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<blockquote data-quote="Fieari" data-source="post: 2973976" data-attributes="member: 16221"><p>This one, I'm a big big fan of. Since we're not talking about embodying entropy, but rather transcending it, this is perfect I think. An upgraded superstring.</p><p></p><p>By the way, on the subject of superstring, you mentioned in this thread that having a weaker being defeat something with superstring would mean that it becomes dormant in some fashion instead of dead. Are you going to spell that out in Ascention? And I'd only support this ability here if this condition applied to it as well...</p><p></p><p></p><p></p><p>The abilities Evil Eye and Inner Eye are fantastic, and even if you don't keep them attributed to fate, I really hope you keep the abilities in general. I rather like the concept of instead choosing what they roll / what you roll though, which doesn't seem to clunky as most of the time you really will just say "lowest" or "highest". But choosing the number means flexibility in situations where you want more precice control over situations...</p><p></p><p></p><p></p><p>Yeah, this one doesn't work well, being at once too weak and too powerful, and not really trascending matter. It could work as an ability (not tied to Matter specifically)... but you might want to consider putting limits on it. Range, duration, saving throws... possibly xp expenditure?</p><p></p><p>Being immune to HP damage is an interesting concept, although I'm thinking this too might do well with some limits. I feel like some things that do damage still should... let something get through. Perhaps umbral (permanent) damage still gets through? That way, a combination of that and ability damage to constitution could still cause HP death, so that the stat doesn't become meaningless (and thus boring)...</p><p></p><p></p><p></p><p>Nifty. Robes of the Almighty anyone?</p><p></p><p></p><p></p><p>Heh. In my games, there's a location where anyone can do this, but of course, usually it's the master of the place that makes use of it. I have the players make will saves of their own in a "contest of wills" to allow their action to take place. If the disparity is big enough, I let this ability completely rewrite reality, down to the ability to unmake things.</p><p></p><p>The only thing that keeps my players from abusing this is knowing that there's someone more powerful out there that can do it to them, and only his good will keeps them from being unwritten. If the players were given this as a one-way ability, I can't imagine them using anything else. The entire rest of the game fades away, replaced only by will saves. I'm not happy with this. There's gotta be something that keeps this from destroying the entire rest of the game.</p><p></p><p>That's jsut for if you choose to keep this as an ability at all. As far as thought goes, probably not the best ability. I like the immunity to magic concept. Or perhaps selective immunity to magic? Or... the ability to convert any spell cast within the divine radius into any other spell of equal level or lower, with any valid target? Too much?</p></blockquote><p></p>
[QUOTE="Fieari, post: 2973976, member: 16221"] This one, I'm a big big fan of. Since we're not talking about embodying entropy, but rather transcending it, this is perfect I think. An upgraded superstring. By the way, on the subject of superstring, you mentioned in this thread that having a weaker being defeat something with superstring would mean that it becomes dormant in some fashion instead of dead. Are you going to spell that out in Ascention? And I'd only support this ability here if this condition applied to it as well... The abilities Evil Eye and Inner Eye are fantastic, and even if you don't keep them attributed to fate, I really hope you keep the abilities in general. I rather like the concept of instead choosing what they roll / what you roll though, which doesn't seem to clunky as most of the time you really will just say "lowest" or "highest". But choosing the number means flexibility in situations where you want more precice control over situations... Yeah, this one doesn't work well, being at once too weak and too powerful, and not really trascending matter. It could work as an ability (not tied to Matter specifically)... but you might want to consider putting limits on it. Range, duration, saving throws... possibly xp expenditure? Being immune to HP damage is an interesting concept, although I'm thinking this too might do well with some limits. I feel like some things that do damage still should... let something get through. Perhaps umbral (permanent) damage still gets through? That way, a combination of that and ability damage to constitution could still cause HP death, so that the stat doesn't become meaningless (and thus boring)... Nifty. Robes of the Almighty anyone? Heh. In my games, there's a location where anyone can do this, but of course, usually it's the master of the place that makes use of it. I have the players make will saves of their own in a "contest of wills" to allow their action to take place. If the disparity is big enough, I let this ability completely rewrite reality, down to the ability to unmake things. The only thing that keeps my players from abusing this is knowing that there's someone more powerful out there that can do it to them, and only his good will keeps them from being unwritten. If the players were given this as a one-way ability, I can't imagine them using anything else. The entire rest of the game fades away, replaced only by will saves. I'm not happy with this. There's gotta be something that keeps this from destroying the entire rest of the game. That's jsut for if you choose to keep this as an ability at all. As far as thought goes, probably not the best ability. I like the immunity to magic concept. Or perhaps selective immunity to magic? Or... the ability to convert any spell cast within the divine radius into any other spell of equal level or lower, with any valid target? Too much? [/QUOTE]
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