Doc Democracy Posted September 25, 2017 Report Share Posted September 25, 2017 The text in the 6th edition text has the following (p392) If a Requires Multiple Users power is one that characters have to pay for, all members of the group using the power must have the power (i.e., must have paid character points for it or otherwise learned it in the manner specified for the campaign). I reckon the otherwise learned it gives the Gm a little bit of wriggle room. :-) I do like Bolo's solution though... Doc Quote Link to comment Share on other sites More sharing options...
Doc Democracy Posted September 25, 2017 Report Share Posted September 25, 2017 The other thing might be to have an END battery that only charges during ritual with x number of cultists. The power can then be cast depending on how much END is available... :-) Doc Quote Link to comment Share on other sites More sharing options...
mrinku Posted September 26, 2017 Report Share Posted September 26, 2017 I reckon that wriggle room works fine for me, Doc Appropriate background, skills and KS to qualify them as mystic pawns. I mean, you can flat out use Custom Limitation: Requires Thirteen Fools or something, but I do like the built in success roll penalties for Requires Multiple Users. Quote Link to comment Share on other sites More sharing options...
Doc Democracy Posted September 26, 2017 Report Share Posted September 26, 2017 I think the wriggle room is there where there is a well-defined campaign rule for ritual magic, or other such things. That campaign rule puts things available for players and GM alike, to be utilised. It is like adding to the Everyman skills, or saying everyone is psychically gifted and so everyone starts with 2DC of each mental ability for free. I often think GMs (absolutely including me) fail to think carefully about how such things might deepen/enrich a campaign and change the design decisions of players... Doc Quote Link to comment Share on other sites More sharing options...
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