Difference between revisions of "SolarOccult/IsawaBrian"
m (link fix) |
m (link fix) |
||
Line 2: | Line 2: | ||
*[[IsawaBrian]] | *[[IsawaBrian]] | ||
− | *[[ | + | *[[IsawaBrian/SolarOccultPower]] -- Shardstasis? What was I THINKING? |
− | *[[ | + | *[[IsawaBrian/SolarOccultSorcery]] |
− | *[[ | + | *[[IsawaBrian/SolarOccultSpirit]] |
− | *[[ | + | *[[IsawaBrian/SolarOccultThaumaturgy]] |
=== Comments === | === Comments === | ||
Note: the ‘affects Essential Nature’ too Charms are unavailable to Abyssals because they require a certain level of _self_ harmony that is not found in the Abyssal Shard. Obviously, I can’t tell you how to play your games or make your charms; just my thoughts on them. | Note: the ‘affects Essential Nature’ too Charms are unavailable to Abyssals because they require a certain level of _self_ harmony that is not found in the Abyssal Shard. Obviously, I can’t tell you how to play your games or make your charms; just my thoughts on them. | ||
− | As to why I made Essence 8, 9, and 10 Charms… the progression just seemed <b>logical</b>, you know? They were <i>there | + | As to why I made Essence 8, 9, and 10 Charms… the progression just seemed <b>logical</b>, you know? They were <i>there[[SolarOccult/IsawaBrian/I]]>. |
On the dice adder and success-adder: these are expensive, and have a willpower cost, unlike most versions of these for "non-combat" abilities because they can directly fuel Sorcery effects, which can very much be combatative. The regular dice-adder and success-buyer can't be, without Fully Independent Actions, because you can't combo Sorcery. -- [[IsawaBrian]] | On the dice adder and success-adder: these are expensive, and have a willpower cost, unlike most versions of these for "non-combat" abilities because they can directly fuel Sorcery effects, which can very much be combatative. The regular dice-adder and success-buyer can't be, without Fully Independent Actions, because you can't combo Sorcery. -- [[IsawaBrian]] |
Revision as of 01:17, 6 April 2010
- IsawaBrian/SolarOccultPower -- Shardstasis? What was I THINKING?
- IsawaBrian/SolarOccultSorcery
- IsawaBrian/SolarOccultSpirit
- IsawaBrian/SolarOccultThaumaturgy
Comments
Note: the ‘affects Essential Nature’ too Charms are unavailable to Abyssals because they require a certain level of _self_ harmony that is not found in the Abyssal Shard. Obviously, I can’t tell you how to play your games or make your charms; just my thoughts on them.
As to why I made Essence 8, 9, and 10 Charms… the progression just seemed logical, you know? They were thereSolarOccult/IsawaBrian/I>.
On the dice adder and success-adder: these are expensive, and have a willpower cost, unlike most versions of these for "non-combat" abilities because they can directly fuel Sorcery effects, which can very much be combatative. The regular dice-adder and success-buyer can't be, without Fully Independent Actions, because you can't combo Sorcery. -- IsawaBrian
<i>I really like the Tham-based charms. Consider them yoinked. - Caelene
- Thanks! Hope they work well for you! --IsawaBrian
The 10/10 charm made me pull strange faces at the thought of that much power in the hands of PCs, so it's probably about the right level. :P - Falcon
- Snerk. Yeah. It's not the sort of thing a PC should really ever have... it was closer to a thought experiment than a real Charm. --IsawaBrian