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Magic Limitation 'flawed sight'

Posted: Fri Dec 04, 2020 12:31 pm
by drewkitty ~..~
With the magic limitation 'Flawed Sight' from the NB: TtGD book page 27, if the flaw is that their natural sight is limited to 200 in full daylight/ 10 ft in fully lit ballroom, but otherwise sees the world through their magical auras.
So without needing the power/spell see/sense aura.

What would a skill read auras be like, starting % wise?
Presuming the char has been so afflicted for at least a years time.

2nd question
what would the level up be?
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If other ideas on the mechanics, please post it.

Re: Magic Limitation 'flawed sight'

Posted: Sun Dec 06, 2020 5:51 am
by SpiritInterface
drewkitty ~..~ wrote:With the magic limitation 'Flawed Sight' from the NB: TtGD book page 27, if the flaw is that their natural sight is limited to 200 in full daylight/ 10 ft in fully lit ballroom, but otherwise sees the world through their magical auras.
So without needing the power/spell see/sense aura.

What would a skill read auras be like, starting % wise?
Presuming the char has been so afflicted for at least a years time.

2nd question
what would the level up be?
------
If other ideas on the mechanics, please post it.


Knowing Kevin Siembieda he would have either made it a fixed number or started it a 20%. I say a base of 40% and 5% per level.

Re: Magic Limitation 'flawed sight'

Posted: Sun Dec 06, 2020 5:19 pm
by Soldier of Od
From the way this limitation is written, I would say that although the person can see an aura surrounding all living beings, it does not enable them to glean any information about that person as per the "see aura" ability. This is supposed to be a weakness, not a power. I would also place any percentage to recognise auras they have seen before much lower than any of the options you have listed above. As it says that they "can learn to recognise auras", if I was feeling particularly cruel I could rule that they have zero chance at level one, and it maybe goes up by, say, 4 or 5%, starting at level 2. But is think it is fair enough to allow a small percentage at level one, just to be kind. For comparison from further afield, a Rifts dog boy can recognise a person's "psychic scent" at 8% +2% per level - although its not the same as an aura, it might be a useful comparison. A psi-stalker can recognise an individual's psychic scent at 20% +5% per level. I think it is fair to say that a weakness/flaw should definitely be much less effective than an ability granted by (as RUE calls it) an O.C.C.
An alternative to creating a "skill" for this might be to just have them roll perception to recognise an aura they have seen before, with a difficulty level based on (GM's discretion), how familiar they are with the person, how unique that aura may be (like for a weird supernatural creature), etc.
This person will have to get used to identifying people by their voice!

Re: Magic Limitation 'flawed sight'

Posted: Mon Dec 07, 2020 5:28 pm
by drewkitty ~..~
-Special: Read Auras: 10+4—14
This skill at its base gives the character the same basic information as the psionic power and the magic spell see/sense aura. With a successful skill roll the character will glean more information about the char is looking at. Such as if the person or creature is using alter aura or not. Or having a granular idea about how much ISP or PPE the person has. Or a more accurate idea of the person's level experience.
Mind block powers will make that person being looked at seam to be a black void & the character can not read anything about the person (people) that are hidden by the power.

If another char has the same flawed sight as Rhea Dragonkin (see PF shared characters) then they could learn this skill also.