Feedback on Temporal Distortion Field power?

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Krozog
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Feedback on Temporal Distortion Field power?

Post by Krozog »

Ok. I'm making a Wolfen A.R.E.S. who has Mysterious Origin, Shade, and Superior Arcane Power: Innately Powered (superhero).

I was thinking space-time trappings would be a lot of fun, and I remembered my mystic's Balance trapping, and thought it would be a really good fit here. Does this power work? The intention is not stupid broken OP. I'm going for cool factor, but if its too cool for its own good...so be it.

Temporal Distortion Field (Quickness + Slow; 5/8/10 PPE) [Seasoned]
Range: Self
Duration: 3(4/Round)
Trapping: Balance - Each spell cast for the full PPE cost of both, two skill rolls + 1 wild die. If either spell fails, both fail. Raise effects activate separately. Critical Failure reverses the spell targets (good spell hits bad guys and vice versa).
  • Standard - <Wolfen> uses his innate ability to manipulate space and time to create a field of temporal distortion. The field lasts for 3 rounds unless sustained, and everything within the field has its time slowed except for <Wolfen> who is immune to the effect. Additionally, he is able to take advantage of the flux of time within the field to speed his own time up! Should anyone within the field, including <Wolfen> leave the area of disruption, their time returns to normal immediately. (5 PPE for SBT, 8 PPE for MBT, 10 PPE for LBT)
    Mega - <Wolfen> expends more power to gain finer control over the distortion field. Mechanically the same as Standard with the addition of mega power effects. (10 PPE for SBT / 14 PPE for MBT / 18 PPE for LBT)
Effect: Quickness + Slow combined within SBT/MBT/LBT centered on <Wolfen>.
Focused Temporal Disruption Field (Exalted Quickness + Exalted Slow; 10/14/18 PPE) [Seasoned]
Range: Self
Duration: 3(4/Round)
Trapping: Balance
Effect: Exalted Quickness + Exalted Slow combined within SBT/MBT/LBT centered on <Wolfen>.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Ndreare
Savage Siri
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Re: Feedback on Temporal Distortion Field power?

Post by Ndreare »

I would allow it, but I would consider it two power selections.

The balance of being used in synergy is well covered by the drawbacks.

But notice, no matter my opinion, your GM needs to review it with context.
High Command wrote: [*]Dual Power - MUST use two opposite powers simultaneously on two separate targets (e.g. Boost & Lower Trait or Quick and Slow) with no MAP, but full PPE cost for both effects; only one Wild Die for both castings. The caster must know both spells. If either roll fails, both do, and full power point cost is still paid. Treat raises individually as per the normal rules for each power.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Krozog
Posts: 153
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Location: Texas

Re: Feedback on Temporal Distortion Field power?

Post by Krozog »

Thanks for the feedback! I ended up going with lightning / air trappings, but it’s nice to know I wasn’t too far off base with the trappings.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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Snake Eyes
Game Master
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Joined: Wed Feb 07, 2018 2:16 pm

Re: Feedback on Temporal Distortion Field power?

Post by Snake Eyes »

I was going to chime in, but this has been a busier weekend than I anticipated. I'd have sided with RFT and suggested a two-power selection, rather than just backdoor snagging a free 2nd power. But as it is, I realized you'd gone a different direction. Still, it's nice to push the boundaries of the system. I'm sure it'll help me throw some things at you...I mean, get a better grasp for the rules.
Beware the mesmerizing eyes of the snake!
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12th AAT GM Bennies: 2/8
Wild Card Bennies:
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Varig: 0/2
Cole: 0/2
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Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
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Fletch: 3
Findriel: 0
Niels: 4
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Pender Lumkiss
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Re: Feedback on Temporal Distortion Field power?

Post by Pender Lumkiss »

If you were going to do it, I would suggest using the slow power with the following changes:
Increase the ppt cost to 4pts for a small burst template arround the user. Range is self with a hole in the middle. For double the ppt cost medium, for tripple large burst templates.

Trapping would be a watered down version of quickness that replaces the raise effect of the slow power effectivly giving you an extra action.
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