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Font
Nov 12, 2022 8:21:21 GMT -6
Post by GuardianTempest on Nov 12, 2022 8:21:21 GMT -6
There are those with the great power throughout the Great Wheel. Individuals empowered by the gods to enact their will, people transformed into machines of war, individuals that embody the ideals of their race, and more. They all have the power to shake the Wheel despite their differences, but they are also changed on a fundamental level. A Font is a normal person in most ways, there is very little to differentiate them from their mundane counterparts. What truly sets them apart is that they are not born with their power or transformed by it. Instead, a Font was imbued with power by an outside force. It permeates their being but never truly changes them. In many cases a Font isn’t used to this power for they can only maintain it for a short time, But for that time that normal person shines as bright as the stars themselves. Static PowersGoing Critical: A Font has access to enormous power but they rarely know how to use it beyond channeling it through their body. They can spend a Coulomb as a Full Action to enter a Supercritical State. The Font can take on just about any appropriate physical appearance in this state as long as it doesn't change their Size or Race, and they also gain additional Characteristic dots equal to their Amperage. These dots can't be reallocated between transformations and can't be placed in the same characteristic beyond Amperage/2, round up. The Supercritical State lasts for a number of rounds equal to the Font’s Amperage + 3, ticking down at the beginning of their turns. At the end of this duration, it can be reset by spending a Coulomb or receiving an Energy wound to the Gizzards as a free action. Otherwise, the Font returns to normal and they gain a level of Fatigue. Sudden Insight: When a Font uses a Special Attack, Trick Shot, Spell Combo, or Combo-OK spell, they may spend Coulombs to temporarily improve them. For Special Attacks and Trick Shots, universal advantages are added with a total cost equal to the amount of Coulombs spent, up to your Amperage. These extra advantages don't require placing restrictions. For Spell Combos and Combo-OK spells, spending Coulombs lets the Font add one or more Combo-OK spells they know with a total combined level equal to the amount of Coulombs spent (or create a combo when applied to a single Combo-OK spell). In either case, these additions only last until the end of the attack or spell. Push the Limit: A Font can channel tremendous amounts of power but it burns them out like a fuse. The maximum amount of Coulombs a Font can spend per round is equal to twice their Amperage. Each Coulomb spent beyond their Amperage deals one Energy wound to the Body. Wounds dealt by Font abilities can't be healed by spending resource points or magical healing - only by time. Illusion of Normalcy: A Font is normally indistinguishable from their mundane counterparts though holding back their power does put a strain on them. Outside their Supercritical State, a Font's Tell never exceeds the 1 point level but spending Coulombs gives them a level of fatigue, unless they pass a Constitution test of 10 + 5 per Coulomb spent. (e.g. spending 3 Coulombs at once makes the test TN 25) Power Stat: AmperageAmperage is the volume of electrons flowing through a circuit. For Fonts, this is the amount of energy they can channel at once. As their Amperage grows and they get accustomed to their power, their output drastically increases. Resource Stat: CoulombA Font has Coulombs equal to four times their Amperage and recovers one Coulomb every hour. TellA Font's Tell is the vague indicator that something powerful is being held back from within. Energy readings spike, windows crack, appliances glitch out; it's not explicit... until they enter their their Supercritical State. That's when the Font's power is evident and unmistakeable. Amperage | Power Gained | ✱ | Overcharge Item: The Font may spend Coulombs to increase the quality of an object they're holding by one step for each Coulomb spent, for a number of rounds equal to their Amperage. When the effect ends, the item's quality drops by one level until the end of the scene. If the item is already Poor Quality, it breaks until repaired. The effect's duration may be reset by spending the same amount of Coulombs used to activate it. | ✱✱ | Exalted Battery: The Font may use their Coulombs to pay the resource point costs of abilities or items within five times their Amperage in meters. | ✱✱✱ | Turbo Charge: The Font does not suffer penalties from Fatigue while in their Supercritical State. If they would fall unconscious from Fatigue, they do so one round later instead of immediately. | ✱✱✱✱ | Unleashed Capacity: Once per round, the Font may enter their Supercritical State as a free action. Whenever they would spend a Coulomb while in their Supercritical State, they may instead reduce the state's duration by 2 rounds. This can't be used to reset the duration of their Supercritical State. | ✱✱✱✱✱ | Open the Floodgates: This is to go even further beyond! The Font may double the effects of spending Coulombs while in their Supercritical State. If they do, they receive an Energy wound to the Body for each Coulomb spent this way. (e.g. each Coulumb adds +2k0 to skill tests, heals 2 HP from Healing Surges, gives 2 reaction actions, adds 2 Style Points from Sudden insight, etc.) |
Font Dynamo AssetsAmplified DynamoWhenever you enter your Supercritical State you may designate an ally within thrice your Amperage in meters. While inside the radius, that ally receives the benefits of your Supercritical State. However, this is incredibly taxing; when your Supercritical State ends or its duration is reset, you immediately lose 1 Hit Point and gain a level of Fatigue. Arcane DynamoYou can shift the roll of any Psychic Phenomena or Perils of the Warp you make by an amount up to your Amperage, or twice that while in your Supercritical State. When you cast a spell or Spell Combo, you may copy and re-cast one of the spells as a Free Action by spending an amount of Coulombs equal to the spell's level. After doing so, you can't make Focus Power tests for a number of rounds equal to the copied spell's level. Hastened DynamoSupercritical State increases your Speed by twice your Amperage and provides an additional reaction action. You may spend a Coulomb at the end of your turn to get another one immediately afterwards. If you do, you lose the benefits of this asset and become unable to use reaction actions for one round. You also skip your turn in the next round. Powerful DynamoSupercritical State provides an additional dot to put into Characteristics. You may spend Coulombs as a Free Action to increase a Characteristic by one dot for each Coulomb spent – up to twice its original amount of dots (including the ones from Supercritical State). You must spend the same amount of Coulombs at the start of your turn to maintain this bonus or it becomes a penalty that lasts as long as the bonus was maintained (if you get +3 for five rounds, you get -3 for five rounds after). Characteristics cannot be increased with this asset while you still have a penalty from it. If a Characteristic is reduced to 0 dots this way, you become Helpless and unable to take actions until the penalty wears off. Shielded DynamoSupercritical State provides Armor and Aura equal to twice your Amperage. The Armor applies to all hit locations and stacks with other sources. Whenever you would be dealt wounds by anything other than Font abilities, you may negate them by spending 1 Coulomb for each wound. If you do, you lose the bonuses from this asset and get -1 Resilience for one round. Applying Open the Floodgates with this asset lets you negate 3 wounds per Coloumb spent.
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Font
Nov 12, 2022 8:22:17 GMT -6
Post by GuardianTempest on Nov 12, 2022 8:22:17 GMT -6
An old Exaltation from the homebrew community's "wild west" era back in the Zetaboard forum, passed down from user to user like All-Might's One for All quirk. Champion (and its alternate, Wellspring) already covers the Henshin hero archetype, so Doc and I decided to lean on the "unstable reactor unleashing energy" motif as we were trying to overhaul the Font for its latest iteration. Generator kinda overlaps but its UNLIMITED POWER is refined, seemingly tamed and harnessed; while Fonts go haywire with short-term benefits that burn them out over time. It's also a mechanical opposite. The Generator doesn't "nova" since it's operating at full capacity every round, while the Font can achieve one turn of maximum glory. There are multiple differences between this version and the one Doc posted before. A lot of things are reworded to be clearer and shorter. The assets have been adjusted to be more "nova now, suffer later". I would've used "Power Overwhelming" as the capstone name but "Open the Floodgates" sounds cool in its own way (and was used by all of the previous versions so far). GuardianTempest's General Tips: Instead of counting Hit Points as it goes down, you should count Wounds as it goes up. (From healthy at 0/Max HP, to "oh snap" at Max HP/Max HP) The Font has a lot of effects that count wounds which could only be healed by time, so keeping track of different wounds (e.g. 4+3/10) makes it easier to gauge which you can easily heal from. Also, you are limited to doing one kind of free action per turn (not round) so you can reset your Supercritical State multiple times per round—you just need to do it on everyone else's turns.EDIT: So it turns out you can only do free actions on YOUR turn, and only once. Whoops. Previous VersionsFont v1 by SporkMaster5000 from the now-defunct Zetaboards forumFont v2 as seen in the much-beloved Big Book of BrewMany Exalts live their power day to day. They are what they are, and that is what they remain. A Font... not so much. A Font is someone touched by something greater than themselves, and granted an external source of power that is only barely theirs to channel. In theory, any person can become a Font at any time, but in practice, the powers that be seem to seek very particular personalities to be their avatars on the Great Wheel. The power of a Font appears in many forms. For some, this power manifests as a magic ring, turning their will into reality. For others, it can look like nothing so much as possession. It could be anything; the Font is more a catchall than a specific origin. What all Fonts have in common is that when they close the floodgates, they are all but indistinguishable from a mortal. Unlike a Chosen, whose power is tied to their faith, or a Daemonhost, who becomes forever changed when they merge with their Warp spirit, the Font remains who they were before being tapped. You are still the same person as ever, you simply have a source of power you can draw upon – a = source that is not, really, part of you. The specifics of how you access this power vary, but the worst thing that can happen to a Font is to find themselves somehow permanently cut off from their Well, and become truly mortal once again. Static PowersAvatar: As a full action, by spending one Drop, a Font may enter their Avatar form. Their physical appearance and clothing can change, into whatever the player decides for their Avatar form, but cannot change race or size. Any armor being worn by a Font's mortal frame is incorporated into their garb as an Avatar, and confers its same protection. They may change back to normal as a free action, and automatically fall out of their Avatar form at the beginning of their turn if they have no drops left or spent no drops during the previous round. A Font can only spend Drops in Avatar form, or to transform in this manner. Signature Style: Fonts begin play with one free rank in any Sword School, Gun Kata or Magic School of their choice. They may always purchase ranks of that School as if it appeared in their class progression. You may purchase spell combos, special attacks, and trick shots at character creation. When buying or improving a trick shot or special attack, if it applies to an action associated with your Signature style, or uses an advantage or restriction from your signature style, you do not have to spend experience for a number of style points equal to your Channel (this does not reduce the minimum 50xp). When buying a spell combo that uses at least one spell from your Signature Style, reduce the total spell level by your Channel for determining XP cost (minimum 50xp). Rush of Power: Choose one characteristic from each category when building your character. While in Avatar form, your Font gains +1 to each of these characteristics and resilience. Power of Friendship: A Font that has defeated an enemy, often finds themselves with a friend for life. If you would deal critical damage with an attack, you may instead deal an equal amount of fatigue. You may roll additional dice equal to your Channel on any Social test made on a person you have previously beaten in a serious fight. Additionally, the Font is able to draw power from their friends, and surge in strength to protect them. When a Font sees an ally lose HP at the hands of an enemy, the Font recovers one Drop. This can happen at most once per round. Power Stat: ChannelA Font's power source is the alpha and omega of their Exalted capacity, and their strength is measured most simply by how freely that power can flow through them. Resource Stat: DropsThe character has maximum Drops equal to their Charisma plus their Channel. They regain all of their Drops at the beginning of each combat. Tell A Font's tell is a unique battle aura... a totem animal, a pillar of flames, a scarf of light that grows in size and intensity as she spends Drops. Channel | Power Gained | ✱ | Burning Spirit: In a time of great difficulty, a Font with sufficient focus will push themselves to greater heights. While in Avatar form, a Font can add their lost hit points to the results of all attack, focus power, dodge, and parry rolls. This bonus is capped at the Font's Channel + Composure. | ✱✱ | Finishing Move: When performing a special attack, trick shot or spell combo while in Avatar form, the Font rolls 2 additional dice for each exploding die instead of one for the attack roll or focus test. Dice for any damage rolls resulting from the attack or spell combo explode on a 9 or 10. | ✱✱✱ | Super Mode: A Font's Avatar form is mighty, but sometimes they can find themselves outclassed even then. While transformed, a Font can spend a Drop as a free action and choose two different characteristics. The Font gets +1 to each of the chosen characteristics until they leave Avatar form. While in Super Mode, a Font may spend one drop as a free action to choose a new pair of characteristics to benefit from it. | ✱✱✱✱ | Henshin a-by-bye: While in Avatar mode you may ignore the effects of critical damage. When the amount of critical damage you have exceeds your Channel, you remove an amount of critical damage equal to your Channel, lose the same number of Drops, and immediately change out of your Avatar form. | ✱✱✱✱✱ | Open the Floodgates: The number of Drops a Font can spend in one turn is no longer limited by their channel. However, for every Drop beyond their Channel spent in a single turn, the Font takes 1 point of Energy damage to the Gizzards that cannot be reduced. |
Font HeroAssetsMighty HeroSome heroes prefer to fight with fists and feet, or other extremities. While in Avatar form you gain gain a +1k1 bonus to damage with unarmed attacks. Unarmed attacks are always considered valid for use with your martial maneuvers. While in Super Mode, your unarmed attacks gain and additional +1k1 damage, and can do E damage if you so choose. By spending a Drop you can add the Power Field property to your unarmed attacks for one round. Unerring HeroSome heroes punch evil in the face or charge their enemies with sword in hand, but you prefer to rain justice down from on high. While in avatar mode, add your channel to the final result of any attack you make requiring a ballistics test. While in Super Mode any such attack also gains the Proven property with a value equal to your channel. While in Avatar mode you may spend a drop to give your ranged attacks the shocking and tearing properties for one round. Indomitable HeroCool heroes don't look at explosions, and many claim to have seen Fonts walk unflinchingly through seas of gunfire. While in Avatar form, you gain +1 AP to all locations and +1 Aura. This bonus stacks with any other source of armor or Aura you have. While in Super Mode the armor and aura granted by this asset are both equal to your Channel. You may spend a drop as a free action to negate any non-damaging effects from one attack made against you. Mystic HeroSome heroes' power is more than just strength or accuracy, it is pure magic flowing through them that makes them what they are. While in Avatar form, reduce the TN of Focus Tests by your Channel. While in Super Mode, you do not increase the results of a psychic phenomena roll if casting unfettered and pushing a spell forces you to roll psychic phenomena at +2 per die if sanctioned and +5 if unsanctioned rather than the normal penalty. You may spend a drop to reduce the final result of a Psychic phenomena or Perils of the warp roll by 5. Exemplary HeroSome Fonts tap into a power beyond their ability to control, it threatens to drown them in power, and it is only through constant struggle that they can survive the torrent. While in Avatar mode you gain +1k1 on all tests. You can spend drops outside of Avatar form. Transforming into Avatar form does not cost a drop, but you must spend 1 Drop at the beginning of every turn you start in Avatar form or immediately return to normal. Once per scene you may restore all spent drops as a free action. When you do, roll for psychic phenomena with +5 for each drop regained this way. Slightly newer Font v2 from a slightly-newer version of the Big Book of BrewStatic PowersAvatarSignature StyleRush of PowerPower of Friendship A Font that has defeated an enemy, often finds themselves with a friend for life. If you would deal critical damage with an attack, you may instead deal an equal amount of fatigue. You may roll additional dice equal to your Channel on any Social test made on a person you have previously beaten in a serious fight. Additionally, the Font is able to draw power from their friends, and surge in strength to protect them. When a Font sees an ally lose HP at the hands of an enemy, the Font recovers one Drop. This can happen a number of times per round equal to the Font's Channel. Power Stat: ChannelA Font's power source is the alpha and omega of their Exalted capacity, and their strength is measured most simply by how freely that power can flow through them. Resource Stat: DropsThe character has maximum Drops equal to their Charisma plus their Level. They regain all of their Drops at the beginning of each combat. Tell A Font's tell is a unique battle aura... a totem animal, a pillar of flames, a scarf of light that grows in size and intensity as she spends Drops. Channel | Power Gained | ✱ | Burning Spirit | ✱✱ | Finishing Move | ✱✱✱ | Super Mode | ✱✱✱✱ | Henshin a-by-bye | ✱✱✱✱✱ | Open the Floodgates |
Font HeroAssetsMighty HeroUnerring HeroIndomitable HeroMystic HeroExemplary Hero Doc's (Unfinished) Font Redux (and the Alternate Paragon version) What Could Have been - Open the Floodgates: Once per round, the Font may enter their Supercritical State as a free action. Whenever they would spend a Coulomb while in their Supercritical State, they may instead reduce the state's duration by 2 rounds. This doesn't count towards the maximum amount of Coulombs that can be spent per round but it can't be used to reset the Supercritical State's duration. How to Open the Floodgates (for 1 turn) with the above version:- At this point your Supercritical State lasts for 8 rounds, but you need a full action to activate it manually (so you're at 7 rounds) - Spend 6 of it as 3 Coulombs that don't count towards the limit - Reset Supercritical State by getting an Energy wound to the body as a free action - Spend 4 more Coulombs and 2 more wounds to the Body - Gain 1 Fatigue, enter Supercritical State as a free action - Spend another 4 Coulombs from Supercritical State's duration, gain another level of Fatigue and 4 more wounds - Spend 10 of the ACTUAL Coulombs you have, gain 10 more wounds - I don't know what you're gonna do with 42 resource points worth of Coulombs but I hope it's worth 2 Fatigue and 17 wounds that require natural healing. You should have 5 Constitution and 5 Willpower by now so this should be easy. According to Doc (the previous holder of the Font), the Atlantean can make 16 Energy Meteors worth 464 E damage total (on average) for only 3 Motes at Gnosis 5, in one turn. This doesn't seem too bad in comparison. Then again, in our discussion he played the rules fast and loose, focusing more on the fun of it.
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Font
Nov 12, 2022 9:51:16 GMT -6
Post by Amanojyaku on Nov 12, 2022 9:51:16 GMT -6
Most glaring issue is that Push the Limit feeds Supercritical. The comparable abilities all deal X wounds to the Gizzards... which is also what gets you Toshinori's "puking blood" reaction.
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Font
Nov 12, 2022 17:49:00 GMT -6
Post by GuardianTempest on Nov 12, 2022 17:49:00 GMT -6
Oh I see the error. Supercritical State slightly reworded for clarity of intent. It's < spend Coulomb or {get wound as a free action} >.
I'll take that suggestion for now. It's harder to survive but if you're critting yourself that hard, well, very anime. I went with Energy to the Body for Push the Limit, since I was thinking of Saiyans, Shirou Emiya and Might Guy.
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Font
Nov 13, 2022 22:58:53 GMT -6
via mobile
Post by ScrapyardDragon on Nov 13, 2022 22:58:53 GMT -6
aplified dynamo doesnt state a unit of measurement. only "thrice your amperage". one presumes you meant to include the phrase "in meters" in there but you didnt.
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Font
Nov 14, 2022 0:58:34 GMT -6
Post by Amanojyaku on Nov 14, 2022 0:58:34 GMT -6
And exactly what is Overcharge Item supposed to do, anyway? What rolls and/or flat values is it even affecting? Is it a blanket supercharge?
Also, corollary to Scrap's point, Exalted Battery needs to be listing units too.
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Font
Nov 14, 2022 5:06:54 GMT -6
Post by GuardianTempest on Nov 14, 2022 5:06:54 GMT -6
aplified dynamo doesnt state a unit of measurement. only "thrice your amperage". one presumes you meant to include the phrase "in meters" in there but you didnt. I thought it was assumed the default unit of measurement. Doesn't the core book do that? Still, I'll get on fixing that. And exactly what is Overcharge Item supposed to do, anyway? What rolls and/or flat values is it even affecting? Is it a blanket supercharge? Also, corollary to Scrap's point, Exalted Battery needs to be listing units too. The discussion was in the linked thread. Yes, it increases damage. Along with whatever other things you can convince the GM fits into that definition of "+Xk0, or +X in applicable situations." Since mods fall into neither of those, it doesn't add mods. It can add +Xk0 damage, it can add +X penetration, but it can't add the Flaming mod or whatever. From what I'm seeing, it's a bonus to damage rolls and penetration, but he also intended it to apply to non-weapon items. So you could feasibly increase an item's AP, Max Dex, etc. Not mods though, or Proven 10 would just destroy things. But then again, according to his post in the archived thread, "Proven 10" just means the die can't roll anything lower than 11. During the brief chat I had with him last month, I forgot to ask if this was also meant to apply to mods. I figure he might allow it because "Atlantean's 16 Energy Meteors and 464 E for 3 motes" stuck in my head after the discussion. I'll fix it in the future soon.
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Font
Nov 26, 2022 0:04:05 GMT -6
Post by GuardianTempest on Nov 26, 2022 0:04:05 GMT -6
Overcharged Item is replaced with a new placeholder.
Overcharged Item (current iteration): As a free action, the Font may spend Coulombs to enhance an object they are touching for (Amperage+1) rounds. These enhancements add +Xk0 to its damage rolls and add +X to one of its numerical parameters (e.g. range, AP, max Dex, vehicle Speed, Blast property, etc), where X is the amount of Coulombs spent. Once the enhancements wear off, the item ceases to function for X rounds. This ability has no effect on artifacts or the Proven property.
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Font
Dec 13, 2022 0:50:27 GMT -6
Post by GuardianTempest on Dec 13, 2022 0:50:27 GMT -6
Added a martial limit to Sudden Insight to prevent easy 10k10+200 damage rolls from Collapsing Mountain's Arc of Obliteration. Of course nothing is stopping you from just settling for 10k10+100, or getting +20 STR from the Powerful Dynamo asset—but at least with the latter you run the risk of being Helpless for one turn. Special thanks to Amanojyaku for the wording. Spells/Spell combos don't get the same limitation since you're limited by the amount of Combo-OK spells you know. At most you can add four Level 5 spells. EDIT: Forgot that I added a limit to Powerful Dynamo precisely to prevent that. Heh.
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Font
Jan 17, 2023 22:06:22 GMT -6
Post by GuardianTempest on Jan 17, 2023 22:06:22 GMT -6
Power Overwhelming made optional and added a consequence to prevent someone spending 5 Coulombs to get easy 10 HP each round for 40 HP recovery. This also makes the Collapsing Mountain build a little more risky. Yes, the wounds also stack with Push the Limit.
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Font
Jan 28, 2023 18:54:50 GMT -6
Post by ScrapyardDragon on Jan 28, 2023 18:54:50 GMT -6
Played too much sonic frontiers and the titan fights wedged the idea of looking at font into my skull so time to mass-post all my thoughts. The bit about hit points in Illusion of Normalcy seems like the kind of thing that is a pain to track and doesn't really seem like it's actually needed. On the flipside, the TN15 con test is the sort of thing that can be deceptively paltry if you just get con as high as possible, which the current power implicitly encourages anyways due to shutting down other ways to get HP, and one must remember that wounds stick around even if hp drops so as-is it really runs into the issue of "suddenly imploding once the powerup wears off" if you take too much damage. For that matter, if you dump 5 Coulombs into one roll, do you make five separate Con tests or still just the one? If its just the one then it should probably lead with "whenever the font spends any amount of Coulombs". Oh, and you know, since supercritical will be flooding you with fatigue all the time con-stacking to lower the odds of passing out is just one more reason this exalt really pushes needing it maybe a bit too much. Maybe thats intentional but to me at least it seems rather annoying and sort of makes me feel that hastened dynamo is the optimal pick by a landslide for no other reason than to use the reactions for damage mitigation to avoid the whole "death by max-hp drop" thing. If I may propose a tweak, it would be this.
Gut the max hp limit bit, and have the con test *start* at 'just' TN 10. BUT, every time you make the test (pass or fail) the TN goes up by another 5 for the rest of the scene. So the first Coulomb would be TN10, second is TN15, then 20, and so on. Also, it should probably specify that you don't have to make the test if you're spending the Coulomb to go supercritical.
On the subject of supercritical; what precisely does "cannot be reallocated" mean exactly? Is it meant to imply that the stat boosts are fixed and you pick where the dots go at chargen & every time you raise your power stat? Or do you assign them every time you go supercritical and can't change them mid-transformation?
As for overcharge item, the current version seems, weird and kinda screwy. Looking at prior versions of the power the intent seems to be a clear "your stuff becomes better" but now the current version is really little more than a damage booster of questionable usefulness. Why not something straight forwards like the following
"You may spend Coulombs as a free action to increase the quality of a touched item by one step for every Coulomb spent, for a number of rounds equal to your Amperage. Once this effect ends, the item's quality decreases by one stage for the rest of the scene (it the item was already poor quality, it breaks permanently until repaired). You may refresh the duration of this power by spending the same amount of Coulombs as you did to activate it."
I like lifetap, its cool, and in-combat its eating at action economy and leaves you vulnerable which is a fair trade for such a cost-efficient hp->resource effect. Though out of combat it DOES mean you can lifetap to trade 1hp for 3+ resource, which in turn can be used to restore that one hit point and then some, so long as you can pass the con test. Another reason I advocate for ditching the HP cap effect for just making the con test grow harder each time. Still lets you loop it to heal up quickly over an extended duration, but you can and will be taking fatigue one way or another, either from the tests raising up to be too high to pass, or by supercritical'ing to not have to make the test but inevitably taking the one fatigue once it wears off. Don't get me wrong, I have NOTHING against effects that make healing yourself up at increased efficiency, so long as it takes a little while to properly come online. on that note...
Open the floodgates sort of feels like it comes online too late. Font has a sort of similarity to werewolf in that both have the big "do an action and pop a resource to get swole" effect, but while werewolves get quick shift at PS3, fonts are spending their first turn doing "nothing" until power stat five, which is a super long time to wait, especially since they *really* don't want to ever be using resource outside that state if they can help it. I honestly think Open the floodgates should be moved to PS3, with Lifetap and Power overwhelming being bumped up to PS4 and PS5 respectively. would help delay the Lifetap infinite hp loop a bit longer, and Power Overwhelming is a pretty insane effect and feels more fitting of a capstone effect in that its strong but as an addition to their power, whereas open the floodgates is more of the massive quality of life boost that should be coming online at around the midpoint of your power escalation.
now for assets! Amplified dynamo is weird and the line "may use all of your available powers by spending their own resource points." makes me wonder if they can themselves pop supercritical to create a supercritical daisy-chain in addition to a plethora of other whacky interactions. The "your friend also gets the stat boosts" alone is super good and I'd say limiting it to that alone creates less rulings headaches. Arcane dynamo is fine Hastened dynamo is also fine but at the moment feels like by far the best one for reasons I mentioned earlier. Powerful dynamo is straightforward but good, I like it. Shielded dynamo's "(2:1 at Amperage 4)" bit befuddles me. Is it meant to imply that if you pop power overwhelming on it that you can negate "three" wounds (say you take four, by default you'd spend 1 to negate 2, power overwhelming lets you double it to spend 1 to negate 4, but them you take the wound cost, so its "three" wounds negated). Cool effect I just want to confirm the interaction. Otherwise the asset is fine.
the word dynamo has lost all meaning to me.
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Font
Jan 28, 2023 19:59:08 GMT -6
Post by GuardianTempest on Jan 28, 2023 19:59:08 GMT -6
A lot of this is just me doing my best with what Doc has made so far. Like a lot of my adopted homebrew, I change little from the original until I see something that needs changing, or until the base idea can't function anymore as the case with Daemon Trigger before I changed up most of the items with a great overhaul. The bit about hit points in Illusion of Normalcy seems like the kind of thing that is a pain to track and doesn't really seem like it's actually needed. See below... ish. The wording was "spend Coulombs" not "spend 1 Coulomb", making it plural (in my head) was supposed to cover that as I cribbed the wording from something else. I prefer the Spawn-style "make it scale with the amount of resources spent". But I made the HP cap as a potential proof against characters immune to Fatigue (because people will seek ways to mitigate, if not avoid it). There's probably a race out there that does it already, and possible Sleep Regulator users. I know I shouldn't balance my homebrew around other stuff but if people are forced to deal with Fatigue they'll probably find ways of messing with it. I had to cover my bases (and went with the mechanical implication of the fluff of Normalcy). The former, to curtail an issue that was raised by Traskus in the JiC server when I first posted it. The latter just makes it too easy to build around. Well, I have said my current iteration is a placeholder. Quality bonuses are neat though I wonder how useful it's going to be in the long run outside of Snare. But then again, this is a PS1 power. I'll consider it. Lifetap piggybacks on Healing Surge as I was running under the logic that Combat Actions can only be done in structured time. If you could do Healing Surges in narrative time, then what's the point of just spending resources for narrative healing? The core rulebook lets you do that (spend resource for HP in narrative time without healing surges). Of course nothing stops the Malalite from picking fights against anyone to have an excuse for healingThe one in Doc's version was its own action, which isn't even. But "Open the Floodgates" sound so suitably epic as a PS5 power! OtF used to have a much nastier effect that lets them exceed Atlanteans for most broken (see the rationale post for details). I'll figure something out. and two Necromancers can heal themselves to full Right, I forgot about the "what if (thing) but 2?" line of balancing. My assumption was that it would be used on non-Font allies because what kind of party would let themselves run two of the same Exaltation? I'll probably add a non-Font clause to facilitate this. I understand what Doc was going for, "your friend can go plus Ultra like you can." I'll nerf it since other homebrew doesn't give that much unless they're specialized for something. (Domain of Warriors Diwata) Honestly? I only added that as a clarifying reminder text back when the PS4 ability was a passive "double your resource spent" effect, of course I could also see it that way. Now that the ability is a manual power, I could probably gut it. Sux2Bulol jk
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Feb 11, 2023 1:16:21 GMT -6
Post by GuardianTempest on Feb 11, 2023 1:16:21 GMT -6
First major set of revisions, this will be a major deviation from Doc's original document. Most of these ideas are by ScrapyardDragon and I'm slightly miffed I couldn't come up with a fix of my own. Going Critical removed HP adjustment Illusion of Normalcy's Constitution test has a scaling TN Overcharge Item Lifetap replaced with Turbo Charge Power Overwhelming and Open the Floodgates swapped effects, the former renamed to "Unleashed Capacity". Amplified Dynamo's power borrowing removed for ease of bookkeeping Hastened Dynamo nerfed to only provide one extra reaction action, Speed boost incremental (to make the asset scale like the others). Penalty reworded for clarity of intent A part of me wants to commit to this nonsense, having figured out a way to balance the "unlimited coulomb works". Amperage | Power Gained | ✱✱✱✱✱ | Open the Floodgates: This is to go even further beyond! Once per round, the Font may enter their Supercritical State as a free action. Whenever they would spend a Coulomb while in their Supercritical State, they may instead reduce the state's duration by 2 rounds. This can be done up to 4 times per round but doesn't count towards the maximum Coulombs that can be spent per round. It also can't be used to reset the duration of their Supercritical State. |
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Sept 20, 2023 0:15:27 GMT -6
Post by GuardianTempest on Sept 20, 2023 0:15:27 GMT -6
Avoided a potential bookkeeping issue with Powerful Dynamo by preventing characters from increasing their stats with it while there is still a penalty from its previous use.
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Oct 20, 2023 8:38:47 GMT -6
Post by GuardianTempest on Oct 20, 2023 8:38:47 GMT -6
Alright, time for another round of changes. First up is a change of damage type for self-inflicted wounds. Explosive's first result on the crit table causes the user to be flung back multiple meters, which can get anti-climactic in scenarios where the Font HAS to go Plus-Ultra.
Second is a nerf to Sudden Insight, restricting the martial advantages to only the universal ones. This nips the Exit Wound Kata problem in the bud, and it makes thematic sense. However it doesn't do anything about letting Collapsing Mountain deal +50 or more on its colossal 10k10 damage rolls. That's an inter-homebrew issue though, which isn't always present.
Lastly, I've buffed Turbo Charge so the knockout is delayed by one whole round. This lets the user benefit from it should they be tranquilized outside their turn.
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