Wednesday, July 31, 2013

We Have a Knack for It

Question: Just to keep the ball rolling... what would the New Knacks look like?

Oh, man, tons of things! It's always hard to talk about adding new powers to the game because I don't want to promise stuff we end up not doing and disappoint someone, but we definitely have a file of possible knacks that's been spoiling on our hard drive for almost a year, and now seems like a great time to get some of those powers into the game and being used by Scions for their epic adventures. I stress that I am not promising these will happen, but some of our current possibilities include:

  • Appearance Knacks involving more chameleonic powers;
  • Charisma Knacks involving extending your influence to more beings;
  • Dexterity Knacks involving stealth, hunting and escaping injury;
  • Intelligence Knacks involving mental synthesis, possession and riddles/mind games;
  • Manipulation Knacks involving solidifying your hold over certain marks over time, obsessions and groveling;
  • Perception Knacks involving seeing through different kinds of mediums;
  • Stamina Knacks involving creative ways to handle damage, bodily secretions and sensation

And possibly more, too (I didn't have any great examples for Strength or Wits off the top of my head, but they'll get a look at the same time). Other knack-related projects would also probably happen at the same time, including restructuring trees where necessary, making some knacks more globally applicable and adding clarification (like something to deal with the problem of Appearance shapechanging and size!) to currently vague effects. Knacks haven't gotten a good hard look in a really long time, and we've had enough playtesting since then to see where some of their problem spots and glaring holes are.

Sorry this isn't more detailed, but, as always, we won't really know specifics until we're actually down in the trenches. New, sweet powers for Scions almost never hurt, however, so if you'd like to see some, cast your vote and we'll be happy to oblige!

9 comments:

  1. Now this makes me torn between the avatars/u;timate and this. But between how accessible the two are, I'm leaning to this. :I

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    1. Yeah, knacks are more useful for those who aren't Legend 12 or about to be. We will need to fix Avatars and Ultiamtes for our own god players soonish, though.

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    2. I cant help but think anne is mocking your spelling of ultimate here because she rarely makes spelling mistakes.

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    3. Ha! No, I must have just typo'd. Oops.

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  2. Lol, and the rivalry continues on for the votes. I've only taken a stab at making a knack once and it was only to balance some of the BS the ST was throwing at us. We ended up calling it 'Its All in the Wrist' and essentially allowed you to add your legend to your parry as you were supernaturally better at parrying then the normal person and your ichor showed that. We thought about expanding it to have a second one afterwards where it granted a bonus similar to Untouchable Opponent, but that never got off the ground.

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    1. I'm loving how many people are like, "No, talk about THIS thing on the polls!" It's like a fun outside competition. :)

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  4. This was a long time ago! But as for wits knacks that we've thought up for our games, that you might see use for; and yes, they're modeled off of some of your similar knacks!

    Cool Head: Your quick thinking allows you to always be a step ahead of your opponent's attacks. Use your wits score instead of your dexterity for your DVs.

    Combat Savvy: Requires Cool Head. Your mind has been tempered for battle, allowing you to react long before your opponent knows her intentions. Use your epic wits instead of your epic dexterity for DV.


    Keep Your Head in the Game: Requires Cool Head. Lower the penalty to your DV for actions you take by your Epic Wits dots.

    Body Block: Requires KYHitG. 3 legend per use. Your preternatural ability to keep your wits while performing a clinch allows you to use an opponent to parry an attack. If the attack fails to beat your Parry DV (with the reduction), the attack is instead applied to the target of your clinch.

    Unwitting Ally: Requires Combat Savvy. 3 legend per use. Your preternatural awareness in battle has taught you that positioning is key to victory. Specifically, putting your opponents in harm's way of an attack. When an attack fails to beat your Dodge DV, you may instead apply all the negative effects of that attack to another legal target of that attack.

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    1. Slight edit that I forgot to mention, that's kind of key: Body Block lets you apply your -full- Parry DV to the attack, despite being in a clinch. Both it and unwitting must be activated before the attack roll is made, but after the target is declared.

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