Using Powers

...

About

Created
Owner
Senkusha
Privacy
Public
Manual user approval
No
Members
1
Discussions
4
Messages
4
Views
22
Language
English (US)

Senkusha

Student Council President
gemgemgemgemgemgemgem
Staff member
Administrator
Isekai Society
Top Poster Of Month
Group owner
Joined
20-Jun-2003
Messages
2,011
Reaction score
160
Age
51
Lumina
431,082
Gender
Female
HP
85/85
EP
79/80
In SWADE, you have access to a number of different powers. I'm going to be comparing the Bolt Power from the Core book with the Attack, Ranged Power from the Super Powers expansion. I'm also going to talk about the standard cost for using Powers versus an optional rule for No Power Points.

Bolt​

Rank: Novice
Power Points: 1
Range: Smarts x2
Duration: Instant
Trappings: Fire, ice, light, darkness, colored bolts, a stream of insects, etc.

Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one's foes. There are no Range penalties, but the Arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6 with a Raise.

By the default rules, in order to cast this, I need to spend one (1) Power Point to cast the spell. Pretty self-explanatory. However, if I choose to use the No Power Points rule, found on page 140, I sum up the total cost of Power Points that would normally be used, divide by two (2) and round up. This now becomes a negative modifier added to my Spellcraft roll. I hope I get at least a four (4) after subtracting any defenses from my opponent. Anyway, in this case, since the Bolt only costs one (1) Point, that means that it still only decreases my Spellcheck roll by one (1) Point. (1 / 2 = 0.5, rounded up = 1).

Attack, Ranged​

Power Points: 2 / Level
Range: 12 / 24 / 48
Damage: 2d6 (plus 1d6 per Level, max 6d6)

There's a bunch of additional modifiers that can be added on to this Power, granting it much more flexibility than the standard Bolt Power. But for this discussion, I'm going to ignore all of that, because I want to compare apples to apples, as they say. The standard would be Level 1, meaning I'm only purchasing this Power a single time, however, the nice thing about using this Power, opposed to Bolt, is that I can make much more powerful Attacks very easily. Let's look at the Math.
One (1) Level is worth two (2) Points. Okay. This will also give us a Damage of 2d6. In order to use this Power with the default rules, I'm spending twice as many Power Points to cast it: two (2).

Now, let's look at the alternative rule of No Power Points. First I need to total up the attack. In this case, there's only two (2) Power Points being used. Divide by half, that's one (1), round up. Still one (1). My modifier is still -1 on my Spellcraft roll. However, I'm going to introduce something Because on page 18, there's a Generic Modifier called Device. For -1 point, the Device is something worn, like a belt, or bracers, maybe a ring. For -2 points though, this has to be something handheld... like a Magical Girl's baton, like Nanoha Takamachi's Raising Heart staff. Recalculating this total now, it's a two Power Point attack, but I subtract two point. (2 - 2 = 0). Divide by half. That's still zero, round up, still zero. I've effectively made a no effort magical attack. No modifiers, no power drain. Perfect for an anime magical girl cat-fight!

The bonus point here is that if I were to increase the amount of damage, I can do that. If I wanted to make a really powerful attack, like an Area of Effect blast, I can do that. I think I'm really going to like this Super Powers extension.
 
Back
Top