Talk:Sample Power Ratings
Heal Yin Successes * (N) via spirit healing. (No range, +1 power for new form) Shouldn't that be Heal Yin Successes * (N-1) ? Or is the +1 power for new form balanced by a secret -1 power somewhere? -Haydn 16:42, 23 February 2009 (EST)
- The secret -1 power is mentioned under "Results per success (damage or healing) generally scales linearly with shtick Power, with healing getting a bonus +1." The bonus +1 power is used for "new form" here. --Boojum 17:00, 23 February 2009 (EST)
Weapons become x3, or x5, with schticks.
Currently, one can counteract it with dodge - against a x5 weapon, each dodge success is 5 points of damage. If one were to try (later in game) to construct a schtick which somehow increased the "multiplier" on your resilience to give someone a different-flavored defense than dodge, what would the power level be? I assume the GMs would want some restrictions there, to prevent the person who has both that and a good dodge. What about a schtick which _decreased_ the opponent's multiplier with some minimum value?
All hypothetical for now; I'm not asking for a ruling, just the GMs general feeling and ideas. --Ringrose 14:46, 25 February 2009 (EST)
- Decreasing weapon-damage-multiplier is called "Blunt". It's a common schtick for big-tough-guy characters (aka Bricks) to have. Generally blunt can't reduce a multiplier below x1. Damage done per success is orthogonal to whether or not the attack is dodged, so someone can have both types of defenses. You can also just have flat damage reductions by an increased toughness schtick, or armor, or what have you. You could imagine offensive schticks that counter Blunt ("Sharp", if it's on a weapon, or just "No Blunt" as an effect.) Similarly, "armor piercing: bypasses/halves defenses from armor or toughness", which is counteracted with "Hardened" defenses. I can't speak to the relative power costs of any of these, of course. --Tom
- Note that "1/2 (or no) damage from [thing]" is another version of a differently-flavored defense.
"Double your dice for [thing]" is essentially the same as "Double your resistance for [thing]"; that's power 6. You could add smaller amounts of dice for smaller power. We'd think about larger multipliers than x2, but they'd be pretty expensive.
As Tom mentioned, decreasing an attacker's multiplier is known as "Blunt" (it's a Comet thing) - call it power 3 for narrow, power 4 for wide.--Boojum 16:49, 26 February 2009 (EST)