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Post by logan9a on Sept 18, 2019 14:56:50 GMT
This is a copy paste of what I have in my notes:
NOTICE: IT IS NOT POSSIBLE TO HAVE ALL OF THESE NICELY BALANCED OUT SO SUCK IT UP IF YOU DON’T GET AS GOOD OF POWER AS SOMEONE ELSE DID. Also, powers may be added to - or taken off - of this list.
WHAT MAKES THESE DIFFERENT THAN SPELLS?
These work in all zones and don’t have special ‘make magic work in a tech zone’ negatives or extra rolls. Though I’ve tried to keep them different, there is some overlap between the effects of these and spells.
WHAT MAKES THESE THE SAME AS SPELLS?
Generally, they can be considered a ‘big spell’. Cards and such that say ‘no spells’ (and things like that) also prevent matrix powers.
DETERMINING THE NEW POWER
Roll at random. All you get is the title and a very brief description unless you decide you want the power.
Since the average new power is gained once per season and a half, I’m allowing hero points to be spent on the roll. Roll till you don’t get same # again.
SPECIAL - WHERE DO THE POWERS WORK
If the powers were granted by AI (etc) they only work inside the ‘normal adventure zones’. If the powers were gained due to ‘hero point overflow’, fuck it, they are yours and work where ever you are unless it is some weird special place.
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