New Edge: Power Mastery

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Approved (All Approved House Rules Are Subject to Play Pesting)
7
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Total votes: 7

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High Command
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New Edge: Power Mastery

Post by High Command »

out with the old
Power Mastery (Power Edge)
Requirements: Arcane Background Edge, Seasoned
You are no master of magic, but your focus has produced results. Select one Power you know. You can cast the mega- version of that power as well as the regular version.
Power Mastery (Power Edge)
Requirements: Access to a Power, Novice
You are no master of magic, but your focus has produced results. This is often taken by Dogboys and Psi-stalkers, as well as those focused in one power (Arcane Background (Superpowers) from SWD). Select one Power you know. You can cast the mega- version of that power as well as the regular version. This edge can be taken once per rank.
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Re: New Edge: Power Mastery

Post by Freemage »

As the guy who formalized the suggestion, do we want to make it a Seasoned Edge? It is going to appeal, really, to two groups:

1: People making magic items (either as Signature Enchanted Items, or via the artificer options we're working on).
2: Characters with the SWD Super-Powers AB, who frequently only get one or two powers at most, anyway (and who rarely want to invest heavily in Knowledge: Arcana).

So, making it Seasoned would mean that Superheroes have a distinction between the guy who can fly, and the guy who can give SAMAS suits a run for their money. It would also be a higher cost addition for artificers (since Edge costs are based on Rank). I'm comfortable with that.
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GMC Bennies:
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    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
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Malaetheryan, Phase World/Relentless (Frozen?)
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Re: New Edge: Power Mastery

Post by High Command »

I was honestly thinking the same thing. I almost added a Smarts requirement. Edited above.
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Re: New Edge: Power Mastery

Post by Ndreare »

I think it should be Novice.

But I approved it already and don't care if it changes
  • 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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Re: New Edge: Power Mastery

Post by Pender Lumkiss »

approved if you can only take it once. I would assume you can only take it once as the edge does not say you can take it multiple times. Normally you can only take an edge one time unless otherwise indicated.
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Re: New Edge: Power Mastery

Post by Freemage »

Given that part of the function is for magic Items, I just realized the Edge isn't quite doing what it's meant to do. I'd like to suggest a change:
High Command wrote:Power Mastery (Power Edge)
Requirements: Access to a Power, Seasoned
You are no master of magic, but your focus has produced results. Select one Power you know. You can cast the mega- version of that power as well as the regular version.
The difference here is that this can be stuck into an Enchanted Item (which doesn't provide an AB), and it will permit the item to use the Mega-Power version of a power it bestows. It would also allow Races that have a single power (like Dogboys and Psi-Stalkers) to access the Mega-Power version.

As for multiple selections, I agree that standard rules would apply. If you want multiple Mega-powers, it's time to bear down and take an AB.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: New Edge: Power Mastery

Post by High Command »

Well by default you can only take an edge once. But I'm okay with that change..

Proposed Edit:

Power Mastery (Power Edge)
Requirements: Access to a Power, Seasoned
You are no master of magic, but your focus has produced results. This is often taken by Dogboys and Psi-stalkers, as well as those focused in one power (Arcane Background (Superpowers) from SWD). Select one Power you know. You can cast the mega- version of that power as well as the regular version.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: New Edge: Power Mastery

Post by Jude Maverick »

I don't know that we would necessarily need to limit it to being taken once. I mean, to take it twice is a waste of Advances/Slots, unless your character concept has a specifically limited number of powers and you don't want all the other benefits that come with the general Master power. Most Power edges can be taken multiple times (New Power, Power Points, Recharge edges, etc).
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Re: New Edge: Power Mastery

Post by Venatus Vinco »

Yeah,

I am okay with multiple selections. It's a big edge hog and at a certain point you're better off with master of Magic but no reason not to take it more than once.

VV
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Re: New Edge: Power Mastery

Post by Corrigon »

Unless you can't take master of magic
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Re: New Edge: Power Mastery

Post by Ndreare »

Can we make it Novice?

I really do not see it as Seasoned. As a minimum it is 1/3 the utility of Master of Magic and in most situations it will be even less as spell casters tend to have more powers.
  • 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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Re: New Edge: Power Mastery

Post by Venatus Vinco »

RFT wrote:Can we make it Novice?

I really do not see it as Seasoned. As a minimum it is 1/3 the utility of Master of Magic and in most situations it will be even less as spell casters tend to have more powers.
I think Novice is fine. Although in Rifts it matters very little with the Born a Hero rule. I also see this largely applying to MARS casters who also get a free seasoned advance as well.

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Re: New Edge: Power Mastery

Post by Pender Lumkiss »

Venatus Vinco wrote:Yeah,

I am okay with multiple selections. It's a big edge hog and at a certain point you're better off with master of Magic but no reason not to take it more than once.

VV
So something like once per rank?
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Re: New Edge: Power Mastery

Post by Ndreare »

Pender Lumkiss wrote:
Venatus Vinco wrote:Yeah,

I am okay with multiple selections. It's a big edge hog and at a certain point you're better off with master of Magic but no reason not to take it more than once.

VV
So something like once per rank?
Sounds fair to me, although if a player was going to take it more than once, they would be better off with Master of Magic as by the third time they could have had the Knowledge (Arcana).
  • 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."
Rob Towell
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Re: New Edge: Power Mastery

Post by High Command »

Seems like something Mystic or Dragon might take if they can't get Master for one of their ABs too. Freemage, you good with this?

Power Mastery (Power Edge)
Requirements: Access to a Power, Novice
You are no master of magic, but your focus has produced results. This is often taken by Dogboys and Psi-stalkers, as well as those focused in one power (Arcane Background (Superpowers) from SWD). Select one Power you know. You can cast the mega- version of that power as well as the regular version. This edge can be taken once per rank.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: New Edge: Power Mastery

Post by Ndreare »

Approved.
  • 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."
Rob Towell
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Re: New Edge: Power Mastery

Post by Pender Lumkiss »

Why would dog boys and psi stalkers be singled out? If it is for their detect arcana, there exists rules within th mega power to gain access to it. I really don't see this edge applying to detect arcana.
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Re: New Edge: Power Mastery

Post by Pender Lumkiss »

why is this worded access to any power? Why not any arcane background? It seems like a way to get folks with always on abilities access to always on mega powers. I will not approve of that. The requirements don't match the flavor text in the edge.

So like a dragon could take this for his fire breath and gain access to mega bolt? Or he puppetting dragon could gain the mega puppet version?

Are you trying to make an edge where I got ab weird science, all I want is a device that has mega bolt, the rest I am fine with never having mega or using the trappings to get to mega? Or are you giving a path to characters with innate abilities to have access to mega powers without having an arcane background? Or are you doing both?
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Re: New Edge: Power Mastery

Post by Freemage »

Pender Lumkiss wrote:why is this worded access to any power? Why not any arcane background? It seems like a way to get folks with always on abilities access to always on mega powers. I will not approve of that. The requirements don't match the flavor text in the edge.

So like a dragon could take this for his fire breath and gain access to mega bolt? Or he puppetting dragon could gain the mega puppet version?

Are you trying to make an edge where I got ab weird science, all I want is a device that has mega bolt, the rest I am fine with never having mega or using the trappings to get to mega? Or are you giving a path to characters with innate abilities to have access to mega powers without having an arcane background? Or are you doing both?
The problem with making it AB dependent is that actually completely obviates the original purpose of the thing--to let an enchanted item with a single power have the mega-power version of that power available to a non-AB-using wielder. Putting Master of Magic/Master Psionic on an EI won't work, for the very reason you need to have the AB to access it.

The bit about Psi-Stalkers, etc, is a consequence of that wording.

Now, to some of your specific concerns:

Draconic breath would not be affected--while the mechanics are identical to certain powers, they never are identified as BEING those powers. Only the Teleport learned ability would actually count under this Edge (flaming scales works 'like' the Damage Field power, but only for purposes of determining who is damaged when).

I'd say other dragonic innate abilities should follow that same model--they aren't casting the power, they're just using an innate ability with the same mechanics.

So yes, this is 'both' as you put it, but it's much narrower than you're thinking.
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