I have some thoughts on special abilities.
I have some thoughts on special abilities. Previously I’ve stayed away from commenting on these, and quietly substituted my own. But we’re really getting close to finished, and I do have some thoughts to share.
I’m just going to do the Cutter as an example. These are my thoughts, and I am more interested in triggering your thoughts than arguing about any of this; it does me little good to establish whether you agree with me or not. =)
It seems to me that the flavor text is often hindering or misleading relative to the mechanical effect. If the mechanical effect is sufficiently useful or interesting, it doesn’t really need to be packaged in much flavor text.
“Brutal” would be just fine stating “You gain +1 potency against physical targets.” From that, you KNOW the attack is “more powerful.” And maybe it is not because you emulate a heavier weapon; maybe you’re good at hitting weak points, or you have a mean streak. The flavor pulls the ability down there. (Also, since “factors” include potency, quality, and scale, gaining potency is not like “do you have potency yes/no” but more like one factor to consider, and each one on a scale, so yeah; add “plus one” in there.)
Resolute: what is a “level” of healing? Don’t answer me, put it in the description. =) And how does an emotional state communicate a regenerative ability as a special ability title? Might Resilient or Quick Healer fit better? Maybe instead this special ability allows you to address a lasting condition once as a free action per down time cycle.
Savage: This writeup requires you to use a specific action to gain an additional die, ONLY after you’ve made an example of someone. That’s difficult and abstract. I would suggest you gain +1d when using wild violent or brutal methods (not precise use of force). OR, it could be fun to suggest that violent dangerous situations are 1 level more controlled for this character. (Or make that a special ability called “Chaotic.”)
Ghost Fighter: I would just say you can focus your life energy to affect incorporeal targets normally with your body or held weapons, and to add 1d when battling corporeal supernatural elements.
Not to be Trifled With: The title seems a mismatch to me. There are LOTS of reasons ANY character is not to be trifled with, that don’t have to do with mass combat. Let’s aim closer to the mark. Combat Mobility, or Crowd Fighting, or One Against Many. Also, ignoring Scale gets weird in a hurry if they are seriously outmatched. Ignore it altogether? For everyone on the team? Because of one special ability? Better to suggest that this special ability allows the character +1 scale, so the character fights as a gang.
Leader: I’d change that to “Lead From the Front.” Also, it’s great that they don’t break; but nothing compels them to break but fiction. So that’s protecting against an un-mechanized consequence. Adding armor from morale? Hm. Instead, I’d think about the gang getting 1 potency upgrade from the character’s presence, and allowing the character to use individual gang members as points of armor!