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 Post subject: Magic that changes perks/flaws
PostPosted: Mon Mar 18, 2019 3:35 am 
Shelled Plebeian

Joined: Mon Mar 18, 2019 3:11 am
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First post.

How would you rule an ability that applies perks/flaws to abilities and attacks? Probably something similar to Magic but perks and flaws work a little different than abilities and weaknesses.

The ideia came to light when I was rewatching some cenes from Re:Creators. Magane have the power to bend reality through lies. In one of her cenes, she basically applied the Cancel Flaw to nullify one of her enemies attacks, rendering it useless against her during that fight.

With that said, I was thinking about how to recreate that effect. Even if you come with a solution different than apply Cancel Flaw, I am still curious how would you rule an ability to manipulate perks and flaws.


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 Post subject: Re: Magic that changes perks/flaws
PostPosted: Mon Mar 18, 2019 5:33 am 
Exalted Amphibian
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The only solution I can come up with is the "Magic, Witchcraft" ability. Though it is normally able to cast Weaknesses on characters, what's to say that it can't cast a Unique Weakness that effectively performs a Cancel Flaw on a particular attack?

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 Post subject: Re: Magic that changes perks/flaws
PostPosted: Mon Mar 18, 2019 8:13 am 
Shelled Plebeian

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Ok. So instead of creating a new type of magic, its easier to just create Unique Weaknesses to apply similar effects of Flaws and have an exception that can be applied to specific attacks.

What would be the Endurance cost to apply Weakness Cancel(X Person) to an specific attack?


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 Post subject: Re: Magic that changes perks/flaws
PostPosted: Mon Mar 18, 2019 8:19 am 
Exalted Amphibian
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I can only assume that its akin to the rules for "Magic, Witchcraft" which is, in turn, akin to "Magic, Arcane" but with a maximum of Level 3. Thus using the table as described in said ability and compare that to the level of the former ability.

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 Post subject: Re: Magic that changes perks/flaws
PostPosted: Tue Mar 26, 2019 5:48 pm 
Dangerously Sane
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Welcome to the forums!

This is never explicitly stated in the rules, but each +5 or -5 of Perks and Flaws is roughly equivalent to +1 or -1 in Ability/Weakness Levels. So you can use that as a starting point. (If you try to "take apart" certain Abilities, like Healer, you'll see they have built in flaws like "Concentration" and that is factored into their costs.

All that said, generally applying Flaws on the fly is probably an overcomplicated means to an end. It'd be easier to just invent a Weakness that says something like "Target cannot use one Attack Ability of users choice" or perhaps even better, Cast a Arcane Magic spell of Resistance to whatever powers that attack on yourself.


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