faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote 2016-02-22 06:30 pm (UTC)

Sorry that we didn't provide this in the first answer, but essentially, the bottom line effect of the mechanic that brings Rifters to Thedas is that they must be made of the same "stuff" as natives, even if that stuff takes a slightly different physical shape. So in Archer's case, he really won't be a Servant as you describe; in line with what we've required of other characters in the past, he will need to eat and sleep to survive, and there won't be any actual fading if he runs low on energy, though he would be welcome to experience some sort of sensation that reminded him of it. ICly, what Rifters are and what happens to them if/when they die remains unknown, so maybe that uncertainty could spur him to want to stay alive.

As for his abilities, we will need to significantly nerf some of those you're interested in keeping intact. We subject all characters with superhuman abilities to a line-of-sight limitation, so while we are fine with Archer being able to clairvoyantly see detail or movement up to 2.5 miles away as described, it will need to be limited to things in his direct line of sight. To the extent that his True Eye of the Mind ability is superhuman prescience rather than (fallible) human experience with combat, we would need to limit that to a few seconds at most into the future.

Having a dematerialized inventory like you describe isn't something we allow, so Archer can either have his bow and swords arrive as permanently physical objects, or he can arrive without weapons but be able to produce a spirit blade like native Knights-Enchanter use. This would be a single blade which would not have special anti-demon powers, and he would have to work with native mages in order to find out about and get the necessary physical hilt. His shield sounds very similar to a concentrated version of the barriers that native mages cast, so it would be fine for him to retain that power though--as you suggest and as with native barriers--he would be limited in how often he could produce it, and once it was destroyed there would be a cool-down time of 20-30 seconds.

We also need to ask you to explain in more detail exactly how superhumanly strong/fast/enduring Archer is, because we may need to impose some limits there as well. This is in line with what we've required of other players—in addition to conforming to the limits of the mechanism we've set up to explain their arrival, our goal is to allow Rifters to be unique in their abilities when compared to native characters, but not, over all, significantly more powerful than them, especially to a degree that would render natives superfluous in combat situations or make it irrational for the Inquisition to choose native characters rather than only certain Rifters for difficult missions.

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