What if I leave it as is, except change Enhancement to Scale for?:
By studying the landscape and relying on guidance from the divine, you always know the best route to escape from those who seek to capture, imprison, enslave, etc. you. You gain +1 Scale on rolls involved in making an escape from would-be captors.
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In the Scion play-by-post campaign I'm in, I don't know if we've generated any Momentum yet--if we fail rolls, it's pretty rare. But I think the GM is still getting a sense of what level of opposition to throw at us and is also deliberately...
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Thanks. That makes sense. What about the Knack? I'm wondering if it's underpowered for a Knack.
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OK, that makes sense. So would something like the below be more appropriate?
Stunt (1-3 successes): On a successful Subterfuge or Survival roll, you gain +1 Enhancement per success during the current session versus those trying to track you and anyone with you, making it harder for them to locate or pursue you and those with you.
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Guides, Stunts and Unique Knacks
I have been mucking about with creating a modern pantheon, the Spirits of Civic Virtue, made up of a mixture of folk heroes and historical figures who've been mythologized. Among other things, I'm creating Guides. But I can't figure out how to gauge the appropriate power level for a Guide's stunt and, in the case of a 5-point Guide, their special Knack? Mysteries of the World has detailed guidelines for creating Purviews and Boons and there's advice on Relics in both Hero and Mysteries, but I don't see anything equivalent for Guides. Maybe I've missed something.
This is what I have...
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