Post by wayne on Sept 23, 2003 17:03:47 GMT -5
Alright, between Energy Tap and Power Battery, I've formulated this. The idea's been floating in my head for some time now, but I hadn't been able to get a good grasp on it. I'm debating whether I need to bump it up by +1, but should I ever playtest it, I think it'll be obvious if it's too cheap.
<<Edit: OK, I think I've gotten the prices right. I've looked at Targeting, Toughness, Mental Defense, Psi-Weapon, Good Luck, and Psycho-Centric Power Template as variants with which to base this. I've come up with a system, tried this out (design-wise) and think it works.>>
INNATE TALENT
Cost = See Below
Description
Ever run into someone who seemed to be able to do something effortlessly, as if it was something they were born doing? Kind of annoying isn't it? Well, that's what this Modifier represents... an inborn talent for some Action that makes the act look (or literally be) effortless.
You choose any Action (with a few exceptions) that your character has when you buy this Modifier. You then get your Modifier Number's worth of free stones per panel, applicable only to that Action. Note that you still cannot exceed the Action Number when allocating stones... but you won't need to draw the stones for the Action from your Energy Reserve anymore (at least, up to the Modifer Number.)
You can buy this Modifier for each (valid) Action you have, as long as you can afford the creation stones. You cannot choose to associate the Modifier with Concentration, Biocomputing, Tactics/Strategy, or any Action designed primarily for combining with other Actions.
Options
Comments
Potentially potent, the cost of this Modifier reflects the worth of free stones. You can easily base a character around almost any non-combat Action as a theme with this, without having to purchase extra Durability or Intelligence to fuel it; or, you can give a character with actual powers a bit more "oomph", without having to boost everything else he has. Even if the Modifier is higher than the associated Action, you can always "grow" into it.
Rule for Modifier Box:
Example(s)
Mr. Liberty doesn't seem like he's much of a threat with a Durability of 2 and an Intelligence of only 3. But he has an edge; an Innate Talent for Leadership. Since his Innate Talent is at level 6, and his Action Number for Leadership is 7, he'll be able to make full use of it during combat, helping out his team without having to worry too much about being left utterly defenseless.
<<Edit: OK, I think I've gotten the prices right. I've looked at Targeting, Toughness, Mental Defense, Psi-Weapon, Good Luck, and Psycho-Centric Power Template as variants with which to base this. I've come up with a system, tried this out (design-wise) and think it works.>>
INNATE TALENT
Cost = See Below
Description
Ever run into someone who seemed to be able to do something effortlessly, as if it was something they were born doing? Kind of annoying isn't it? Well, that's what this Modifier represents... an inborn talent for some Action that makes the act look (or literally be) effortless.
You choose any Action (with a few exceptions) that your character has when you buy this Modifier. You then get your Modifier Number's worth of free stones per panel, applicable only to that Action. Note that you still cannot exceed the Action Number when allocating stones... but you won't need to draw the stones for the Action from your Energy Reserve anymore (at least, up to the Modifer Number.)
You can buy this Modifier for each (valid) Action you have, as long as you can afford the creation stones. You cannot choose to associate the Modifier with Concentration, Biocomputing, Tactics/Strategy, or any Action designed primarily for combining with other Actions.
- Innate Normal Talent (Cost = Action Number + 2): This is for Actions that are not combat-related, nor power-related (Leadership, Medical Healing, Acrobatics, etc.)
- Innate Power Talent (Cost = Action Number + 3): This is for non-combat Actions that are based on a power (Invisibility, Flight, Shapeshifting, etc.)
- Innate Combat Talent (Cost = Action Number + 4): This is for any combat Action, whether power-based or not (Close Combat, Masteries, Force Field, etc.)
Options
- +2 to Cost Level to be able to allocate stones above the Action Number of the specified Action
Comments
Potentially potent, the cost of this Modifier reflects the worth of free stones. You can easily base a character around almost any non-combat Action as a theme with this, without having to purchase extra Durability or Intelligence to fuel it; or, you can give a character with actual powers a bit more "oomph", without having to boost everything else he has. Even if the Modifier is higher than the associated Action, you can always "grow" into it.
Rule for Modifier Box:
- Innate Talent: (+X) free stones per panel to (Insert Action)
Example(s)
Mr. Liberty doesn't seem like he's much of a threat with a Durability of 2 and an Intelligence of only 3. But he has an edge; an Innate Talent for Leadership. Since his Innate Talent is at level 6, and his Action Number for Leadership is 7, he'll be able to make full use of it during combat, helping out his team without having to worry too much about being left utterly defenseless.