Edit made, and let me just say that I am very happy that the resist difficulty for my illusions will be RP based rather than mechanically based. I might just have to invest hard in being an illusionist. It's so rare that the system and GM both allow them to work. No resist check? Yes please.
The idea is mostly: You use your ability in a reasonable way and the NPCs react in a reasonable way. I'm not going to penalize you for using your ability creatively just because the dice told me to. Just so you know that doesn't mean that it's always going to work. Especially against the kind of enemies you'll be facing.
I guess that version of mist was a little scattered and probably not very well named. I see it as becoming very nearly invisible. Think turning the transparency way up in Photoshop. My thinking was that that gives the bonus to stealth and the fact that he's hard to see even when you know where to look makes aiming difficult, but that was probably too much. Maybe i should have just gone with a simple passive bump to stealth.
Do you have any guidance on the power level for active abilities? The limits you mentioned in the first post were all for passive abilities. Also am i correct that all active abilities use the power pool?
Edit: I'm glad ghost was ok if a little under powered. Your version is definitely going on the list of things to get in the future.
Thanks for your help working through this.
It's up to you what you want your character to do, so I can't offer any suggestions on what to do with Mist. Sorry.
I don't have much guidance for the power level for active abilities, since there's a ton of ways to balance them and I don't want to constrain people too much. You could balance them with cool-downs, constraints, etc, etc, which is a lot to worry about. The passive ability stuff was added in only because they'll be relatively common and so their strengths should be established early on before people complain.
You are incorrect that all active ability use the power pool. It's just there to enable stronger abilities with a cost. So something like: 'Make a basic X attack and add your Y Keep to it' would be totally acceptable as an active ability which you can spam whenever you want. You don't need to draw on anything for it. But if active abilities don't have drawbacks/whatever with them then they won't be super powerful. If that makes any sense.
You're welcome. It's what I'm here for.
I think if the monsters had committed a crime (like killing people) it could apply. What do you think?
Quick edit: in the case of infidels, if Heresy is a crime, it also applies
I'm going to say yes, just because the mental images I'm getting here are hilarious. :v
What would such an ability look like in your opinion? Maybe using cunning as a defensive stat or something against magic, or would that be too much? Because it seems appropriate that a man who dislikes (male) magic but has been fighting against it for over half his life would I guess eventually secure some other way of resisting it... Hum.
Mechanically It'd be something along the lines of: 'Roll your Primary attribute and half the result. This counts as an Ternary roll for blah, blah, blah'. Not nearly as good as putting Dice into Enchantment but better than going without any. Fluff-wise it'd be... grit/determination, more or less. Not disbelieving in magic but powering through it. If that makes any sense to you. Which, again, is worse than trying to resist it properly but still better than nothing.
What about Calina, does she get burned at the stake like, three times for lying about her gender, being a heretic, and being a witch?
Only if she makes a big deal about it. Though technically she's an infidel and not a heretic, which is not a burnable offence, so she'll be okay on that part.