Equanimity:
---All powers now have an L0 version, available to everyone, generally for significantly weaker effects or higher costs. Mostly because certain powers--Regeneration and Totem Manipulation in particular--are
essential for every magical girl, and the others might as well have rules for being forced.
---Telekinesis is now specified to have a range of only triple the character's height, which statistically speaking is
about a fifteen foot radius. Dexterity is no longer limited at any level (it's always equal to yours), strength is now equivalent to an adult's (allowing an alternative to CC for certain purposes). Higher levels grant more more points of contact, and L2 allows you to use touch-range powers through telekinesis. Oh, and the L0 basically just gives you slow soul gem movement at minor cost.
Sadly, Mami's gun wall isn't really possible on the same scale, but TK is already pretty dang strong as is. It's a serious competitor with MB and CC now,
especially in concert with TM.
Plus, y'know, the very obvious mobility usage, especially when gemmed.---Manabolts are now castable with zero levels in the power, and their costs scale precisely as you'd expect.
---Close Combat is now castable with zero levels in the power, and only improves you to "somewhat fit adult" level strength.
---Totem Manipulation's L0 is essentially identical to L1, but costs moderate rather than minor to summon your totem, and limits you to only having one at a time. Additionally, it's now specified that "disposable" totems (like Tooru's talismans) come in batches of seven.
---Regeneration is now usable at L0, and is effectively the same as having L1 in it previously. Of course, L1-L3 are all essentially one step stronger to match; this is to bring the power more in line with the various classes' healing powers, which were all stronger
and more versatile. Additionally, there's now a new cost level below minor wounds: "cosmetic" wounds, which includes everything from bruises, to papercuts, to an unsightly amount of dirt. They're entirely free to "heal" at L3, so those with maximum regeneration will always look *perfect*, or at least until they get their limbs ripped off.
Bravery:
---Changed wording of Effigy; instead of "any power you use on yourself", your effigies also benefit from "any power which affects you".
---Taunt's effects have been ENTIRELY reworked, and the ability has been renamed to "Beacon of Hope". The entire ability is copied below:
Beacon - Directly release your soul as a glow of inspiring light, weakening misery and empowering your allies. Moderate cost Primary; Cheap Maintenance.
- Level 1: The light interferes with environments formed from misery, protecting you and your allies from their debilitating effects, and dispelling witches' illusions.
- Level 2: The light directly dispels misery, freeing you and your allies from witches' debilitating magic, while causing pain to such monsters.
- Level 3: The light is so bright that it blinds and burns creatures of misery, potentially even destroying weaker familiars outright.
---Martyr is now Moderate cost from the first level. The second level now increases the damage done (as the third level used to do), and at level three you can have the power affect additional enemies with a cheap cost per additional target.
---Vengeance has been renamed to "Severance", because it's a significantly more suitable name. Additionally, it now *only* works with melee attacks, but grants you an increasing bonus to your Bravery roll depending on how much soul you wager, and the soul restore is *always* successful if you kill your target--it just restores an amount of soul that corresponds to the lower of your wager, or the victim's value.
Creativiy:
---Sixth Sense's description has been changed to better fit what it actually does.
---Offspring now specifies that it creates a copy of your soul gem, rather than leaving its precise nature ambiguous.
---Mimicry hasn't changed, but I
really want to make it work differently. As is, it's a powerful ability which is only usable at lower levels of soul. I'd like it to be more generally usable, but can't figure out a good way to do that without significantly changing how the power works, or making it overpowered or overly harmful.
Innocence:
---Refuge is now larger at L2 and L3. It's equivalent to a "small house" at L3, complete with multiple rooms if you so choose. Yes, the language is still ambiguous, but this should be closer in line with what I intended. Additionally, while summoning an entrance to your refuge is still Major cost, dispelling it is now only cheap.
Joy:
---Irrestistible Dance has been wholly reworked. At L1, there's a hard resist (Purity), and a soft resist (Joy), with those who fail the purity roll taking moderate combat penalties and being unable to move anywhere if they fail the Joy roll. At L2, the hard resist simply fails unless the victim has a hard counter, like Purity's Immaculate Soul. At L3, the caster can force anyone who fails the joy roll to dance in whatever direction she like, controlling their movement.
It is now impossible for the caster to fail her own dance, though she still must always dance, and therefore is easier to dodge in melee.---Duet with Reality has been entirely reworked. Now, it always has the same strength, but you can choose how much soul you invest in it each turn, with the maximum being minor at L1, moderate at L2, and Major at L3. Moderate is ~about~ equivalent to how powerful it was at L3 previously. Also, you have to specify what effect you intend the song to create.
Love:
---Memento's efficiency buffs now apply to both the memento's wearer
and the Love herself.
---Wound Link bugs me, and I've come up with a complete rewrite along with two or so alternate powers that others have suggested. None of them satisfy me, and Love's powers are also
completely irrelevant at this point in time, so I decided to just stop worrying about it and change the power some other time.
Mercy:
---The only change is to the passive's text; instead of "after using a healing power", the ability now gives you the attack buff "after healing someone else". Mundane healing, as well as maintained healing powers, both work with the ability--but healing yourself
doesn't.
Purity:
---Prattle now specifies that targets can roll to resist (as always intended), and has a chance to force them to pay a portion of the cost at *any* level. L3's boon is now optionally increasing the power's cost to moderate, which forces the target to automatically fail their resistance roll. This protects the target from paying the ability's cost, however.
I feel really unsure about this power; I like it, but it's mechanically clumsy. So, to the two pures who
have this power, note that there's a pretty decent chance it'll get changed after the next labyrinth. I'm also open to suggestions on how it should work; go ahead, try and make a blatant attempt at buffing yourself.
---Mind Control now lets you specify the number of successful resists an enemy can roll before you'll just give up on mind controlling them, in case you don't want to accidentally drop a Finale cost on mind controlling a surprisingly strong-willed enemy.