The "web" edges and flaws we've been using has a few traits that need extra clarification. The oracle ability, magic sensitivity, visions, and precognition were re-written under my own edges and flaws post, but some of the others will be updated here.
Venus' Blessing/Curse of Venus
These are opposites of each other. Curse of venus (COV) tends to increase your TNs with people you wish to attract, while Venus' Blessing (VB) decreases your TNs for people you wish to attract. COV makes it easier to attract people you don't want.
Thus you can't have both. Regular VB does as it says. COV only works to attract attention you don't want.
Innocense/Scapegoat
Obviously opposites, can't have both. When making group opposed checks to see who is attacked, blamed, etc, people with innocense get +1 to their total roll, scapegoat gets -1. Innocense gets +1 die in social skills to avoid getting out of trouble (negotiations with police), scapegoat gets -1 die.
Cyclic Magic (+/- 3,6)
As a flaw, you get -1 half the time, +1 half the time, and +2 (penalty) at the "peak". (Double for 6 pt). As an edge you get -1 half the time, +1 half the time, and -2 (bonus) at the "peak". (Double for 6 pt).
This flaw is highly problematic. For long cycles (decades, years, etc) it may mean a huge flaw on your magic user ALL THE TIME, while other times he gains mad bonuses and is unstoppable. For short cycles (day v night), runners usually sit out during their "down time" and cast spells (quickened, summon spirits, etc) during their "up time", gaining all benefit and no flaw. Thus this flaw should be rewritten. Instead of modifying the TN, this modifies the number of dice you have for magical tests (at peak either granting or taking away 2 dice). The 6 point version is not available (for double bonus).
Elemental Ties (+/- 2,4)
Hermetic mages gain +1 DIE when summoning or communicating with spirits, or casting spells of their specific element. As a flaw you get -1 DIE. The 4 point doubles this. The TN boosts are too much. (considering with elemental ties you'll mainly only cast those spells- an aspected elementalist would wreck this trait).
Blatant Magic(-1)/Continual Blatant Magic (-2)
These are 2 ranks of the same trait. At rank 1, your spells are obvious to observers when cast, no test is needed by them. At rank 2, your spells are obvious while sustained to observers. This may not help identify the spell, but can tell that the spells are present.
Bard's Toungue -1/-2
The character's test is to avoid blurting out embarrasing information of which he is aware, such as "we're here to rob you" or "we know your secret", etc. This does not help you accidentially say
crazy precognative things. For -1 the secret is embarssing or uncomfortable (I wet my pants), for -2 the secret is potentially damaging (I broke into your factory yesterday).
Danger Sense +? (I say +6)
This has you make a perception test based on the remoteness of danger, but has no score cost and is very vague. TN is 6 to avoid a hidden combat action that can happen within 1-2 rounds (sniper bullet), TN is 8 to avoid walking into an ambush or other action that can happen within 3-4 rounds. TN is 10 to avoid walking into a trap or something that can happen within the next few minutes (a johnson who will set you up), and TN is 14 to avoid something that can happen in a few hours (don't accept this mission!).
This perception test is mental, gains no benefit from cyerware or magical enhancmenents to perception, only your intelligence dice are used. Traits like perceptive and aptitude do not improve this roll.
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