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 How are Adapts affected by background counts?

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Urzza



Number of posts : 2
Age : 28
Registration date : 2011-05-04

PostSubject: How are Adapts affected by background counts?   Wed May 11, 2011 4:30 pm

Just as the title says, how are adapts affected by a higher or lower background count? Do they lose some of their powers? If so, which ones?

Thanks for your time.
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St_Nougat
Mr. Johnson
Mr. Johnson


Number of posts : 620
Age : 37
Location : Near Bug City
Registration date : 2011-08-31

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Character Name: Big Daddy
Race: Troll
Sex: Male

PostSubject: Re: How are Adapts affected by background counts?   Mon Oct 03, 2011 11:21 am

I wouldn't make them lose powers because a background count doesn't affect the characters magic rating. What the background count does do is affect the flow of mana in the area. So in my opinion (AKA what I would do as a GM) anything of the character that is affected by an adept power would be harder use or sluggish. If they use a power to enhance a skill then increase the threashold by the BG count (or half the BG count). If it enhances their vision then their visions is slightly blurry (harder perception tests). If it enhances their reflexes then they are moving slower (lower initiative and/or less initiative passes). It would also make the adept uncomfortable to be in that environment (long term exposure would have an adverse effect on their health, starting with fatigue)

So that is how I would play it. I hope that helped

--St_nougat

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Faust
Team Leader
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Registration date : 2011-10-01

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Race: Human Drake
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PostSubject: Re: How are Adapts affected by background counts?   Mon Oct 03, 2011 6:16 pm

It all depends on the aspect of the background count. If the background is aspected towards the character's actions\traditions, then he gets a boost, something to help with that is to work with the GM to compile a list of abilities that you gain in those situations. Also, it's best to keep track of what you used to buy what when in an ebb\area aspected against you. Example: A devout Christian adept would gain certain powers in a church, or areas aspected to Christianity. While in an area aspected to blood magic, he'd lose powers, unless he was planning to kill everything that's moving. Sadly, as a player, you have to deal with the GMs call, and towards the beginning of the game, before the GM is truly familiar with your character, you might end up on the wrong end of some bad calls. St. Nougat's idea is pretty good for helping to alleviate this problem, but reduces the benefits towards picking your own ground to stand for adepts. Of course, this same phenomenon also tends to benefit or hose shapeshifters, drakes, dragons and any other dual-natured creature. So, if you are a member of a magical tradition, make sure you and your GM are aware of not just what the tradition is, but what behaviors are expected of a member, and whether there's any actual religious beliefs attached to it.
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