises/lowers, it does NOT heal the character with Power Shift. If they were at full health, however, their new Health will be full. Say, if someone went from 3 to 5, they'd have 5 white stones of health. If they went from 5 to 1 then, it'd be 1 white stone of health.
If the character is damaged, you estimate the proportion. If you go from 3 Durability to 5, but had lost 1 white stone beforehand, you'd end up with 3 white stones, because it's half rounded up. If you went from 2 durability to 8 after losing a white stone, you'd get 4 white stones because it's half of the new number.
Still working on how damage would affect the modifier though.
EDIT: I have decided that, even as is, the pricing for Schiz' version of power shift is overpriced. So I've decided to, instead of lower the price, I'm raising the expectations of it to fit the price. Since I've seen and heard of an upper limit to Actions one can have, although I'm not sure what it is, Power Shift can ignore this limit when granting new actions and modifiers. But only Schiz' version, since you pay for what you get. That's yet another reason the cheap version is crap to the original.
Firstly, the modifier number determines the maximum value any one action/ability/modifier may get from it. If you only pay for 1 MN of Power Shift, you only get 1 in whatever action and modifier the character gets, if they get both.
This also means that it's fairly useless on low levels, unless you happen to get a modifier that doesn't get levels, like Healing Factor or Self-Contained Lifeform.
However, if you pay for 10 MN like I did with Shift, you can get a maximum value of 10 in whatever of the possible 10 Actions and/or Modifiers you may get, as well as a possible 10 in each ability, or up to 10 in whatever powers the character had initially.
However, keep in mind your fate's in the GM's hands if you use this, and a good GM will see to it you die by this if you abuse it expecting to own everyone.
Schiz has a special version with the added benefit of what he gets has to be relevant to the situation in some way, although a good GM will still bury him if they can think of something pathetic that's relevant, or if they just give him the weakest possible assembly of stuff.
One thing to note. The level of Power Shift does NOT limit the Advantages/Disadvantages the GM can slap on what you get, so you could wind up with powers you can't control that automatically causes collateral damage, or be permanently out of phase. It also does not determine WHEN the GM may change the powers, but a good GM would be reasonable about how often this happens.
Power Shift costs MNx3, and that's if you get the kind the GM can give you whatever crap he wants with. It's cheap at low levels compared to Schiz's, but the GM is not obligated to show you any mercy with this either. If you're falling to your doom, he can stick you with Mastery of Snot Bubbles at AN 1 and have you fend for yourself. Also, this version has nothing to prevent the GM from LOWERING the values of powers you already have, but he can't remove them.
Schiz's Power Shift version has a safety effect to prevent the GM from being that harsh, by keeping powers relevant to the situation in a way that will help, but the GM still decides what. This version is MN+10 for a cost, making even the first level a mind-numbing 20 white stones, and 65 white stones for the MN10 he's sporting, but he got a price break because his also alters his psyche when his powers change, and because he's got no other real power to fall on. However, this version has the benefit of, if you already HAD the powers at a certain AN, they can't go below that, although the GM can keep them at their set levels.
Before I forget, one thing concerning Durability. When it raises/lowers, it does NOT heal the character with Power Shift. If they were at full health, however, their new Health will be full. Say, if someone went from 3 to 5, they'd have 5 white stones of health. If they went from 5 to 1 then, it'd be 1 white stone of health.
If the character is damaged, you estimate the proportion. If you go from 3 Durability to 5, but had lost 1 white stone beforehand, you'd end up with 3 white stones, because it's half rounded up. If you went from 2 durability to 8 after losing a white stone, you'd get 4 white stones because it's half of the new number.
Still working on how damage would affect the modifier though.
EDIT: I have decided that, even as is, the pricing for Schiz' version of power shift is overpriced. So I've decided to, instead of lower the price, I'm raising the expectations of it to fit the price. Since I've seen and heard of an upper limit to Actions one can have, although I'm not sure what it is, Power Shift can ignore this limit when granting new actions and modifiers. But only Schiz' version, since you pay for what you get. That's yet another reason the cheap version is crap to the original.