Originally posted by Ryoki
First of all thanks for the answer regarding the offhand penalty. I really appreaciate it.
One of my players is panicking a bit because he feels that he is too vulnerable without the Charm Destiny- Manifesting Method. And I'm wondering myself.
So on Destiny-Manifesting Method (p. 304):
Who can use powers that warrant using and buying this charm? What kind of entity has the power to make a player character unplayable because he or she did not buy this charm?
Parts of the sidebar read a bit like "Effects that instantly change one player character so much that he becomes unplayable are boring, so with this charm they become less boring and thus you can use it on them, but only on those that have the charm since it would be boring to just kill of the other characters that don't have this charm." What am I missing, because none of this seems like a good idea to me.
How often are you supposed to encounter these powers within creation? The wyld? The other realms?
What would be an advise you could give to STs that plan to use antagonists that are (proabably) able to use such powers?
What would such an effect actually look like mechanicaly speaking? I don't think there is one in the core.
What are other prerequisites these entities need to have so that they may use this kind of power?
What are other ways to defend against these powers or is it a Integrity only thing?
In further charms down the tree "shaping effects without clear defence" are mentioned (Phoenix Renewal Tactic p. 307). What are those, how differ they from the regular "fiat level" effects that Destiny-Manifesting Method protects against?
I typed out a big long answer and it got eaten.
Here's the short version: what does Destiny-Manifesting Method protect against? A whole wide range of transformations. This could be anything from a sorcerer's curse turning you into a cat, to entering a raksha freehold where everyone inside temporarily becomes a cat, or a Getimian throwing down reality-warping kung fu to turn your mind into that of a cat.
(It does work on things that don't turn you into a cat, but I'm on a roll)
If the effect is something that could "defeat" someone in combat, like a gaze that turns them into stone, I strongly recommend making it a special gambit. That way, it plays nice with the Initiative system, player characters can still survive it without needing a Charm, and if you do get zapped by it, it doesn't feel "unfair" compared to eating an Initiative 20+ decisive attack. Less drastic transformations might instead be an influence roll against a character's Resolve or a similar opposed roll.
If you're going to make something that can't be resisted at all without Charms, I'd think carefully about what that does to your players' enjoyment of the game. Turning into a cat for the duration of your stay in a faerie's court is fun; getting turned to stone forever with no chance to resist is not. Do what makes your game the most fun.
I recommend talking with your player about this. If you don't plan on having a lot of shaping or transformations show up in your game, tell them that, so they can use that Charm on something else. It shouldn't be the kind of thing where they feel like they need it just to avoid instant death.