Surrealistik Posted October 7, 2016 Report Share Posted October 7, 2016 Definite WIP at this point, really just kicking around ideas; basing it on the Steamfitter advanced pursuit approach: https://docs.google.com/document/d/1v7o4Rw3e2VRkmONxw921P4tpPGLTA7F1gYPuBe_Z7W0/edit Feedback/suggestions are welcome. 1 Quote Link to comment Share on other sites More sharing options...
Ampers&nd Posted October 10, 2016 Report Share Posted October 10, 2016 on a first glance I like the idea:) I would definitely increase the TN on objection however, 3 is horrifyingly low (as stands you could add increased damage 3 times for 5/5/5 and it would still be only TN.9 Quote Link to comment Share on other sites More sharing options...
Surrealistik Posted October 10, 2016 Author Report Share Posted October 10, 2016 22 minutes ago, Ampers&nd said: on a first glance I like the idea:) I would definitely increase the TN on objection however, 3 is horrifyingly low (as stands you could add increased damage 3 times for 5/5/5 and it would still be only TN.9 Yeah, I've actually been wrestling with what the TN should be since the Guild Lawyers have none for either Objection or Special Damages. I might add a Special: line stating that they can be cast without a TN, albeit at the cost of precluding any Immutos. 1 Quote Link to comment Share on other sites More sharing options...
Ampers&nd Posted October 10, 2016 Report Share Posted October 10, 2016 or change it to grant a manifested power instead of a spell, that way no immutos can be added. (currently a lot of minutes can make it a bit mental, mass objection in a pulse? Ouch.) Try going through all the immuto from various books and comparing them to each spell- if it seems silly then its probably best to stop them adding it. 1 Quote Link to comment Share on other sites More sharing options...
Surrealistik Posted October 10, 2016 Author Report Share Posted October 10, 2016 8 minutes ago, Ampers&nd said: or change it to grant a manifested power instead of a spell, that way no immutos can be added. (currently a lot of minutes can make it a bit mental, mass objection in a pulse? Ouch.) Try going through all the immuto from various books and comparing them to each spell- if it seems silly then its probably best to stop them adding it. Mass Objection in a pulse is pretty potent, but at TN 14 (12 after CP reduction) not counting any other enhancements with a TN of 10 to resist for non-primary targets, and melee range eh. The potential for paralyze is really the concerning thing, but that requires a severe damage flip after three chances of failure (cast + primary target's WP duel + TN 10 WP duel). Will consider it though; it wouldn't be remiss as a manifested power. Quote Link to comment Share on other sites More sharing options...
Ampers&nd Posted October 11, 2016 Report Share Posted October 11, 2016 it is only 1 yard, but considering it with other actions- he could run into a crowd of civilians and paralyse all of them, stop a minion attack dead (few minions will get a rank+Wp of 10) I like the fluff and I love the idea- it should be relatively powerful as it's an advanced pursuit with some big downsides (becoming lucius gopehr being the main one.) Quote Link to comment Share on other sites More sharing options...
Surrealistik Posted October 11, 2016 Author Report Share Posted October 11, 2016 7 hours ago, Ampers&nd said: it is only 1 yard, but considering it with other actions- he could run into a crowd of civilians and paralyse all of them, stop a minion attack dead (few minions will get a rank+Wp of 10) I like the fluff and I love the idea- it should be relatively powerful as it's an advanced pursuit with some big downsides (becoming lucius gopehr being the main one.) Super situational though, and still, quite a few points of failure (especially if you flip for NPCs as my group does because static numbers are eh; also keep in mind that a lowly Guild Guard beats Wp TN 10). Yeah, if you're willing to get into a brawl and cheat your damage flip for certainty, it could be pretty vicious. Honestly, there are worse things you can do that are more consistent, and like you say, a powerful Guild Lawyer should be able to deal with sub-Guild Guard mooks as if they were nothing. Any thoughts on the Bound by Law and Pass Judgement spells? Quote Link to comment Share on other sites More sharing options...
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