Board Thread:Off-Topic/@comment-17114085-20170629235146/@comment-25073873-20170701015656

Harold Burned-Mane wrote:

@Data: He can have 8 spells so he can have them both, just don't count them as one spell because they aren't.

It's better to just remove it than have people question what Power of One even does. No one can change the powers of abilities of a Half-God after you claimed him, so that wouldn't really be a problem. He can create enchanted items out of darkmatter? I'm not sure if that is too OP or not. However, I am 100% certain that him being able to create Daedric Artifacts out of Darkmatter is way too OP. I'll allow him to create things with minor enchantments, but not any Aedric/Daedric Artifact's enchantment since that would require the power of the God to copy the effects. By minor enchantments I mean he can't just give them numerous different enchantments or one super strong enchantment to make that item an OP item. So could create something that resembles Dawnbreaker in appearance but doesn't have the same effects. Also, nothing biological, so no people, animals or plants. That would open up a whole can of worms that I'd rather not open. As for the capabilities of the Darkmatter, more elaborations (The power is very complex in nature):

He can create a replica of a person in shape, because in theory his power isn't entirely inorganic in nature, and Namira strikes me as an "organic" goddess. The point is, they wouldn't have souls, so essentially they are mannequins (with no organs or brains), not people. He can't create a person, but he can create a mannequin (With some level of effort depending on complexity) of an animal or person. It cannot think or do anything on its own but as he can manipulate it, he can make it move with conscious inputs. Of course it cannot bleed. I think this isn't unreasonable. Replication of biology (to some extent) is what allows him to hold people together with his ability. It's not life creation.

As for plants, I don't see how it would impact anything. Plants don't have souls. He could create plants, but as they are artificial, it would be equivalent of production of plastic flowers/vines. Like the cheap ones you see people hang at home. If he used it to bind someone, he might as well make chains or even just string, since Darkmatter is still Darkmatter and the tensile strength is independent of the shape of the creation.

As for the copying of Daedric Artifacts, he would in theory be able to replicate the shape and the enchantment by granting it "properties" that have a similar enchantment. They never really struck me as very strong, and having "absorb health" on a "sword the shape of the Ebony Blade" isn't hard to wrap one's head around (why would he create an exact replica with the slay friends bit if it dissappears after a while?). Since a sword's "shape" is not an enchantment, it's still a singly enchanted sword with a relatively minor effect. Creation of enchanted armor, as I said, is useless, unless he gives it to others.

Harold Burned-Mane wrote:

Only the most masterful of mages in TES have been able to make themselves stop aging, the only known examples being Divayth Fyr and Abnur Tharn. It isn't a common skill, in fact it seems to be extremely rare. So it certainly isn't something an Expert Restoration Mage can do. If you want him to be unaffected by age either have him be a lich-like being, a vampire or some genius-level mage like Divayth and Abnur. Changed his restoration to master level. Him being a fair bit older than he looks is part of the concept I had, so I will fit it in somehow. Biological immortality doesn't really affect anything, since I do not reuse characters across sequel RPs unless they are set like 2 years apart.

Harold Burned-Mane wrote:

The negative effects are the only reason I'll even allow him to have the Darkchild's Fortress ability, or else it would be way too OP. Since it grants him immunity and resistances to a bunch of different things. The negatives are also not anything that will really hinder him due to his power and selection of spells. Like the enchantment thing is practically null since he can create Daedric Armor, which has the best defense, with his Darkmatter. He can also create walls or something in front of him to negate his inability to use wards. But yeah, it does too much for me to allow another ability. It would be stupid if someone picked spells that are useless on them. It just doesn't make sense. It's like learning to wear a third shoe when you only have two legs.

No one buffs like crazy in HG since everyone fights for glory solo, I get it, which makes the negative not very apparent. But that's because no one wants to be the support mage, which is quite annoying since they are important (and useful) in games as well as most stories with magic.

Considering even an Oblivion conjuration spell can create daedric armor, there is nothing special about that part. I removed his immortality ability and simply linked it to his Restoration Mastery.

Harold Burned-Mane wrote:

I am aware of the inconsistancy due to the retcon of powers, retcons almost always cause plot holes. You can choose to fill the hole however you like but not with any "uniqueness" of a character since from this RP forward, until someone else overrides the Namira powers, all children of Namira will inherit the same power as Taliesin. As for characters that existed previously with a different set of powers they would still have the current set of powers if they were to show up in this RP, not previous powers. So if for example, Shill's son of Dagon showed up in The Seven Sins, he's have the same powers as Wrath. Not his previous powers of pyrokinesis. So whatever powers are the current ones are universal to all children of that God, past or present. I'm really not concerned with sticking to continuity in HG since this RP is meant as a fun RP where demigods just let loose on one another with crazy powers and abilities. I'm not trying to tell a deeply connected story with these RPs. Which is why I always set them years apart from one another. This is one part I have to disagree on. People suddenly changing their powers is ultra weird. I know you are the GM and all, but there has to be some sort of flow even with the long gaps. Even games like Devil may Cry which is pretty much just beating everyone up have internal consistency. It's not about a deeply connected story. Sequels must have logical follow ups, or else why are they even sequels? It's as good as two completely unconnected RPs if there is no connection. It's just the same people used in different settings, like Levith (AoI) and Levith (AL).

It opens up a giant can of worms if such retcons happen, simply because someone will notice it and go "huh, if he had this ability back then, why didn't he use it better? Why the sudden power shifts? If I can get on chat, perhaps I will elaborate more, but retconning powers every cycle becomes ultra weird. Especially if a strong power suddenly becomes weak, or a weak power becomes strong. Like if Aeren's glyphs and lightspeed suddenly became life manipulation. If Aeren did come back, he somehow lost his speed and glyphs, but gained life manipulation. Continuity breaking? Yes.