prestidigitator
Apr 5th, '05, 01:31 PM
This came up when I was trying to convert a spell that is a very weak form of Telekinesis. Basically it can be used to lift and move very small items, but would be completely useless as any form of attack. The amount of Strength I wanted the TK to have turned out to be about -10. So how do you build such a Power, and how can you justify making it with a -10 Str instead of a 0 Str? (And yes: I did consider buying it as Flight that is Usable as Attack, but why do this just to make it cost more points, when TK is clearly the Power that is meant to be used for this kind of thing? Anyway, just pretend a weak TK is the correct answer for this thread).
The justification in my case, I think, is just that it fits the concept of the spell, and new spells are not easy to come by in the setting.
When considering the system, obviously Powers should cost at least 1 Character Point. However, I also realized that there might be legitimate things to do with a Power that is so weak. For example, what if you were to take the literal cost such a Power would cost (-15 CP for a -10 Str TK), apply any Advantages as if they were Limitations (moving the negative cost closer to zero) and any Limitations as if they were Advantages (moving the negative cost toward negative infinity). Then take any Adders, apply the Advantages and Limitations in the usual manner, add them to the "cost" of the base Power, and then cap it at a minimum cost of 1 Real Point (or whatever your Minimum Cost is for the campaign).
For example, let's say my TK has Fine Manipulation, No Range Modifier, has Area of Effect: 2 hexes, and requires Concentration: 0 DCV throughout its use. This could be constructed like:
TK: -10 Str;
[Base Points = -15]
No Range Modifier (+1/2);
Area of Effect: 1 hex x2 = 2 hexes (+3/4);
Concentrate: 0 DCV, throughout use (-1);
[Real Points = (-15)(1 + 1)/(1 + 1/2 + 3/4) = -13]
+ Fine Manipulation
[Base Points = 10]
No Range Modifier (+1/2);
Area of Effect: 1 hex x2 = 2 hexes (+3/4);
Concentrate: 0 DCV, throughout use (-1);
[Real Points = 10(1 + 1/2 + 3/4)/(1 + 1) = 11]
[Total Cost = -13 + 11 = -2, capped at a minumum of 1 CP]
This allows "weak" Powers that have some Modifiers and can be somewhat useful, and it actually could make the Modifiers mean something. For example, if the Concentrate Limitation were taken off the above, it would turn into:
TK: -10 Str;
[Base Points = -15]
No Range Modifier (+1/2);
Area of Effect: 1 hex x2 = 2 hexes (+3/4);
[Real Points = (-15)/(1 + 1/2 + 3/4) = -7]
+ Fine Manipulation
[Base Points = 10]
No Range Modifier (+1/2);
Area of Effect: 1 hex x2 = 2 hexes (+3/4);
[Real Points = 10(1 + 1/2 + 3/4) = 22]
[Total Cost = -7 + 22 = 15]
There may be a few other Powers to which this kind of thing could be done (an Entangle that is laughably easy to break, but can be used to create some limited-use surfaces, or trap insects, perhaps?).
What do you think?
The justification in my case, I think, is just that it fits the concept of the spell, and new spells are not easy to come by in the setting.
When considering the system, obviously Powers should cost at least 1 Character Point. However, I also realized that there might be legitimate things to do with a Power that is so weak. For example, what if you were to take the literal cost such a Power would cost (-15 CP for a -10 Str TK), apply any Advantages as if they were Limitations (moving the negative cost closer to zero) and any Limitations as if they were Advantages (moving the negative cost toward negative infinity). Then take any Adders, apply the Advantages and Limitations in the usual manner, add them to the "cost" of the base Power, and then cap it at a minimum cost of 1 Real Point (or whatever your Minimum Cost is for the campaign).
For example, let's say my TK has Fine Manipulation, No Range Modifier, has Area of Effect: 2 hexes, and requires Concentration: 0 DCV throughout its use. This could be constructed like:
TK: -10 Str;
[Base Points = -15]
No Range Modifier (+1/2);
Area of Effect: 1 hex x2 = 2 hexes (+3/4);
Concentrate: 0 DCV, throughout use (-1);
[Real Points = (-15)(1 + 1)/(1 + 1/2 + 3/4) = -13]
+ Fine Manipulation
[Base Points = 10]
No Range Modifier (+1/2);
Area of Effect: 1 hex x2 = 2 hexes (+3/4);
Concentrate: 0 DCV, throughout use (-1);
[Real Points = 10(1 + 1/2 + 3/4)/(1 + 1) = 11]
[Total Cost = -13 + 11 = -2, capped at a minumum of 1 CP]
This allows "weak" Powers that have some Modifiers and can be somewhat useful, and it actually could make the Modifiers mean something. For example, if the Concentrate Limitation were taken off the above, it would turn into:
TK: -10 Str;
[Base Points = -15]
No Range Modifier (+1/2);
Area of Effect: 1 hex x2 = 2 hexes (+3/4);
[Real Points = (-15)/(1 + 1/2 + 3/4) = -7]
+ Fine Manipulation
[Base Points = 10]
No Range Modifier (+1/2);
Area of Effect: 1 hex x2 = 2 hexes (+3/4);
[Real Points = 10(1 + 1/2 + 3/4) = 22]
[Total Cost = -7 + 22 = 15]
There may be a few other Powers to which this kind of thing could be done (an Entangle that is laughably easy to break, but can be used to create some limited-use surfaces, or trap insects, perhaps?).
What do you think?