Difference between revisions of "SolarEssenceOneCharms"
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This page gives the range of power that should be covered for Solar Charms requiring an Essence of One. | This page gives the range of power that should be covered for Solar Charms requiring an Essence of One. | ||
− | == Not BrokenShade's suggestion == | + | == Not [[BrokenShade]]'s suggestion == |
These should only affect initiative | These should only affect initiative | ||
== Better Suggestion == | == Better Suggestion == | ||
− | Simple effects, that don't really break anything a mortal could do. Note, for example, that Mortals also have Essence 1, so if they could touch their Essence pools, Essence 1 charms would be in their purview. As such, we see things like "Heal non-Agg damage at an accelerated, but not ridiculous, rate", instant die adders, and minor other dice adding effects. These also include such things as Hardship Surviving Mendicant Spirit, which allows you to survive the wilderness - as if you were had appropriate gear. Not superhuman per se, as it doesn't allow you to easily survive the farthest North (see Time of Tumult's adventure to the hidden manse, where it explicitly notes that HSMS, while very helpful, and keeping you safe from certain things, also only provides an effective die bonus to some resist checks). So yeah. -- GregLink | + | Simple effects, that don't really break anything a mortal could do. Note, for example, that Mortals also have Essence 1, so if they could touch their Essence pools, Essence 1 charms would be in their purview. As such, we see things like "Heal non-Agg damage at an accelerated, but not ridiculous, rate", instant die adders, and minor other dice adding effects. These also include such things as Hardship Surviving Mendicant Spirit, which allows you to survive the wilderness - as if you were had appropriate gear. Not superhuman per se, as it doesn't allow you to easily survive the farthest North (see Time of Tumult's adventure to the hidden manse, where it explicitly notes that HSMS, while very helpful, and keeping you safe from certain things, also only provides an effective die bonus to some resist checks). So yeah. -- [[GregLink]] |
===== Vote On What You Like ===== | ===== Vote On What You Like ===== | ||
− | == Not BrokenShade's suggestion == | + | == Not [[BrokenShade]]'s suggestion == |
Nobody yet | Nobody yet | ||
== Better Suggestion == | == Better Suggestion == | ||
− | #BrokenShade | + | #[[BrokenShade]] |
− | #GregLink | + | #[[GregLink]] |
+ | #[[HeWhoSpeaksOfDarkness]] | ||
===== Comments ===== | ===== Comments ===== |
Revision as of 08:08, 5 April 2010
Contents
Solar Essence One Charms
This page gives the range of power that should be covered for Solar Charms requiring an Essence of One.
Not BrokenShade's suggestion
These should only affect initiative
Better Suggestion
Simple effects, that don't really break anything a mortal could do. Note, for example, that Mortals also have Essence 1, so if they could touch their Essence pools, Essence 1 charms would be in their purview. As such, we see things like "Heal non-Agg damage at an accelerated, but not ridiculous, rate", instant die adders, and minor other dice adding effects. These also include such things as Hardship Surviving Mendicant Spirit, which allows you to survive the wilderness - as if you were had appropriate gear. Not superhuman per se, as it doesn't allow you to easily survive the farthest North (see Time of Tumult's adventure to the hidden manse, where it explicitly notes that HSMS, while very helpful, and keeping you safe from certain things, also only provides an effective die bonus to some resist checks). So yeah. -- GregLink
Vote On What You Like
Not BrokenShade's suggestion
Nobody yet