Hi there!
I have a few rules question, I hope some of you have advice. Some of the players in my group are rather… inventive and have found ways to create very efficient characters. I would be grateful for two things. To begin with, I would like to know if any of these characters is not legal because of a rule I have failed to consider.
I don’t want to punish them too severely for being creative, so secondly, it would be great if you could give me feedback if the house rules I thought of will be sufficient, or if I should take more drastic measures.
1. A player created a troll who is very, very good at shooting his bow: he ended up with Aptitude Archery, Archery (Bow) 7(+2), Strength 10(12) and Agility 3(5). Using an adrenaline pump, that’s Strength 14 and Agility 7 for 2 to 12 Combat rounds. Of course, he bought a bow with Strength Rating 14, so he pumps out arrows with deadly precision (16 dice for attacks) and even deadlier force: 16+net hits. Why fire an anti-vehicle rocket, if you have a friendly troll at hand? I thought about giving bows a damage cap of 10, but adding 1 point of Armor Penetration per 2 points of Strength over 8 – making sure he’s still pretty dangerous, but not overly so.
2. The mage doesn’t have the same offensive power, but said troll couldn’t hit him with his arrows… she’s an elf who has chosen Gryphon as a mentor spirit and specialized in binding spirits of man – of course, having an aptitude for binding. This even makes sense from a roleplaying perspective – being a leader, she leads spirits of man. Sure, she doesn’t have had a lot of BP to put in Spellcraft, but her player kindly informed me that’s not even necessary: continous use of a bound spirit’s power counts as 1 service. He showed me that Critter Powers are not sustained in the same way as spells – and innate spell is a Critter power. He got Exceptional Attribute (Charisma), raised it to 7 and bought 6 Spirits from his BP, each with one Service. You can probably guess what he wants from them… If I allow it, I have to deal with a mage who is continuously invisible, has improved reflexes, improved reaction, improved charisma and improved agility, as well as armor. I thought about using the rule that active bound spirits imposing -2 dice pool modifiers, but I think that’s a bit too harsh. After all, he is not being abusive towards his spirits, putting them at risk or forcing them to undertake a task like Spell Binding, and he is not that much more powerful than the rest of the team – he neither has many offensive spells, nor is he very skilled at mundane combat.
3. When he showed me his character concept, I also wondered about a game world element: Energy would probably be really cheap, wouldn’t it? To build a magic perpetuum mobile, the intelligent megacorporation needs one skilled conjurer and a turbine: Summon Spirit of Fire, give him the continous task to engulf a large container made from a material with a high melting point, thus heating the water it contains, use the vapour to power the turbine. Voilà, limitless electric power!
I thought about limiting the maximum duration of continous tasks to 12 hours and raising the cost for binding materials to 4500* Force. The conjurer could still shine from time to time, but after a while, it would become darn expensive for him. The perpetuum mobile is still possible, but probably more expensive than conventional energy.
4. Another question that came up when he presented his idea to me: Is it possible for a spirit to materialize, use their innate spell power, sustain the spell and return to astral form? He wanted to convince me that he really, really isn’t abusing his spirits, even allowing them to leave the plane of existence they abhor – and I didn’t find any rule on this topic. In Street Magic, there’s only the rule that you can’t cast a spell on the Astral Plane that affects the Physical Plane, but casting isn’t the same as sustaining, is it? The question isn’t even limited to spirits, it also applies to a mage – what if I want to sustain a spell I cast before I began astrally projecting? Can it be done?
5. Far from being as powerful in combat as the mage and the troll, there is still the adept… who handles negotiation for their little team. And he handles it exceedingly well: He got Exceptional Attribute Charisma, as the mage, raised his Magic and Charisma to 6, raised the skill group Influence to 4, and got Kinesics level 6, using an awful lot of BP on contacts… Making him the face of the team and an inhumanly effective negotiator and conman, and ensuring that if the team ever is in a situation they can’t get out of using power, he can almost surely talk them out of it. I don’t have any idea how to deal with this guy yet. The power of the other two characters is very easy to quantify, as it is mainly combat-related, which isn’t the case here.
Thanks for coping with my ramblings,
Best Regards,
Benedict