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Dork Elf wrote:I like it. I would use whichever familiarity is worse (subject or location) like you suggested, by the way.
If a Will save can contest this, does it mean the target is aware of being sniffed out?
I was going to suggest allowing either the fastest OR the wisest route to be found in case they wanted to chance a potentially more dangerous route in order to close in faster, but I like the mystery of the secret roll and the player not knowing what kind of path he/she walks in pursuit.
The Shadow wrote:
Actually, if we go with the worse of the two familiarities, I'd eliminate the Will save entirely.
One problem with doing things this way, though, is if the subject is moving around...
Also, often the subject will be in a location that is TOTALLY unfamiliar - which means the power won't work at all, which is silly. Ideas?
Perhaps DC 15+Familiarity lets you pick whichever one you want? And sometimes, of course, the fast route and the wise route will be the same.
The Shadow wrote:This a power I've been toying around with. I'm not sure about the DC's.
FIND THE PATH
This power shows the way to a specific subject.
For a DC of 0 + Familiarity, the adept learns the precise direction to the subject, which may be a person, place, or thing. (A person may make a Will save to resist.) If this is all that the adept desires, the use of the power is not fatiguing. Attempting anything more than this does risk fatigue, even if this level is all that is obtained.
If the roll is made by 5 or more, the adept instead is pointed along the most direct route to the subject. This route may involve danger, but it must be physically possible for the adept to follow.
If the roll is made by 10 or more, the adept is pointed to the most efficient route to the subject. This may take longer than the most direct route, but will be safer.
If the roll is made by 20 or more, the adept is guided around whatever dangers may infest the route.
The Narrator should make the roll secretly so the adept is not sure what level of finding has been attained. (Though the adept may restrict himself to the lowest level, as mentioned.)
Example: An adept seeks a kidnapped acquaintance (Familiarity +10), who the GM happens to know is held in a deep underground cavern.
If the adept reaches DC 10, the power indicates a direction more or less downward into the earth, with no indication of how far or how to get there.
DC 15 means the power tugs the adept to a nearby cave that ultimately leads to the friend's location. Unfortunately, a dragon makes its lair deep in the cave.
DC 20 means the power leads the adept to a safer entry to the Underdark.
DC 30 means the power warns the adepts of traps, tripwires, and ambushes along the chosen route. Not directly, with information, but by leading around them or the like.
See, I don't want to make it too easy to find really familiar objects, but I don't want it to be utterly impossible to find unfamiliar ones either. One idea I had was to take the familiarity of the subject or the familiarity of the location, whichever is worse?
aaronil wrote:Hey, looks like a great power! I definitely could see this getting a lot of use in play, you know, rescuing imprisoned djinni allies and such. ;)
aaronil wrote:Issue 1: Finding Your Way Out of Oz, Back to Kansas
Sometimes there isn't a safe path.
Issue 2: The Inescapable Death Trap
This power isn't a get out of jail free card. It works spatially, but it does not manipulate possibility/fate in order to create extraordinary coincidences like a White Wolf Mage might.
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