Last week I went into the Movement power, offering a possible way of nerfing the ability if granted to players through Channeling & Possession. It’s complicated, especially since people aren’t equivalent to vehicles so ‘sidestreets’ would become ‘sidealley’ or something like that.
Below are a variant and some possible combination-rules, coming from debates with my players about in what way I’ll nerf them.
Rule: Movement penalties are -25% per complicating factor
Complicating factors here are: Bad terrain, narrow area, stuff gets in the way. So if you’re running over rooftops, you’ll suffer a bad terrain penalty and a stuff-gets-in-the-way penalty. A forest has all 3, alleys can easily have all 3, sidestreets got 1~2, etc. In combat you’ll likely suffer -50%. No figuring out the terrain penalty or doing division, so more finesse (-25% instead of an immediate -50%) is possible this way. It’s the variant I’m currently leaning towards.
Rule: Only the increase from Movement is nerfed
If you get divided by 4, or -75%, a Force 6 only means +50% while Force 4 would give no bonus. Under this change, however, you’d still get a bonus of +75%/+125% for Force 4 and 6 respectively. This keeps Movement nice and nerfs the bonus without fully crippling the power.
Granted, under those circumstances you might want to add 1 to the divisor for the /difficulty rule, and consider taking a 20%~40% terrain-quality + 2x -20% penalties for the complicating factor rule. That way the bonus doesn’t go too crazy.
Rule: In combat you can try to go faster, using Gymnastic tests akin to vehicle stunts
The idea of the nerf is that some things are simply not built for you going that fast. If you keep pushing yourself you’d have an accident, so instead it’s nerfed period. In combat, however, one could try to push themselves to go that extra quarter mile. However, you’d have to roll well on a Gymnastic test, with a threshold directly related to the Vehicle Stunt table. This combines nicely with the idea beyind the division-rule, and rewards Gymnastics users which is a skill few people take.
The question is what do you do if they fail. Do they crash, bump into stuff or just not get up to speed? Maybe move but not do special stuff if they hit the terrain threshold but not the additional stunt threshold, or do a crash test to see if they manage to stay upright? GM call, discuss it with your players.
Rule: Spirits suffer a reduction only if they fly within 2 meters from varying obstacles or 1 meter from default obstacles
In other words, if a spirit is buzzing about but far away enough from obstacles to not have to worry about them, they don’t take a movement penalty from it. Here a straight wall / rooftop is far different from an alley with obstacles in the way or rooftops with AC Units and wires and more in the way. This keeps spirits from easily outdoing players without risks while also still letting them outshine players when it comes to what spirits do well: fly.
As for the reduction: Take a look at how you’d treat players, but keep in mind that they don’t have to touch the ground.
Rule: In combat Spirits need to roll Fly tests to buzz around properly
Akin to the Gymnastics rule above, a Spirit would need to roll Fly (normally used to cover extra distance, remember that any Running skill on a spirit should in fact be Flying) to pull crazy movement maneuvers in combat.
And remember: No only deciding on your actions after you moved, you declare intended actions together with your movement before going at it. Anything more complicated than ‘I fire at the first plausible threat I see unless I change my mind and lose my attack action’ wouldn’t fit in the 1~2 seconds going into your Action Phase.