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> Munching Out the Ally..., Keep a bucket handy
Big D
post Sep 28 2006, 09:02 PM
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Moving Target
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Taking off from the previous thread, I thought I'd throw together a quick'n'dirty demo of just how wrong an Ally can be.

Feel free to shoot down the numbers, I'm just doing this back-of-pad and may miss something. I've gamed out the dice a little, but they really depend on things like how you spend your BP and (when summoning your Ally) Edge.

[ Spoiler ]


All in all, a well-designed Ally can be anything from a strong asset to the team to an overwhelming munchkin that causes the GM to send dragons after you, for a lot less karma than it would take to make your mage remotely as powerful. After all, initiation/Magic costs scale, and attributes and skills cap. But Ally spirit costs are completely linear; for example, a F16 munchkin Ally (originally summoned at F9) with a score of skills (all at 32 dice) and three dozen spells would cost about 400 karma--an enormous sum, until you realize that it's less than the karma it would take to initiate a mage to 15 Magic without raising anything else.

Just remember--make an unbeatable Ally, and word will get around that the only way to defeat it will be to geek you.
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