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 Feedback on Temporal Distortion Field power? 
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Joined: Sat May 05, 2018 3:14 pm
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Location: Texas
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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>.

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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:
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    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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Wed May 23, 2018 7:23 pm
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Joined: Tue Aug 08, 2017 12:55 pm
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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.

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Sun May 27, 2018 4:56 pm
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Joined: Sat May 05, 2018 3:14 pm
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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.

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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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Mon May 28, 2018 8:47 pm
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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.

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Mon May 28, 2018 9:03 pm
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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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Thu May 31, 2018 4:51 am
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