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Post by logan9a on Feb 27, 2017 3:05:03 GMT
Trying to figure out interesting powers that can be used once per adventure.
If anyone has any interesting ideas, please post them!
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matchstickman
Agent
Messiah: Will rise again
Creator of and most frequent player of the Heroic Cthulhu Drinking Game
Posts: 2,939
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Post by matchstickman on Feb 27, 2017 12:33:16 GMT
Are we talking magic or just regular stuff that is slightly more powerful than a skill?
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Post by logan9a on Feb 27, 2017 14:33:31 GMT
Any. All. I'm fishing for ideas.
I'm looking for powers the players think "Hey - it might be nifty for me to some day maybe possess some of these powers" rather than a complete list with lame powers included.
Ideas may spur other ideas.
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Post by logan9a on Feb 27, 2017 15:12:52 GMT
[Note - unless I get a lot of ideas (or let's face it - I'd be happy with links to ideas) then I don't want to hear any bitching when the players get something and go 'lame'.]
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Post by bentpaperclip on Feb 27, 2017 15:41:04 GMT
I very much dislike "per adventure" powers. It feels too much like an MMO. How long is an adventure anyway? It could be days - it could be hours.
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Post by logan9a on Feb 27, 2017 15:44:33 GMT
Point.
It might be moved to once per day or something. It is something to think about - especially since the players could technically be on several adventures at once, some spanning longer periods of time.
Now...Give me ideas!
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Post by Fantômas on Feb 27, 2017 21:27:42 GMT
Resurrection - ability to raise a dead person with no stat loss, be it a PC or NPC
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laughinggoon
Roomba Maintenance Person
Cecil, Overseer of the Blood-Dome
Posts: 85
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Post by laughinggoon on Mar 1, 2017 2:56:47 GMT
"Sending the Gods/GM a pizza" - Once per session, a PC may succeed at a non-combat check that they have failed, AFTER hearing the result. (Different from pozing a roll to mean that they can hear how much falling damage, etc they are about to take, or how the guard reacts to your failed seduce roll)
Thoughts? Too simple? Not powerful enough?
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Post by logan9a on Mar 1, 2017 11:24:05 GMT
Not judging anything right now - just trying to get fifty or a hundred ideas of things the PC's would actually say 'cool'.
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Post by docfullton on Mar 4, 2017 19:41:34 GMT
heal simple divination (magic or mystical maybe a clue to the items origin) item temporary magical shiney happy people - loved that card not sure if it's still around... once per day a quick clean up, sounds lame but has come in handy in the past so many times... lucky day- make any luck roll once a day
I'll think on this more...
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Post by logan9a on Mar 4, 2017 20:30:56 GMT
Got some, working on more. simple divination (magic or mystical maybe a clue to the items origin) In a mystery campaign (think "Lost") I'm always wary of divination type effects. Possible - I've got some weird magic system made. Eventually, I want to have several different magic systems for several different places. shiney happy people - loved that card not sure if it's still around... once per day a quick clean up, sounds lame but has come in handy in the past so many times... Hum. lucky day- make any luck roll once a day Luck will be a skill now. It might work as a power thing as well. Not sure. Added it to my list of 'maybes'. One of the players has decided to 'bite the bullet' and is working on new powers and stuff. I told him it is either that or the players are stuck with just my lame shit until they've gotten introduced to several and then begin work on it. I know that will happen anyway later but I'm hoping that with this guy's help, I can start with things the players won't all yell 'boo' at. I'll think on this more... Thanks!
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Post by logan9a on Mar 4, 2017 21:25:47 GMT
PS: I'm not looking for things necessarily which increase damage or attacks.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Mar 4, 2017 23:46:09 GMT
Foresight: Instead of rolling your next action normally, roll twice and pick the result you'd prefer.
Bluster: A magical defensive action. Roll to throw off an enemy's attack.
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Post by logan9a on Mar 4, 2017 23:50:10 GMT
Foresight: Instead of rolling your next action normally, roll twice and pick the result you'd prefer. Bluster: A magical defensive action. Roll to throw off an enemy's attack. Not sure on bluster (though I've copied both and put them in the ideas for new stuff folder). Foresight is an example of why I'm still leaning toward the 'once per adventure' power set. (An adventure being the time between when you get awarded poz.)
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thad
Senior Staff
No soy mexicano
Posts: 2,386
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Post by thad on Mar 5, 2017 2:21:26 GMT
Something that turns a fumble into a fail. (sort of alike a poz but less utility)
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