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Gotham - Forged in the Dark - Playbook Ideas (+)
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<blockquote data-quote="Fenris-77" data-source="post: 7989783" data-attributes="member: 6993955"><p>Conceptually I think that basic chassis can handle most low-key powers. Stealth, hypnotism, resistances, telepathy, etc. I can at least see way forward there. A couple of things escape me. Flight, for one. That doesn't really fit the mold. The other sort of thing that troubles me is powers that absorb energy and then release it again. Maybe the character can 'hold' dice equal to his pips in the power or something. Those are wrinkles though, not cases contra.</p><p></p><p>Stuff that is straight resistance might have to cost more. If we have a power like, say Tough as an Old Boot (+1d to resist with prowess), that's a different thing that adding a die to a skill check. Maybe? That's a step deeper than I've pulled the mechanics apart so far.</p><p></p><p>The plan is to index each playbook roughly with one (or two) kinds or themes of powers, and have some abilities in the playbook that synergize with those powers in some way. Thematically at the very least. Since PCs can pull abilities from other playbooks no one is locked in. I'm going to start compiling a list of themes for powers, probably cribbed in part from Worlds in Peril, and start taking a look at the individual playbooks.</p><p></p><p>Edit - I think I'm going to change Attune to Arcane, and that can be the skill base for all the magical and mystical type stuff.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7989783, member: 6993955"] Conceptually I think that basic chassis can handle most low-key powers. Stealth, hypnotism, resistances, telepathy, etc. I can at least see way forward there. A couple of things escape me. Flight, for one. That doesn't really fit the mold. The other sort of thing that troubles me is powers that absorb energy and then release it again. Maybe the character can 'hold' dice equal to his pips in the power or something. Those are wrinkles though, not cases contra. Stuff that is straight resistance might have to cost more. If we have a power like, say Tough as an Old Boot (+1d to resist with prowess), that's a different thing that adding a die to a skill check. Maybe? That's a step deeper than I've pulled the mechanics apart so far. The plan is to index each playbook roughly with one (or two) kinds or themes of powers, and have some abilities in the playbook that synergize with those powers in some way. Thematically at the very least. Since PCs can pull abilities from other playbooks no one is locked in. I'm going to start compiling a list of themes for powers, probably cribbed in part from Worlds in Peril, and start taking a look at the individual playbooks. Edit - I think I'm going to change Attune to Arcane, and that can be the skill base for all the magical and mystical type stuff. [/QUOTE]
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