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## Celerity Powers in After Sundown

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Mord
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Post by Mord » Sun Feb 14, 2016 4:07 pm

> Omegonthesane wrote:A moot point for Advanced powers in the new edition where Elder powers are being removed in favour of MRoVP.

Speaking of which, how is that going to affect powers that have scaling components, like "+2 with Advanced, +4 with Elder?" Is that just not happening anymore, or what?
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Username17
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Post by Username17 » Sun Feb 14, 2016 7:33 pm

> Omegonthesane wrote:Are there going to be Basic powers that are on two or more lists, or only Advanced ones?
> My concern here is with tracking prerequisites - if a Basic power is on two different lists, you need to actually specifically track which set of Advanced powers you unlock by picking it up. A moot point for Advanced powers in the new edition where Elder powers are being removed in favour of MRoVP.

I currently don't have any powers that are shared on the Basic level. I'm not sure if I am completely convinced there shouldn't be any, but I currently don't have any.
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Grek
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Post by Grek » Sun Feb 14, 2016 7:55 pm

If it helps at all, I had the revised Suggestion inserting temporary ideologies rather than making people say words, and the new Magnetism Basic down as Confuse, which reduces the effective rating of Backgrounds on a temporary basis.

> FrankTrollman wrote:I think Grek already won the thread and we should pack it in.

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DrPraetor
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Post by DrPraetor » Sun Feb 14, 2016 8:22 pm

If you are going to share powers on different lists, they should work slightly differently.
So one version of magical flight is faster, but subject to weather conditions. Something like that.
You should have a centralized rule for variant powers, and I suggest calling it refinements. So if you have a power which works slightly differently (e.g. Giant Size which is always on), then in the power description, you have a list of refinements and how they change the effects. So Abyss of the Body and Tongue of the Serpent both come with a free refinement when you select them.
So while some powers automatically come with a refinement when you select them, some supernatural types get refinements for their obligatory powers, some refinements can be optionally acquired during play, and so on.
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When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek
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Omegonthesane
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Post by Omegonthesane » Sun Feb 14, 2016 8:50 pm

> DrPraetor wrote:If you are going to share powers on different lists, they should work slightly differently.
> So one version of magical flight is faster, but subject to weather conditions. Something like that.

Is this remotely worth the conceptual space overhead of having to remember if you got Authority: Cloud Memory instead of Veil: Cloud Memory?
Having the same power on more than one list rather requires having the same power on more than one list. Making it "same name but with a few line edits" is worse than just having two clearly different and differently named powers with similar effects, all else being equal.

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violence in the media
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Post by violence in the media » Mon Feb 15, 2016 4:20 am

> Omegonthesane wrote:

> > DrPraetor wrote:If you are going to share powers on different lists, they should work slightly differently.
> > So one version of magical flight is faster, but subject to weather conditions. Something like that.

> Is this remotely worth the conceptual space overhead of having to remember if you got Authority: Cloud Memory instead of Veil: Cloud Memory?
> Having the same power on more than one list rather requires having the same power on more than one list. Making it "same name but with a few line edits" is worse than just having two clearly different and differently named powers with similar effects, all else being equal.

This. A thousand times this. Being able to have different Authority or Veil powers is enough for individual distinction. If two characters have the same power it ought to work the same way for both of them, regardless of how they got to possessing it.
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Dean
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Post by Dean » Mon Feb 15, 2016 4:44 am

> FrankTrollman wrote:Celerity
> Dextrous Fingers
> Nimble Feet
> Speed of Sight
> - Advanced
> Flight
> Rapid Thought
> Shifting Sands
> Shorten the Fuse

The version of After Sundown I have doesn't have several of those powers. What are the current writeups of Dextrous Fingers and Speed of Sight? Or perhaps is there a more current version of After Sundown with them in it.
Last edited by Dean on Mon Feb 15, 2016 4:47 am, edited 1 time in total.

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OgreBattle
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Post by OgreBattle » Mon Feb 15, 2016 4:55 am

Flight, burrowing, and clinging feel more like one-off powers than things explicitly tied to being really strong or really quick. It seems justifiable that any kind of supernatural monster or sorcerer could learn these interesting mobility powers if they really wanted.
I could see them removed from the discipline paradigm and just show up as "Here are some basic and advanced powers anyone can take".
There doesn't seem to be a short range nightcrawler *bamf* teleportation power in After Sundown either.
Last edited by OgreBattle on Mon Feb 15, 2016 4:57 am, edited 1 time in total.
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erik
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Post by erik » Mon Feb 15, 2016 6:31 am

*bamf* teleport I would say isn't a horror trope... tho it was rather scary in X-Men First Class. Usually the horror teleport is that you just appear behind someone silently.
Shadow Walk is an appropriate movement power that does that silent appearance schtick perfectly, and fits as an Advanced Sorcery instead of Elder.
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Chamomile
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Post by Chamomile » Mon Feb 15, 2016 6:44 am

> OgreBattle wrote:Flight, burrowing, and clinging feel more like one-off powers than things explicitly tied to being really strong or really quick. It seems justifiable that any kind of supernatural monster or sorcerer could learn these interesting mobility powers if they really wanted.

Nobody is locked out of Potence or Celerity, there is no additional cost to learning powers from a new discipline rather than one you get from your splat, and the universal powers are easily accessible and require no spellbooks. So making flight, burrowing, and clinging a part of Potence and Celerity means that they absolutely can be one-off powers, and the only thing it'll change is minor increases to some relevant statistics, so a character with burrowing will be very slightly stronger. And that's if we're still doing the disciplines give bonuses to attributes/skills things, which I'm not sure which direction that conversation resolved or if it's still ongoing.
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Mord
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Post by Mord » Mon Feb 15, 2016 2:27 pm

> Dean wrote:The version of After Sundown I have doesn't have several of those powers. What are the current writeups of Dextrous Fingers and Speed of Sight? Or perhaps is there a more current version of After Sundown with them in it.

Agreed; without a draft of the new material to comment on, we're all pretty much talking about the contents of our own assholes here.
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