Showing posts with label powers. Show all posts
Showing posts with label powers. Show all posts

Saturday, October 16, 2021

1st Session of Feng Shui 2 - off to a solid start

Our first session of Feng Shui 2 went well! We started with basically the intro scenario from the rulebook. Using any "canned adventure" is pretty rare for me, but I wanted to make sure I had a good feel on fight dynamics before I start really tweaking things. I did rewrite the third encounter significantly, and we're already integrating little twists from the PC's various melodramatic hooks.

Everyone had a ton of fun and we were all impressed at how easily even a giant 25-character fight just zipped right along. The game engine is robust, elegant, and mostly intuitive. (I will also take a bit of the credit for it running so well, because I did a lot of custom-tuning of the Roll20 character sheet before the first session so that die rolls were automated and included reminders of relevant schticks.)

The 5 PCs we've got are a ton of fun:

  • Xiong Weisheng is a Transformed Dragon, whose parents are big-deal badguys (probably Ascended) with their fingers in everything.
  • Ruby Chase is a Driver with a criminal past she's trying to leave behind her.
  • Myrtle Haney is a Drifter from 1850 - she's an actual Old West gunslinger type, trying to find her father or the gang of black hats who might have done him in.
  • Thiegaro is a very fishy Supernatural Creature. Myrtle found him in her travels, and is the only person so far who can translate his fishy gurgles. Thiegaro is basically the Creature from the Black Lagoon, but with the personality and conversation skills of Chewbacca.
  • Benjamin Dixon is a Ghost of a former policeman. 90% John McClane, 10% Kevin from Home Alone. He sacrificed himself to save a building full of civilians in the famous Christmas Massacre in 1987. Now, in 2021, he was finally set free when the city bought and developed the cursed property and turned into the new community center. (Which then got attacked by terrorists within minutes, because movie-logic.)

We swapped out a few Schticks and Skills that didn't match with character concepts:

Thiegaro being able to become a human seemed to go against the intended roleplaying challenge of "Chewbacca from the Black Lagoon":

  • We swapped out "Transformation I" for "Flashback From The Hell of Knives". Meaning he can't turn into a human (or talk clearly), but he's very loyal and will mess you up if you hurt one of his friends.

Benjamin being a Ghost Cop meant the default Ghost template had a few things that didn't really work with his character concept:

  • We swapped out the "Love Potion" power, in favor of the Sorcery Schtick "Exemplary Prostrations". Basically, he can flash his spectral badge, and any cops, paramedics, etc who see it forget he's a ghost and accept him as a fellow first responder for a few hours. Really helped when the HKPD arrived near the end of the opening fight.
  • We swapped out the skill "Seduction" in favor of "Police" skill.
  • We swapped out the skill "Info: Musicianship" a replaced it with "Info: Architecture".

When we were trying to decide why the cowgirl Drifter could understand the fishman, but no one else could, somebody said "what if it's like Cowboys vs Aliens, and you have some weird device on your arm that's translating for you". We realized that also solved the "we're in Hong Kong and your cowboy probably doesn't speak Chinese" problem as well, so we went with it. I'm probably going to say it has a built-in J-Meter as well, when we get to the Netherworld.

Like I said, everything went great, much fun was had, and we will be playing again in two weeks. Currently my only concern about the game has to do with Advancement. There are relatively few Creature Schticks, and two of our PCs (the fishman and the ghost) both have access to that list. The Ghost also has Sorcery powers, so if he leans into that a lot it won't be a problem, but if not, I may have to put some extra options on the Creature's list so that they don't end up too much alike after 10 or 20 sessions of play.

Wednesday, August 7, 2013

What's "New" in the WFRP3 Creature Guide?

A few weeks ago I sat down with my Warhammer 3rd Ed Player's Guide and the various books it used as sources and made a big list of all the things they'd changed, clarified, or expanded upon. There were a surprisingly large number of updates and improvements therein, from subtle rebalances to major alterations. I decided then that I needed to buy the similar Creature Guide and Game Master's Guide compilation books, because they probably had important things I was missing.

As I did with that book, here is a page-by-page break down of the Warhammer 3rd Ed Creature Guide.  Critical changes that you don't want to miss are in bold. Underlined words represent important subsections worth discussing, and are often followed by further discussion in later bullet points. After the page-by-page walk through, I'll share my conclusions and opinions on the book.

Main Text

Chapter 1: Rules & Resources

This chapter is partly reprinted from the Game Master's Toolkit, and includes things from the earliest versions of the WFRP3 FAQ, plus some new content.
  • pg 4: Clarification on NPC's CR when using non-standard weapons
  • pg 4-5: Lots of coverage of optional new uses for A/C/E budgets. For example:
  • pg 4: New rule that Stance and A/C/E can be used on Initiative checks.
  • pg 4: New rule on defensive A/C/E use. It's not just for opposed checks, but for any attack or action that targets the NPC. A for attacks and physical actions, and C for spells and mental actions.
  • pg 5: Clarification on NPCs taking wounds (instead of fatigue) for extra manoeuvres.
  • pg 5: New Rule concerning Henchmen and Fatigue. If a henchman group spends Fatigue to get an extra manoeuvre, it only costs them 1 wound per group not 1 wound per henchman.
  • pg 5: Reprints the optional expanded A/C/E rules from the GM's Toolkit, expanding the things NPCs can do with Aggression and Cunning.
  • pg 5: New Optional Rule about using A/C/E to soak up Stress or Fatigue.
  • pg 5: Reprints from the GM's Toolkit the optional rules for "Preparing For Actions" and "Sacrificing Actions". These are entirely player-facing rules, and have no place in the Creature Guide. They should have been in either the Player's Guide or GM's Guide, not here.
  • pg 6: New guide to the Group Sheets from the Creature Vault. Group Sheets are essentially "Party Cards" for NPCs and Monsters, giving the groups special abilities and talent slots. If you've got the Creature Vault you probably figured them out pretty quickly, but if not the rules are here. If you don't have the vault, you can find the text of the group sheets on pages 105-107 of this book).
  • pg 7-8: New guide to the Creature Cards from the Creature Vault. Again, if you have the vault you probably already figured these out. The only thing I found confusing from just the cards themselves was figuring out which icon was Soak and which was Defense. For the record, Soak is the human with an exploding shield, and Defense is the skaven gutter runner.

Chapter 2: Combat Encounters

This chapter is entirely new. It's four pages about encounter design. The best parts are:
  • pg 10: Advice and examples regarding props and locations during combat scenes.
  • pg 11: Provides advice on "top down", "bottom up" and "grab bag" approaches to encounter design.
  • pg 11: Advice for the GM for on-the-fly adjustments should an encounter prove to be more challenging than you intended.

Chapter 3: The Bestiary

This chapter is mostly new material, woven with some reprinted text from the Tome of Adventure out of the coreset. I expected it to be mostly reprint, but it actually has a lot of cool new stuff. Each creature type is presented with fluff text and info on its societal structure, then advice on using them in encounters and scenarios,  descriptions and powers of each individual creature subtype, and lastly a short list of possible adventure seeds based around that creature or NPC type.

For each major category of creature, I'm going to list a page count of new vs reprinted content (which is always reprinted from the Tome of Adventure), a list of the new creature subtypes covered here, and then any individual new rules or changes to existing monsters and NPCs from the coreset.
  • Beasts: pgs 14-20: 1 page reprint from ToA, 5 new pages. 8 new monsters: Cockatrice, Cold One, Dragon, Fenbeast, Griffon, Harpy, Manticore & Wyvern.
  • pg 15: New Rule (also printed in Hero's Call) that Beasts use Willpower instead of Intelligence to make Observation checks. This makes it much harder to hide from a Boar.
  • pg 20: New Rules for mounted NPCs, and what happens to the mount if the rider or handler dies.
  • Beastmen: pgs 20-23: 0.5 pages reprinted, 1.5 pages new.  1 new monster: Minotaur.
  • pg 23: New Power: Wargors have a new "Man-Bane" power.
  • Chaos: pgs 23-26: 1 page reprinted, 2 pages new. 3 new monsters: Forsaken, Dragon Ogre, and Shaggoth.
  • pg 24: New Power: Chaos Warriors now have Resilience Trained, in addition to Weapon Skill.
  • pg 24: Suggestions on which talents and actions can best represent the influence or worship of each of the four chaos gods.
  • pg 24: Optional Rule/Advice: Chaos NPCs may have different Stance pieces available depending on which Chaos God they follow.
  • Cultists: pgs 26-27: All reprint. Not even any new adventure seeds.
  • Daemons: pgs 27-29: 1 page reprint, 1 page new. Good advice on using Daemons in your story, and avoiding making them too common or casual.
  • pg 28: New Power:  Flesh Hounds now use Willpower for Observation tests (just like Beasts)
  • Dark Elves: pgs 29-31: All new. 3 new monsters: Dark Elf Assassin, Corsair, and Witch Elf.
  • Dwarves: pg 30: 0.5 pages new content. Mainly instructions for converting any existing human NPC stat block or card to better represent a dwarf NPC. It's not quite the same as for PCs.
  • Forest Spirits: pgs 31-33: All new. 4 new monsters: Dryads, Spites, Treekin & Treemen.
  • Giants & Trolls: pgs 33-35: 0.5 pages reprinted, 1.5 pages new. Good advice on setting the tone of a troll or giant encounter.
  • pg 34: Updated Powers: Trolls and Giants cause Fear or Terror now.
  • pg 34: Updated Powers: Minor timing change on Troll Regeneration ability.
  • pg 34: Updated Powers: "Watch Out!" ability on a dying Giant changed to Challenge die instead of Misfortune die, and the bane result changed to a chaos star result.  Errata:  The WFRP3 FAQ says the Challenge symbol in the text was also intended to be changed to a Bane symbol when they changed the die. Only half the change was made on pg 34. This is a critical change. The entry in the Tome of Adventure had a 50% chance to hurt a PC. The entry in the Creature Guide has a 62.5% chance to hurt a PC. The entry in the FAQ has only a 37.5% chance to hurt a PC. Season to taste.
  • Greenskins: pgs 35-38: 1 page reprinted, 1.5 pages new. 2 new monsters: Black Orc, Squig
  • High Elves: pg 38: 0.5 pages new content. Mainly instructions for converting any existing human NPC stat block or card to better represent a high elf NPC. It's not quite the same as for PCs.
  • Human, Reiklander: pg 38-39: 0.5 pages new content. Mainly instructions for converting Human NPCs to Reiklander Human NPCs. This seems a little weird and pointless to me, since the stats already assume they're human, but I suppose it could be useful if you're using the regional stats for humans from Hero's Call.
  • NPCs: pgs 39-41: 2 pages reprint, less than half a page new content. New NPCs: Ruffians and Merchants.
  • Skaven: pgs 42-46: 1 page reprint, 3 pages new. Info on skaven clans and society. 6 new subtypes: Assassin, Packmaster, Plague Monk, Globadier, Skavenslave, and Stormvermin.
  • pg 44: New Power: All skaven now have Keen Senses power, which boosts their Observation checks. Note that in 2nd Ed they had Night Vision, which would actually be much more useful to them than Keen Senses most of the time. Just sayin'.
  • Swarms: pgs 46-48: All new. 3 New Monsters: Bat, Rat, and Insect Swarms.
  • pg 47: New Rules for Swarms make them actually feel like a collection of smaller creatures in the mechanics.
  • pg 47-48: New Stats and Powers: Rat Swarms as presented here (and on page 100 of this book) have radically different stats and powers than the Rat Swarm in the adventure The Edge Of Night.
  • Undead: pgs 48-50: 1 page reprint, 1 page new. 4 New Monsters: Cairn Wraith, Tomb Banshee, Spirit, Vampire.
  • pg 48: New Powers: All undead from the core set have gained 3 new powers. They are immune to fear, can see in the dark, and suffer movement/manoeuvre penalties.
  • Wood Elves: pg 50: 0.5 pages new content. Mainly instructions for converting any existing human NPC stat block or card to better represent a wood elf NPC. It's not quite the same as for PCs.

Appendices

Appendix 1: Blessing Actions (pgs 51-52)

Appendix 2: Melee Actions (pgs 53-73)

Appendix 3: Ranged Actions (pgs 74-77)

Appendix 4: Spell Actions (pgs 78-81)

Appendix 5: Support Actions (pgs 82-87)

These five appendices compile actions from various sources. If I'm understanding correctly, every NPC (or creature) action card from the core set, Signs of Faith, Winds of Magic, Edge of Night, and The Gathering Storm are presented here. In addition, a large number of new action cards (or technically reprinted from the Creature Vault if you prefer) for the new creatures in this book are provided in these sections. This could be useful if you prefer book reference to using the cards. Personally, I like the cards.
Warning: A quick glance through the WFRP3 FAQ reveals that there's a number of misprints in these appendices. So if you plan to rely on this part of the book, it'll be worth getting out the FAQ and taking a pen to your book.


Appendix 6: Creature Stats (pgs 88-110)

This appendix is a mixed bag of rules, charts, and other charts, and probably could have been subdivided into several appendices itself. So I'm going to discuss it in sections.
  • pgs 88-90: Explanation of creature stats. Most of this is reprinted and reorganized from the Tome of Adventure. It's somewhat redundant and covers a lot of the same ground as pages 4 to 8.
  • pg 89: Clarification that if you give an NPC a piece of equipment, he gets all the stats (including CR) and powers of that equipment.
  • pg 90: The new rules about using A/C/E defensively and/or on Initiative checks from page 4 appear here as well, and are explained best on page 90. The other clarifications and new rules about how you can spend A/C/E and how monsters interact with fatigue are not duplicated in this appendix. It's a little frustrating. Either this should have been integrated into chapter 1, or that chapter should have been moved here.
  • pgs 91-101: Monster stats by type. This section is nicely formatted, and easy to use. Monster stats appear in a familiar format that's easy on the eyes, and all the powers and special rules for those monsters appear on the same page as their stat bar. Organized by type, so all the Greenskins are on one page, and all the Skaven on another. In addition to the monsters in the Tome of Adventure (some of which have updated powers), this section includes stats for: Bat Swarm, Black Orc, Cairn Wraith, Cockatrice, Cold One, Dark Elf Assassin, Dark Elf Corsair, Dragon, Dragon Ogre, Dryad, Fenbeast, Forsaken, Griffon, Harpy, Insect Swarm, Manticore, Merchant, Minotaur, Rat Swarm, Ruffian, Shaggoth, Skaven Assassin, Skaven Packmaster, Skaven Plague Monk, Skaven Poison Wind Globadier, Skavenslave, Spirit, Spite, Squig, Stormvermin, Tomb Banshee, Tree Kin, Treeman, Vampire, Witch Elf and Wyvern.  
  • pgs 102-104: Another Monster Stat List. This one is kinda painful to look at, and hard to use. It's in a tiny font, and powers and the rules and powers for the creatures are not listed here at all. On the other hand, it includes a number of monsters not mentioned elsewhere in this book. Every monster and many of the NPCs from Edge of Night, The Gathering Storm, Signs of Faith and Winds of Magic are on this chart. If you want basic stats for Epedimius, Niklaus Schulmann, or a Feathered Fiend, they're here, but with no context other than listing which supplement they were detailed. While Tzeentch and Nurgle Daemons are listed here, Amber Order beastforms are not. Also the variant Rat Swarm from Edge of Night is not here.
  • pgs 105-107: The Group Sheets (monster equivalent of Party Cards) from the Creature Vault are reprinted here in text format. Printed here are sheets for Beastmen, Beasts, Chaos, Daemons, Dark Elves, Forest Spirits, Giants & Trolls, Greenskins, Skaven (four different versions based on Clan), and Undead. The Group Sheets are really useful for customizing monsters and making consecutive encounters feel different. One caveat to go with that: I find that many of the Group Sheets rely on a progress tracker that has no realistic chance of getting to it's end in the course of a fight. You may want to double the rate the trackers advance or else they'll be sitting uselessly on space 3 of 8 at the end of the fight.
  • pg 108: This is a reprint of the ability summary insert from the Creature Vault. It's mostly redundant, as at least 9 of the 11 powers are defined elsewhere in the book. The other 2 are a brief summary of Nemesis rules and a generalized Terrain-Walker ability that parallels the Forest-Walk and Swamp-Walk in other parts of this book.
  • pgs 109-110: The index. It's short, but very functional. Above average for a gaming index.

 

In Conclusion:

Since I like using the cards and components of Warhammer 3rd, I initially bought the Creature Vault instead of the Creature Guide. I imagined the Creature Guide to be mostly redundant. Not the case at all. There's a lot of great new material here, whether your tastes run to crunchy mechanical splat books, or narrative brainstorming and setting fluff.  A handful of the cards from the Creature Vault (such as everything Swarm-related) are all but unusable without the Creature Guide, which gives you supporting rules and explanations. Even if you already know the Warhammer World inside out, the plot hooks in each monster entry will serve up some great inspiration. The Creature Guide is very useful, and I'm glad I bought it.

However, it's far from perfect. Specifically, it seems to have fallen off the editing bandwagon. The appendices 2-5 are full of typos and appendix 6 is inconsistently formatted. Some subsections are worse than redundant, such as when they reprint and compile all the A/C/E rules from other books into chapter one, and then reprint only half of them in an appendix six. It boggles the mind.

Most, but not all, monsters from previous supplements are reprinted here in one form or another. Things you will not find here include the beasts an Amber Order Wizard can transform into, nor most of the daemon subtypes from the various Chaos God supplements. Even though stats for a Bear were included in Winds of Magic, you won't find them reprinted in the Creature Guide. The Great Unclean One's stat line does appear in the appendix, but it has no entry in the Daemon section of the Bestiary. These omissions are minor, but terribly annoying.

Another curious omission is the absence of the henchman and morale rules from the Tome of Adventure. The Creature Guide has a ton of advice and rules for handling encounters, but for whatever reason they didn't decide to reprint those two critical subsections here.

All those complaints aside, I still found the book helpful and well worth the investment.



Sunday, September 13, 2009

Why I don't like starting at Seasoned

Thursday night I played in the second half of a really good Savage Worlds short-shot where the PCs were Seasoned-level characters. Before going any further, I'll reiterate that it was a great game and I had lots of fun.


At that session, however, I made an offhand comment about really not liking the process of how you make an experienced PC in the Savage Worlds system. The other players questioned me about it, but I couldn't articulate it at that moment. On the walk home from the game, though, I realized roughly my issue with it.

My main complaint can be summed up as:
  • The system actively bills itself as being faster and lighter than D&D, but the process of making a Seasoned character is much slower and more complicated than making the equivalent level of character in D&D.
This complaint has several corollaries and sub-points, which are:
  • Seasoned looks on the surface like it's the equivalent of a mid-level character in most systems, but it's really just the equivalent of 2nd-level in D&D.
  • The greater flexibility in Savage Worlds open-ended character system means the learning curve of making a good character is much higher.
  • While Edges and Feats are equivalent in power, the prereqs for an Edge are often more like the prereqs for a Prestige Class.
  • It's really easy to screw up the order of your advances, or take more than one Seasoned-level advance, which means the GM has to police the character creation process pretty heavily.
  • Novice level spellcasters are pretty potent in Savage Worlds, but advancing to Seasoned rank almost never results in any increase in the power of said magic-users. It's the inverse of the "Linear Fighters, Quadratic Wizards" trope.
That's it. The rest of this post is just specific examples of those points. If those points made the case for you, feel free to stop. If you're unclear about what I mean by any of that, read on...



At first glance, the 4 advancements of being a Seasoned PC feels like you're making a 4th or 5th level character. But you're not, you're making a 2nd level character. Here's how I came to that conclusion:

The power increase from going from starting character to Seasoned in Savage Worlds is akin to the power increase in going from 1st to 2nd level in D&D. A fighter gaining second level in 3.x D&D gains +1 to his attacks, +2 skill points, and a bonus feat. A Feat is roughly like an Edge, and the rest are basically the same as advancing 4 Skills (consider that +1 to BAB in D&D is like increasing both your Fighting and Shooting skills in SW). That's 3 Savage World's advances right there. The D&D fighter then gets a +1 to his Fortitude Saves, which, by it self isn't nearly as broad as +1 to Vigor in SW, however, he also gets big boost in Hit Points - his chance of surviving any given sword blow has probably gone up by 50%. The combination of hit points and Fort is roughly equal to increasing Vigor by a Die-Type in SW. That's roughly equal to 4 advances.



Even if the above point weren't true, and you were making a slightly higher-level character in comparison, I feel that SW makes the advancement system more complicated then it needs to be.

Let's say, for the sake of the argument, I'm making a D&D character of moderate level - say a 5th level character.

In 1st or 2nd Edition, that really only takes about 90 seconds longer than making a 1st level character. You had to pick a couple of proficiencies (none of which have prerequisites, and most of which will almost never actually matter in-game), and if you're a 2nd Ed Thief you had to assign some thief skill points. More if you're a spell caster, because you have two more spell lists to read over, but I'll say more about that in a moment. The biggest time-sink is just spending your extra money.

The important point is that in D&D you don't have to make a 1st level character, then advance them to 2nd level, then to 3rd, etc. Instead, you just make a 5th-level character, and the charts are set up to let you just copy over the relevant info. Your character is at least 200% more powerful, with only like 10% more work.

In 3.X edition D&D, it's a little more complicated. Everybody has skill points, and you're looking at an extra feat (or three for a fighter). Feats have prerequisites, so it can take a bit more time building the character, and you need to have an idea what you want the character to be. But, over all, it's still probably at most 15% more effort, for a character who is at least 200% more powerful. Again, the most lengthy part of the process is probably picking out your magic items. (And again, this is assuming you're not an arcane caster with spell lists to consider - I'll get to that, I swear.)

In Savage Worlds, a Seasoned character is definitely not 200% more powerful than a Novice character - it's more like a 50% increase in power. Yet despite that far tamer power curve, the amount of work added is about a 25% increase. Nearly twice as much additional effort for about a quarter of the boost. I'll detail why it's so complicated in the next section.


I'm going take a quick aside to justify my math on Savage Worlds:

Building a character has 4 steps.
  1. You assign 5 attribute points - but that's really just two decisions, which single attribute do you want at d8 and which one do you want at d4. Yes, sometimes you'll decide you want a d10 in an attribute, but you probably won't do it at this stage - the drawback of having 2 or more traits at d4 is much nastier than the benefit of having a d10. 8/6/6/6/4 is the most common split I've seen.
  2. You assign 15 skill points - which probably takes rather longer than the previous step. On the other hand, some character concepts need just a couple skills. Some characters have to make do with a lot of d4s, while others just pick 3 or 4 skills and max them out.
  3. You pick 0 to 3 Hindrances. If this is your first Savage character, that's tricky. But by your 3rd, you'll realize that half the list (at least) are bizarre things you'd only use for 1 character in a thousand, and you can safely ignore them. How many one-armed or blind PCs do you make?
  4. Now you choose 1 Edge, plus possibly a few more advances, depending on how many hindrances you've picked. Edges are beyond a doubt the trickiest thing about character creation. Many have prerequisites, some of which aren't easy to get. More on that in a later section.
Counting each skill point, it's a total of 19-26 decisions, with the majority of the difficulty being in the 1-3 decisions that could involve edges.

If you want, you could bump that up by including the equipment decision, but honestly, vanilla Savage Worlds has no decisions to make in regards to equipment. Unless you took the Pacifist Hindrance, you get the best weapon and armor available for the setting of the game - SW lacks the extensive equipment lists of D&D, and there's nothing in edges or powers that motivates you to take a substandard weapon. Plus, weapons are expensive enough, you aren't going to have a bunch of back-up and contingency items as a starting character.

Now let's look at a seasoned character. I'm only adding 4 more decisions - but they're all akin to the level of complexity of the Edge decision - slightly more so, because they can be an attribute raise, various permutations of skill bumps, etc, in addition to being Edges. Because they can be used for skills, you could call it 8 new decisions. 0, 1 or 2 of which can be attribute raises - if the number is 0, you'll also get 1 Seasoned-rank Edge or Power. If the number is 1, then you may or may not get a seasoned-rank Edge, depending on when in the process you raised that attribute. The number of decisions is probably only up by 20% or so. However, you're more than doubling the number of really hard decisions.



In D&D, advancement just flows from your class. It's a hallmark of 3.X - advancement can be really tricky (multiclassing, prestige classes, complicated feat choices, etc) if you enjoy that, but it has plenty of tools to speed it up and simplify if you'd prefer - there's some straightforward paths to advance characters along that, once initiated, make leveling-up quick and easy.

Savage Worlds has no equivalent, no obvious choices, no shortcuts. If you've got the time to spend on it, and a good solid understanding of how the system works, that's an advantage to Savage Worlds. It's really flexible, and you're never pigeon-holed or restricted. But unless you've mastered the system, and have a really clear idea of what you want your character to be like, it's just tricky. The system is opaque. There's no archetypes to base your character on. It's hard to figure out just how much better d10 is than d8. No yardstick by which to measure how proficient your character actually is.

Partly as a result, those advances in Savage Worlds take a lot more thought than their D&D counterpart. It's not just read one line of a chart, then pick two skills (as it is to raise a D&D fighter by a level). Instead, on each of those 4 advances that make up a rank, I have darned-near limitless options. I'm choosing between raising one attribute, raising 2 skills, raising 1 really good skill, buying a whole new skill, or picking one of over 50 Edges. In the D&D equivalent, 3 of those 4 decisions are made for me, and all I really have to worry about is what feat I'm taking... if it's a level where I get a feat.



Complicating it further is the prerequisite issue. Yes, I realize there's prereqs in D&D as well, but here's the big difference:
  • While Edges and Feats are equivalent in power, the prereqs for an Edge are often more like the prereqs for a Prestige Class.
Let's say I want an Edge that does something simple but potent - a boost to my skills. Both games have a Feat/Edge called "Investigator", that gives you +2 to rolls to find clues and get information from people. In D&D, it has no prerequisites. In Savage Worlds, it requires you to have a d8+ (so, above average, and a significant expenditure during character creation) in Smarts, Investigation, and Streetwise.

Similar things can be said about Acrobatic/Acrobat, Stealthy/Thief, etc. There's a few exceptions (for example, every Savage Worlds PC effectively has D&D's Power Attack for free), but in general the prereqs are higher and more fiddly in Savage Worlds. The result is, much more care must be taken when advancing your SW character. I think the worst perpetrator I've seen is the Texas Ranger Edge in Deadlands Reloaded, the cost-to-benefit ratio for that one is just wonky. It costs 2 Attribute Points, 12 Skill points, and Seasoned Rank to qualify - for benefits that comparable to (and in some campaigns less reliable than) the Charismatic Edge.

On a related note, many of the best Edges list "Seasoned" (or a higher rank) as a prerequisite. Starting at a particular level doesn't mean you get to take Edges of that level. It means you get to take exactly 1 Edge of that level - or exactly 1 Power of that level - or raise 1 more attribute instead.

If I'm gonna have 4 or 8 advances, I need to think ahead to decide whether or not I need the early advances to qualify me (by being prerequisities) for the better advances I plan to take after them. It's really easy to get 3 advances in, and then realize you're 1 skill point short of the thing you want.




The fact that you only get 1 Seasoned advancement when making a Season character trips me up a lot - for my most recent character, I basically had to build him three times to get the order of advancements right. From looking at other PCs character sheets, I see I'm not the only one having this trouble. My wife had similar troubles with her character. The GM caught a similar problem on another PCs sheet last night at the start of the game - and he'd even goofed up and taken 3 such advances, not just two. Likewise, in my Deadlands campaign, 2 of the 3 players who took Veteran of the Weird West had made the same mistake as well.

One reason for this is that in normal character creation, you get to apply the steps in whatever order you want. This means you can finagle "extra" skill points out of the system by using your bonus points from a Hindrance to boost your Attributes before doing skills. Or you can buy up a prerequisite skill to qualify for an Edge before you take it. In making a higher level character, however, you first build a Novice character, then apply advances in order. It seems like a simple and self-evident difference, and the Explorer's edition book just casually drops it in a single sentence. But it's a fundamentally different paradigm, and causes all sorts of slip-ups. Switching between the two modes requires a conscious analysis/transition, but nothing in the text makes that clear - and so again and again I see people screw it up.

Policing the character sheets to prevent this extremely common mistake, however, is really time-consuming. There's a decided lack of transparency in character creation - the order is so important, but there's no good way from a character sheet to track the order without deconstructing your build. A legal Seasoned character could have between 3 and 9 Attribute points, and between 10 and 32 Skill points, depending on Hindrances and order of creation. There's 13 edges and 7 powers that are restricted to Seasoned rank, and any PC can only have one of them - but if so they end up with 1 less Attribute point. You can't eyeball that.

So much so that the GM is tempted to just let it slide. A character built without paying strict attention to that timing restriction while leveling up can be a little more potent. That's all, just a little - the various Powers and Edges that require a higher rank aren't really all that much more potent, and there's (to Savage World's credit) not many degenerate combos in the system. If you goof up and take two Seasoned Edges, it's not like you're going to overshadow all the other PCs and make people angry.

So, you want to just say "screw it". However, there's a slippery slope here. It magnifies the potential that a player who's more familiar with the system will have a huge advantage over someone new to the game, and opens a potential for point-weaseling and munchkinism. A mistaken extra Seasoned power or edge won't unbalance anything - but intentionally taking all your advances as Seasoned-rank ones might. Or taking Seasoned-Rank powers with not just your advances but also initial character build - that'll give you a significant step up. Exceeding the number of Attribute raises you take, especially if you also have a Power who's derived stats come from those attributes will give you a huge leg up. So, a mistake is not likely to cause any troubles, but waiving all restrictions probably will.

This is not an insurmountable flaw, not a game-breaker, but it is the sort of thing that just rankles my hide.



Now, as promised, let's talk about Magic. One of the strengths of Savage Worlds is the simplified magic system. The spell list is much shorter, and in theory the trappings let you customize as you need without having to read an extra 150 spell descriptions. Even assuming that the trapping system does that (which it would if they gave a few more examples - there's not much guidance and no real tools for balancing it in the Explorer's Edition), we still hit an issue with the utter lack of high end magic.

Savage Worlds seems takes pains to avoid the "Linear Fighters, Quadratic Wizards" trope. Magic Users do not appear to suddenly jump out ahead of other character types in later stages of the campaign. At first blush, this is admirable and welcome - I am not a fan of that trope, after all. However, the more I build high-rank characters, the more I suspect they overcompensated and went too far to fix it.

There are 31 spells in Savage Worlds - 20 of which can be taken by starting characters, 7 that require Seasoned level, and 4 that require Veteran status. Invisibility, Quickness, and Telekinesis are all pretty buff (Telekinesis sickly so), the other Seasoned-rank spells aren't really worth it. Of those 11 "higher level" spells, four of them are even sadly redundant to lower level powers:
  • Blast is only marginally better than lower level Bolt or Burst (and not a lot better than Stun, either).
  • Fly and Teleport both have situations where they are superior to Burrow and Speed, but come with a lot more complexity and expense in the process.
  • Greater Healing is really expensive, and in most situations not actually more helpful than Healing.
No doubt there are specific situations, plotlines and campaigns where these will pay off, but their the sort of situations that a GM has to specifically set out to create, or else it will never matter. Unless a PC has Fly, the GM is not going to make the story involve an impassable crevasse 20 table top inches long with no bridge. Buying the power creates situations where the power is needed - kinda circular, huh? In D&D, that wouldn't be the case - there's an established number of flying creatures, traps and magical tricks are common, castles dominate the countryside, etc, and plenty of reason to expect every wizard will eventually be able to fly. That setting has a need to fly built into it, but SW has no default setting.

When you take one of these advanced Powers, you really don't get you much more than the Novice powers would give you. I had Burrow and Bolt, I'd never be seriously tempted to pick up Teleport and Blast. In both cases, sinking the points into my spellcasting skill would be a better upgrade - it'd make my existing powers more effective. Since Bolt (SW's Magic Missile) takes the same amount of Power Points as Blast (SW's Fireball), and does the same amount of damage, there's not much desire to take both. Bolt can hit the same target three times, or hit three targets. Blast, the "better spell" can sometimes hit more targets, but it's gonna be rare to get more than 3 enemies in the radius with no friendly fire problems, and it can never do more than 1 hit to a single target. The sole real advantage it has is the reduced chance of rolling 1's and getting a misfire - but since the dice mechanics of SW are a little wonky, it's hard to say if that's really better than just spending the advancement (where you would have bought Blast) on raising your Spellcasting stat. Either method reduces the chance of scoring a critical failure, and the later method would improve all your other spells as well.

In D&D, picking up new spells is pretty easy. Spellcasters just naturally gain versatility as they level up, and you're happy that you have both Magic Missile and Fireball, because it didn't really cost you anything. In Savage Worlds, each new spell costs an Edge. That edge, "Extra Power" feels weak. The original Arcane Background Edge got me 10 power points, plus 2 or 3 powers. The new Extra Power Edge gets me just 1 power, with no power points. I've gained versatility, but have to spread my powerpoints thinner to use it. They didn't just do away with "Linear Fighters, Quadratic Wizards", they effectively inverted it - it's now "Linear Everything Else, Diminishing Returns On Magic".

Compared to D&D, making an experienced wizard in Savage Worlds takes a lot less time - and I applaud that. This character type is the only one that takes so much less effort in Savage Worlds. It accomplishes this because there's such shorter spell lists to read over. However, the cost of that simplification is that you can't really capture the feel of a high-level wizard. There's just no spells that boggle the mind, wipe out armies, or make everyone sit up and take notice.



Well, I've rambled on long enough. The point was to just explain why I'm not enamored with making experienced characters in Savage Worlds. I don't feel they gain enough power to warrant the extra complexity. I'm pretty happy with starting characters in Savage Worlds, and feel my desire for elegance outweighs my desire for power. I'd rather play a starting character than have to worry about all that crunchiness.

Wednesday, August 20, 2008

Legendary Surge vs. Itztli 9

When asked about the similarities between the "Legendary Surge" spell and the "Communal Divinity" level of Itztli (two powers which do the same thing, but have been assigned to power levels 2 and 9), Jesse (of White Wolf) said this:

Legendary Surge vs. Itztli 9: Not only does Legendary Surge have a surcharge, but it creates a Fatebinding automatically (because it's a Magic spell). Being heavily Fatebound to the rest of your group can be liability, especially if it's accentuating a role that pushes you into conflict with the other Scions.
I can't decide whether or not to reply to that on the Official Scion Companion Thread. On one hand, I'm really thankful that he took the time to answer, and I think it's awesome that he's trying to get his explanations and unwritten rules put into the revised version of the Scion Companion pdf. ...But on the other hand, that explanation is bunk.

In regards to the surcharge: The surcharge is just 1 measly point of temporary legend. A character capable of using a 2nd level spell will have a legend pool ranging anywhere between 9 and 144. At the lower end, that's meaningful - the surcharge could be 11% of your total legend pool. But at that low end, you can't even have the 9th dot of a purview - even with the surcharge, having a power is better than not being able to have the power. In order to buy Itzli 9, your Legend pool has to be at least 100 points - so the surcharge is at most 1% of your pool, and is pretty much just trivial. At Legend 10, the surcharge is practically irrelevant in determining which power you'd rather have. Not having a surcharge would explain away a variance of one, maybe two, dots in power level - but not a 7 level gap.

In regards to the fatebonding: Yes, magic does have the drawback of fatebinding, but it will never happen as he described it. The rules specify that Scions don't end up in fatebound roles to other characters. To quote page 223 of Hero: "Unlike mortals, however, supernatural beings don't succumb to Fatebound Roles; the retain their free will. ... At the storyteller's discretion, certain supernatural creatures or beings might come under the effect of a Fatebound Role, but Scions and Gods never do." Even if that paragraph didn't exist, I think it would be very rare that a ST would assign a negative fatebinding role to a PC. Making a PC suddenly become the Nemesis, Traitor, or Weak Link just seems like a recipe for campaign-wrecking disaster. Most players would hate being straight-jacketed into such a role: permanently switching from good guy to bad guy "overnight" because a different PC cast a low-level spell? Yes, there's individual players (and perhaps whole groups) who'd have a blast with that (but if so, then it's not being a limitation or deterrent, is it?). For the rest of us, it'd be a nightmare.

  • Thus, of the two limitations he mentions, neither one would make you choose Itzli 9 over the level 2 spell.
One major reason to by the spell: because it's so much cheaper. The level 2 spell costs 8 to 10 xp (actually, for 7-9 xp you can buy the first 2 dots of the Magic purview, which come with a free 1st level spell and a free 2nd level spell). The 9th dot of a Pantheon Specific Purview (like Itzli) costs 32 xp - on top of the 115 xp you had to spend getting the 8 levels that stand as prerequisites to Itzli 9. To be fair, the Magic purview requires a 1 dot Birthright as well, but I should mention that by the time you reach the requisite legend to buy Itzli 9, you have at least 15 dots of Birthrights, could potentially have as many as 60 Birthright Dots if you went crazy on them, and may even have the stats to be able to make your own Birthrights in-character.

As mentioned above, you only need Legend Rating 3 to use the Spell. To buy Itzli 9 you need to be an Aztec God of Legend Rating 10, 11, or 12. That's yet another way Legendary Surge is better than Communal Divinity.

The spell is also better than Itzli 9 in that the spell requires a miscellaneous action (Speed: 5, DV -1) from just the caster, and can be done at range. Itzli 9 takes a (Speed: 5, DV -2) action from both the caster and the recipient - they have to exchange ichor via close physical contact ranging from a sloppy kiss to becoming blood brothers. So, if you plan on using the power in combat, you're better off with the spell.

The final way that the 2-dot spell is better than Itzli 9 is availability. Literally any Scion character can buy the Magic Purview. Only Scions of Aztec gods can buy Itzli. If the levels were reversed, perhaps my objection would fade away. I might accept that a single pantheon has the advantage of getting an effect cheaper than most PCs. But the inverse, where everyone can get the effect cheaper than the Aztec-exclusive method doesn't make much sense to me.

That said, Jesse didn't mention the 2 ways that Itzli 9 is actually better than the 2-dot Spell:

  1. Itzli doesn't require a die roll. For the 2nd level spell, you can only transfer an amount of legend less than or equal to the successes you roll. At the lower levels of play, this isn't a big deal, as you'll never be transferring more than a couple points of Legend anyway. At the higher end it does matter, as you'd be able to give 30 legend to a fellow God to power their next Avatar. If you're making an Aztec PC, and plan on having no (or low) Epic Wits for in-character reasons, and the campaign is likely to last unto Godhood, and you expect to need to transfer 20 or more points of legend per use, Itzli 9 is better than the spell. I should qualify that, though: Itzli 9 is only significantly better if you need the Legend transferred quickly. If there's no ticking deadline, nothing stops you from using the spell multiple times in a scene.
  2. Itzli 9 is the prerequisite for Itzli 10. If the ability to give temp Legend points to other PCs is of minor concern to you, but you're playing an Aztec PC and plan to advance to Itzli 10, then why waste points on a redundant spell? Of course, I don't really agree that this logic will apply to many characters. Itzli 10 is very powerful, but it's also very grizzly. The activation cost includes sacrificing a close blood relative. In a game with strong heroic leanings, like Scion, the majority of PCs won't want to buy Itzli 10. If, however, Itzli 10 is something you plan to buy, you'll have to get Itzli 9.
*Sigh* I'm probably going to have to go point some of this out to Jesse. His point about Fatebindings indicates a significant divide between the rules as written and how he's using them. Since he's authoring books for the game line, that probably needs to be addressed. But other than the Fatebinding issue, I'll probably not bring up all these other points to him, at least not in the Official Scion Companion Thread. Random grognard bitching on the internet about a rule he doesn't like is pretty much accepted and expected these days, but getting into author's face in his own 'parlor' is probably something I should try to avoid doing when possible.

Wednesday, February 20, 2008

139 Everway Powers

This huge post is the result of a brainstorm session Sarah and I did a few years back. It has numerous Everway powers on it. Some number of them are straight out of the book, but many are new. No challenge is intended to copyright - it was just easier to copy/paste from my old file than to search and remove the ones that first appeared in the rulebook or sample character sheets. You wouldn't be able to use them without having a copy of the Everway rulebook and cards, anyway.

Feel free to use these in your Everway campaign (though it would be even cooler if you let me know what you're using via a comment to this post). I wrote 139 powers in the title of this post, but it looks like there may be some duplication/redundancy, and a few non-powers are listed as examples of things you can't buy.

Suggested Everway Powers # Frequent? Major? Versatile? Category Details…
  1. Resistant to DeathMagic 0 Anti-Magic Any spell or magical ability that specifically kill the target will instead merely weaken you severely. Other damaging or enchanting magics affect you as normal.
  2. Ancient Gesture of Clarity 1 Major Anti-Magic You can dispell magical illusions by means of complicated arcane hand motions.
  3. Cleansing Ritual 1 Major Anti-Magic You may conduct a special day-long ritual to cleanse all but the most powerful curses and enchantments from everyone joining you in the ritual.
  4. Spell-Reversal 1 Major Anti-Magic When a spell is cast on you specifically, it affects the caster instead. Spells cast on an area, or just cast near you, aren't affected.
  5. Boomerang Arm 0 Combat Anything you throw will always come back to you. Unless you are blinded, bound or knocked out you will always be able to catch anything you throw. Foes can attempt to grab projectiles rather than let them go back to you, but doing so is very difficult.
  6. Lightning Bite 0 Combat Bite gives target a shock. Those with low Earth will suffer ringing in the ears, dizziness & disorientation.
  7. Weapon Master 0 Combat You can use any sort of mundane, hand-held weapon without training. It just comes naturally to you. Doesn't necessarily apply to siege weapons or weapons that are activated by magic.
  8. Berserk 1 Frequent Combat When threatened by dire odds or overwhelming foe, you go beserk. You get bonuses to fighting talents and Elements, but cannot think clearly and have trouble identifying friends. Returning to normal takes time and leaves you exhausted.
  9. Toxic Sting 1 Frequent Combat Paralyzing Venom: if the target has less Earth than you they'll be paralyzed after a few moments. If their Earth is equal or greater they'll merely feel fatigued.
  10. Magic Hammer 2 Frequent Major Combat A powerful magic hammer capable of smashing dams, cracking rock walls, and crushing your foes. High Earth & Fire scores will increase its effectiveness.
  11. Throw Fire 2 Frequent Major Combat Hero can produce fire from bare hands. These large, hot flames can be thrown and used to increase your combat abilities.
  12. Mastery of Flame 3 Frequent Major Versatile Combat You can create heat, light & flame at will. This can be used for melee and ranged combat. You may cause objects to ignite from a distance.
  13. Pet Viper 1 Major Companion A large venomous viper has befriended you. F:1 E:2 A:1 W:3 It's bite sickens & incapacitates an Earth:3 target.
  14. Cat Familiar 2 Frequent Versatile Companion An intelligent cat accompanies you. It can talk to you (and only you). It can spy, stand guard, carry written messages, etc. F:1 E:2 A:2 W:5
  15. Horn Pouch 2 Frequent Versatile Companion Accompanied by a Stag-Spirit as long as it's horns are in your medicine pouch. Sense are supernaturally accute, bonuses to woodcraft, stealth, surefooting & endurance when running.
  16. Wolf Companion 3 Frequent Major Versatile Companion Clever loyal wolf friend. It does tricks, track by scent, fight, stand guard, hear noises the PC might miss, etc. F:4 E:3 A:1 W:4
  17. Ape Sidekick 4 Frequent 2 x Major Versatile Companion Talking Ape. Can speak and use tools very well, and it's really strong. F:6 E:4 A:3 W:3
  18. Friend of Fire 0 Fire You are unharmed by fire.
  19. Sun's Son 0 Fire You are marked as child of Father Son. You never suffer from heat exaustion, sunburn, sunstroke, or blinding light.
  20. Tending the Ritual Fires 0 Fire You may physically enter the spirit world via a firey ritual that does not harm or consume you. You must start the fire yourself to use this ability, and become stranded if the fire goes out while you're in the spirit realm.
  21. Sweat Fire 1 Frequent Fire You can make fire come forth from your skin. Doesn't really help in combat, except against monsters that are really vulnerable to flame.
  22. Throw Fire 2 Frequent Major Fire You can produce fire from your bare hands. These large, hot flames can be thrown and used to increase your combat abilities.
  23. Mastery of Flame 3 Frequent Major Versatile Fire You can create heat, light & flame at will. This can be used for melee and ranged combat. You may cause objects to ignite from a distance.
  24. Fast Healing 1 Frequent Healing You recover from physical wounds 7 times as fast as normal. A day's rest is as good as week's to you.
  25. Instant Healing 2 Frequent Major Healing Your wounds heal nearly instantly, so no wound remains open more than a few seconds. Any attack that causes instant death can still claim your life.
  26. Unkillable 2 Frequent Major Healing You cannot be killed. You can still be sickened by poison, knocked down by blows, slowed by injuries or weakened by disease.
  27. Ageless 0 Immortality You do not age. It rarely has a direct effect on play, and will generally only be helpful in the very long term.
  28. Unkillable 2 Frequent Major Immortality You cannot be killed. You can still be sickened by poison, knocked down by blows, slowed by injuries or weakened by disease.
  29. Body of Stone 3 Frequent Major Versatile Immortality You are extremely durable, don't need to eat or breathe, and don't suffer from anything but the most extreme heat or cold. Damage from all physical blows is reduced greatly. On the down side, you way several hundred pounds.
  30. Invulnerable 3 Frequent 2 x Major Immortality You can't be wounded or poisoned. You can be knocked down by strong blows, but not harmed by them. You can be knocked out by asphyxiation and drowning. The only thing that can really kill you is starvation.
  31. Shadow Slip 1 Frequent Invisibility You can blend into the shadows to be invisible (but not magically silent). It requires concentration, and tires you out to keep it up for long periods of time.
  32. Silence of the Hunter 1 Major Invisibility When stalking an enemy you become nearly undetectable as you approach your prey. Without very specialized senses or a very high Water score you will not be observed until you pounce on your prey.
  33. Standing Unseen 1 Frequent Invisibility You can become invisible, but only when still and silent. Movement or noise will make you noticeable again.
  34. Walk Unseen 2 Frequent Major Invisibility You can become invisible at will. Moving doesn't break this power. Making noise will attract attention, but they probably won't know where it's coming from. You can still be tracked by scent.
  35. Bird Tongue 0 Language You can talk to birds of all sorts. They don't necessarily want to talk to you, and they may have little useful to say.
  36. Universal Reading 0 Language You can read any alphabet, but not necessarily any language or code, just The Tongue.
  37. Shadow Whispers 1 Major Language You may talk to the dead. Some ghosts are in no shape to hold a conversation, and some may simply not want to talk.
  38. Speak to Animals 1 Frequent Language You may talk to all manner of animals. It doesn't mean they want to talk, have a lot to say, or see things from a perspective that's the least bit useful to the character. Animals that don't interact with humans much might not be able to identify specific people.
  39. Illuminating Clap 0 Miscellaneous When you clap your hands, it creates a gentle glow of light that follows you around. It slowly fades away in around an hour.
  40. Cat's Leap 0 Movement You can jump 15 feet straight up from a standing position.
  41. Drift as a Feather 0 Movement You drift and tumble as a feather, rather than fall as a rock. Falling never harms you, but you can't control what direction you drift when falling. Your jumps are a bit longer than normal, but also less accurate.
  42. Marching Song 0 Movement You can walk and sing indefinitely, provided you do them both at the same time.
  43. Riding Master 0 Movement You can ride any sort of mount without training.
  44. Walk on Water 0 Movement You may walk across calm water as if it were dry land. Impacting the surface at high speeds or with great force will result in you submerging, so be careful around storms and big waves.
  45. Call Yourself Home 1 Major Movement You may wish yourself to your true home with a single thought. Transit time is roughly the same as a sphere walk. You may only have 1 true home, and designating a new home as your true one takes a month-long ritual.
  46. Run Like The Wind 1 Frequent Movement Your running speed is more than twice as fast as would be expected for someone with your Fire & Earth scores. This doesn't effect how fast you attack, but it does let you cover ground quickly and make impressive running long jumps.
  47. All Doors Are As One 3 Frequent 2 x Major Movement When you step through any door, you may teleport to any other door or Gate you have ever stepped through before. Transit happens instantly in the same Realm, otherwise with the speed of a Sphere Gate.
  48. Spherewalk With Friend 0 Movement: Spherewalk You may take a single person with you through the Gate, provided they hold your hand and go willingly.
  49. Spherewalk Leader 1 Major Movement: Spherewalk You may lead small groups (no more than 4 people at a time) through Gates regardless of your Water Score.
  50. Spherewalk Master 2 2 x Major Movement: Spherewalk You may lead larger groups (no more than 30 people at a time) through Gates regardless of your Water Score.
  51. Spherewalk Free Movement: Spherewalk You have the ability to pass through a Gate and enter the Sphere it connects to. You may not bring others with you unless your Water is 6+ or
  52. Dirge of the Dead 0 Musical All who hear your music are touched by the sadness of it. How they express this sadness will depend on their personality, Elements, and the culture they live in.
  53. Perfect Memory of the Bard 0 Musical You can remember everything you were taught or trained as a bard. You can perfectly recall any story or song you've ever heard. New songs and stories become learned as soon as you hear them once. You never forget how to play any instrument you've had even one lesson on.
  54. Phantom Musician 0 Musical You can make a musical instrument play itself.
  55. Magical Singing 1 Versatile Musical Your songs can raise spirits, soothe bad feelings, stir a crowd to action, and generate other emotional effects. It affects all who hear it, provided they aren't too distracted to notice, so it won't stop a charging enemy and you can't single out a specific victim or ally.
  56. Sphere of Infinite Sound 1 Frequent Musical Crystal Sphere can, at a mental command, make any noise from as loud as thunder to as quiet as a mouse's sigh. You must be within 100 feet of the ball to do this.
  57. Horse Friend 0 Persuasion You befriend horses automatically. Horse-like supernatural creatures may be resistant, based on their Elemental scores.
  58. Pretty 0 Persuasion You are very pleasing to the eye, and likely to draw attention whereever you go. Those you meet will often have favorable initial impressions of you, and will remember you clearly.
  59. Troll Friend 0 Persuasion Trolls, dwarves and other earthly magical beings generally take a liking to you immediately.
  60. Winning Smile 0 Persuasion Your charming smile is stunning. It may make someone more favorably inclined to you, but it won't sway the hearts of enemies in the least.
  61. Persuasive Voice 1 Frequent Persuasion Your voice can sway the hearts of others, but only if they are already neutral or favorable to you. You can influence your friends, but not your enemies.
  62. Charming Voice 2 Frequent Major Persuasion You can win the affection of those you talk to at length. It can affect enemies, but only if they pause to hear you out. When no longer around you, targets with a high water or air will realize they were enchanted. Manipulating other PCs can easily ruin their player's enjoyment, so be careful.
  63. Persuasion 2 Major Versatile Persuasion Your strong intuition about people lets you manipulate them easily. You can seduce nearly anyone, and pull strings to get them to do things they otherwise wouldn't. However, they will remember you as "that slick character who talked me into doing something I shouldn't have".
  64. Dominating Gaze 3 Frequent Major Versatile Persuasion You can gaze into someones eyes and issue firm commands to them. The weaker the subjects earth score, the more you can get them to do. The control is a little unpredictable, and people have been known to snap out of it at critical moments. Using this on fellow PCs is a bad idea.
  65. Instant Control n/a Persuasion A power that would give a character instant and complete control over others would ruin too many plots, so it is not allowed.
  66. Sanctity of Marriage 0 Priestly You may bless weddings and similar unions, making their bond stronger and more enduring.
  67. The Call 1 Major Priestly Through an elaborate ritual, you may call heroes to this place. You don't choose who they are, but they will be willing and capable to help with your current quest or dillemma. The heroes arrive in a few days or sometimes sooner if a likely place for hero to come from is nearby.
  68. Priestly Rites 2 Major Versatile Priestly You can lead worship services & rituals to harness energy. Effects include: Forging Oaths, Blessing Unions, Bringing Fertility and Good Harvests, Improving An Armies Fortune In War, and other mighty ends. Your powers are at their best on holy days, and rely heavily on GM narration.
  69. Invocation 3 Frequent Major Versatile Priestly You can invoke the power of the deities to bless people, sanctify oaths, provide guidance, etc. You ask the Gods for help, and they give whatever they feel is appropriate to the situation. The gods may deny specific uses of this gift on the undeserving.
  70. Earth's Surety 0 Protection If both your bare feet are in direct contact with the living, level earth you cannot be knocked over.
  71. Friend of Fire 0 Protection You are unharmed by fire.
  72. Friend to Water 0 Protection You can breathe water, and swimming doesn't tire you as much as it does most people. It is still possible to drown, provided you are submerged in something that is not primarily water, such as thick mud.
  73. Inured To Pain 0 Protection You endure physical pain easily, making it difficult to incapacitate, impair or torture you. However, emotional pain can still reach you as normal.
  74. Resistant to DeathMagic 0 Protection Any spell or magical ability that specifically kills the target will instead merely weaken you severely. Other damaging or enchanting magics affect you as normal.
  75. Sun's Friend 0 Protection You are marked as friend of Father Son. You never suffer from heat exaustion, sunburn, sunstroke, or blinding light.
  76. Spell-Reversal 1 Major Protection When a spell is cast on you specifically, it affects the caster instead. Spells cast on an area, or just cast near you, aren't affected.
  77. Instant Healing 2 Frequent Major Protection Your wounds heal nearly instantly, so no wound remains open more than a few seconds. Any attack that causes instant death can still claim your life.
  78. Unkillable 2 Frequent Major Protection You cannot be killed. You can still be sickened by poison, knocked down by blows, slowed by injuries or weakened by disease.
  79. Body of Stone 3 Frequent Major Versatile Protection You are extremely durable, don't need to eat or breathe, and don't suffer from anything but the most extreme heat or cold. Damage from all physical blows is reduced greatly. On the down side, you weigh several hundred pounds.
  80. Invulnerable 3 Frequent 2 x Major Protection You can't be wounded or poisoned. You can be knocked down by strong blows, but not harmed by them. You can be knocked out by asphyxiation and drowning. The only thing that can really kill you is starvation.
  81. Lightning Eyes 0 Senses You can see great distances, even in darkness, but using this sight causes your eyes to flicker & flash like lightning.
  82. Sight of the Soul 0 Senses You can tell by sight whether someone is awake, asleep or dreaming.
  83. Usurper Sense 0 Senses When you enter a new Realm, you immediately identify the Usurper force of that Realm, and understand what it's normal and inverted forms represent.
  84. Sleepers Transformation 0 Shapechange While you slumber, your body alters. Everytime you awaken after 4 hours or more of sleep, you are unrecognizable. You cannot prevent these transformations. You always retain the same number of limbs and sensory organs, and can request 1 specific detail with each night's rest, but the rest is up to the GM.
  85. Feather Coat 1 Frequent Shapechange You may change into a bird at will. You can fly, and fit into small areas, but you also have hollow bones, so be careful. Your clothes change form with you, but not the things in your pockets, backpack or otherwise carried.
  86. Lunar Wolf 1 Major Shapechange When the sun is set and the full moon is showing, you turn into a powerful wolf. When in wolf form, you are immune to non-silver/non-magical weapons.
  87. Flow Like A Creek 2 Frequent Versatile Shapechange You may transform your entire body into fluid given a minute of concentration. While liquid, you have only minor control of your movement, mostly being taken by gravity, but can slowly flow against nature. You can also soak into the dirt for safety, flow under a door to escape, or wash away a foe on a slippery surface.
  88. Werewolf 2 Frequent Major Shapechange You can turn into a wolf or powerful wolf-man form at will. When in wolfman form, you are immune to non-silver/non-magical weapons. Your clothes transform with you, but items you're carrying do not.
  89. Animal Forms 3 Frequent Major Versatile Shapechange You may transform into the shape of any natural creature up to the size of a horse. You can't take the form of someone specific, just a generic version of the species you choose.
  90. Werehawk 3 Frequent 2 x Major Shapechange You can turn into a powerful hawk at will. When in hawk form, you are immune to non-silver/non-magical weapons. In were-hawk form you have sharp talons and the gift of rapid flight.
  91. Mimicry 4 Frequent 2 x Major Versatile Shapechange You may transform into living creature you have touched, up to the size of a horse. You take specific forms of people and animals you've touched, so may duplicate anyone you get close enough too. You copy every aspect of their physicality, including voice.
  92. Tending the Ritual Fires 0 Spirit You may physically enter the spirit world via a firey ritual that does not harm or consume you. You must start the fire yourself to use this ability, and become stranded if the fire goes out while you're in the spirit realm.
  93. Shadow Whispers 1 Major Spirit You may talk to the dead. Some ghosts are in no shape to hold a conversation, and some may simply not want to talk.
  94. Ghost Strike 2 2 x Major Spirit You may attack ghosts and spirits as though they were physically present. Your weapons and unarmed attacks may strike them, but this does not make you any more vulnerable to them than normal.
  95. Horn Pouch 2 Frequent Versatile Spirit Accompanied by a Stag-Spirit as long as it's horns are in your medicine pouch. Your senses are supernaturally accute, and you gain bonuses to woodcraft, stealth, surefooting & endurance-when-running.
  96. Clench 0 Strength While wearing your special magic gloves, you can grasp with great strength and endurance. You could hang all night by hand if you needed to.
  97. Earth's Surety 0 Strength If both your bare feet are in direct contact with the living, level earth you cannot be knocked over.
  98. Glimpses of the Future 1 Major Visions During times of stress, you get visions of the future. These are often hazy or incomplete, merely clues to what might happen. You don't control it, but may remind the GM about the power as often as you wish.
  99. Glimpses Through Time and Space 2 Major Versatile Visions During times of stress, you get visions of the future, past or elsewhere in the present. These are often hazy or incomplete, merely clues to what might happen. You don't control it, but may remind the GM about the power as often as you wish.
  100. Visionary Ritual 2 Frequent Major Visions You may perform a ritual to gain visions of the future. These usually come in the form of clues and symbols, not simple answers.
  101. Mystic Eye 3 Frequent Major Versatile Visions You can concentrate to gain visions of future, past or elsewhere in the present. Visions are often hazy, incomplete or symbolic, so don't expect easy answers to all your problems.
  102. All Seeing Eye n/a Visions A power that would ruin all the mystery elements of the plot is not allowed. So you can't have crystal-clear totally-controlled visions on demand.
  103. Friend to Water 0 Water You can breathe water, and swimming doesn't tire you as much as it does most people. It is still possible to drown, provided you are submerged in something that is not primarily water, such as thick mud.
  104. Bottomless Cup 1 Versatile Water You have a magic cup that never empties. Those near you need never die of thirst, you always have water to wash with, and you may flood an room by turning the cup upside down.
  105. Flow Like A Creek 2 Frequent Versatile Water You may transform your entire body into fluid given a minute of concentration. While liquid, you have only minor control of your movement, mostly being taken by gravity, but can slowly flow against gravity. You can soak into the dirt for safety, flow slow
  106. Exhalation of Fog 0 Weather If you spend several minutes taking deep breaths, you may surround yourself or a small area with a thick fog that others cannot see through. This will conceal you, but is obviously supernatural. You can also blow small fog rings, have fog stream from your nose, and other parlor tricks.
  107. Lightning Bite 0 Weather Bite gives target a shock. Those with low Earth will suffer ringing in the ears, dizziness & disorientation.
  108. Call Down the Storm 1 Major Weather You may call down thunder, rain & lightning by doing a specific dance. You don't control the storm.
  109. Calm Spot 1 Major Weather You and those within 10 feet are never harmed by inclement weather. Rain does not soak you, hurricanes don't blow you over, lightning does not strike you. You may still fall victim to flooding if downstream. Heat hot enough to burn flesh may still harm you, but the effects of cold are ignored completely.
  110. Frostfriend 1 Major Weather You may cause the air around you to become bitterly cold, enough to slowly freeze water you are touching. It causes discomfort and chills in others, but no actual harm unless you focus it on them for several minutes. Cold does not harm you.
  111. Wind Is My Weapon 2 Frequent Versatile Weather You may buffet enemies with strong winds, and deflect or assist arrows. You may cause light objects to be blown from other's hands (and into yours), and strong winds extinguish or spread flames as you see fit. The sails of your ship are always full. You take reduced damage from long falls.
  112. Weather God n/a Weather Total (or pinpoint) control of weather would be frequently useful, double major due to being able to destroy a city or just lightningblast a single enemy, and double versatile because you could: harm or slow foes, freeze a lake to cross over, save or destroy a person or settlement. It is therefore not allowed.
  113. World Windows 0 Movement: Spherewalk You may see through gates as if they were windows to the Sphere they connect to: You can see the conditions and events at the other end. You can't interact with anything there, just spy on it.
  114. Unbound 0 Freedom Ropes, Shackles, Bindings and Belts fall off of you unless they are magical in nature.
  115. Chilling Gaze 1 Frequent Weather Anyone who meets your gaze feels a sudden chill, as if the temperature just dropped 10 degrees.
  116. Fortunes Blessing 2 Frequent Major Miscellaneous Whenever a Fortune Card is drawn by the GM in regards to one of your actions, the GM must draw cards instead. You get to choose which card they use before they tell you the results.
  117. Net of Hair 0 You may catch objects or people in your hair like a net. It's not animated, just very clingy. It's no stronger than normal hair, and still hurts if pulled.
  118. Pick The Right Flowers 0 Persuasion You always choose the right flowers for every occasion, and find them growing or available for sale on your way to any event that requires more than a mile of travel to arrive at.
  119. Detachable Head 1 Major With a moments prep, you can remove your own head without suffering pain or injury. Head and body can operate independantly, as long as niether suffers major wounds.
  120. Hummingbird Ears 0 Companion Your ears are shaped like bright colorful flowers, and your earwax is a sweet nectar. Hummingbirds like you, and will whisper secrets to you about the realm you're in and particularly its wilderness. Monstrous hummingbirds (giant, poisonous, bloodsucking, undead, etc) are somewhat less likely to attack you, but otherwise immune to your charms.
  121. Sphere-Spanning Discus Your magic discuss will never touch the ground, and can keep a slow forward hover going perpetually. It can be thrown to the horizon, carry messages, possibly even skim around a Sphere to judge its size.
  122. Tireless Shoes 0 While wearing these shoes, you can walk forever and never suffer stress, aches, soreness, or discomfort from walking or jogging. Falls, fatigue and similar movement-related problems can still develop, and it doesn't mean you can go without sleep.
  123. Sand Stone 1 Versatile Things you build from sand hold their shape as if they were stone. Castles are a natural, but you could make sand clubs or furniture as well. It takes several minutes to sculpt and set such an item.
  124. Glass Blower 1 Versatile With a calm, deep exhalation you emit shapes of molten glass from your mouth. You are immune to the heat from glass you produce. But you could use it as a weapon or torture device in addition to obvious craft applications.
  125. Tree Meld 2 Major Versatile You may melt into any tree you touch, hiding within it and flowing to whatever branch, root or trunk you like. Entry and exit require a moment of concentration. Anything that harms the part of the tree you're in will harm you.
  126. Origami Companions 2 Frequent Versatile Companion You may fold paper into plant or animal shapes. If you do, they come alive. They behave very much like real creatures, save for their size and the natural limitations of paper (flimsy, combustible, damaged by water, etc). They have loyalty to you as if they were your child.
  127. Cooking Hands 1 Frequent Place ingredients in palm of hand. Clasp hands, hold closed as long as it would take to cook it normally. Open hands to find food prepared as though cooked (in any method you're familiar with) for that length of time.
  128. One Thousand Eyes 1 Frequent Your body is covered with eyes. You may see in all directions, and notice things most people would miss. However, beware of sandstorms and other airborne eye-irritants.
  129. Water Witch 0 While in a meditative state, you may detect water, and know direction and distance to it.
  130. Windless Sea 0 Whenever you are near a large body of water, the wind dies and remains dead until you leave.
  131. Clothing Shift 1 Frequent Shapechange Your clothing is a shapeshifter. It may take any style, cut or color you choose, taking just moments to transform as you will it. It may shape into a mask or costume, but is noticably such.
  132. Branch Perch 2 Frequent Major Any living plant may support your wieght. You can stand on treetops or walk along the tips of the tall grass. It is very difficult to track you, and not easy to dislodge or unbalance you either as long as there are plants about to support you.
  133. To My Javelin! 2 Frequent Major You may call yourself to your javelin, teleporting close enough to grasp it. Doing so takes a moment's concentration. Most often you carry it with you to throw across obstacles, but there's no reason you couldn't leave it somewhere for a quick escape.
  134. Purifying Gargle 0 If you put water in your mouth and gargle with it, it will be clean and germ-free when you spit it out.
  135. Crop Head 1 Major A nourishing food grain grows where your hair should be. It's not a complete protien, but it could sustain life for several weeks off it if absolutely needed. Enough food grows for one person per day, so you can always see it sprouting or growing. It won't die off and doesn't need watering, but can be trimmed or burnt much like hair.
  136. Incubator 1 Major If you nest upon an egg for 72 hours, it will hatch. This even works for fossilized or sterile eggs, as long as its shell and shape are intact.
  137. Abortion's Touch 1 Major Your touch upon the belly of a pregnant women kills the unborn child in their womb. Death is quick, and painless for the child but the mothers can feel the effect unless they have very low water scores.
  138. Unopened Bottle 0 You may drink liquids from the bottle or flask they are contained in without opening them. Just suck on the lid or neck. This does not break the seal, nor contaminate the contents in any way.
  139. Rope Hair 1 Major Your hair is so strong and healthy that a braid of three strands is enough to be a sturdy rope capable of supporting the weight of a full grown man, or even strong enough to bind a Earth:4 captive.
As I indicated above, if you feel any of the new powers are cool enough to use in your own campaign, please share via a comment to this post. Thank you!