rythos42 Posted March 23, 2016 Report Share Posted March 23, 2016 Trying to make a Manifest Power for one of my Fated and am interested in any ideas you folks might have. I've got an idea (which I'll share when I get back from this meeting...) but wondered if anyone had any cool abilities they were using! Quote Link to comment Share on other sites More sharing options...
rythos42 Posted March 23, 2016 Author Report Share Posted March 23, 2016 Ok, so meeting done and here's the power that I built for my Fated: (0) Tunnel Vision (Centering / TN: 4R): This model gains the following Condition: "Pissed Right the F*** off +1: Gain +1 Ml. This model may Charge as a (1) action, and must charge a legal target if it starts it's activation unengaged. At the end of it's activation, this model makes a (Centering / TN: 4R) test to end this Condition on itself. If it fails, gain +1 on this Condition." So it's "easy" to get the Condition if you have a Ram in hand (my friend has Rams as primary) or can flip a Ram, and easy to get out of if you have a non-Ram in hand. I built it using Killjoy's ability as a base, but wanted him to have some more control over the power. He used it last night, but we messed up the "exit condition" and he ended up beating a friend up. Which was hilarious, but as the FM I didn't want it to continue much longer than a round. To me it was a little awkward. Some alternatives I have in mind: "Whenever you are in Dramatic Time, you may Charge as a (1) action, but must charge a legal target if you start your activation unengaged." This is simpler, but if Dramatic time starts at a long range, could be really bad. This is a closer approximation to Killjoy's ability, but his ability works only because he tends to start in the middle of the table. "Just gain (+) to Ml attacks and (-) to Df until the end of Dramatic Time". Simpler still, a more traditional approach to Berserker powers, reminds me of D&D 4e a little bit. The same "Tunnel Vision" power as above, but make the TN a 7 instead of 4R. So it's easier to get into with just about any card you have, but you'd better have a low card in hand. Also would discourage my player from gaining any further Centering, since at some point it becomes unfailable. Quote Link to comment Share on other sites More sharing options...
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