So the Nova’s deal is that their abilities can go horribly wrong, but it’s incredible powerful and versatile, right?
So the Nova’s deal is that their abilities can go horribly wrong, but it’s incredible powerful and versatile, right? It even says in the Masks section that one of the benefits of being a Nova is that you can do just about anything with your powers, while other playbooks are more limited in what they can do. In exchange, you are far more dangerous to yourself and others.
But…some playbooks get access to their abilities and presumably none of the downsides.
For example, the Protege can pick elemental control or telekinesis/telepathy as a power either they have or both they and their mentor have. Earlier on, the powers were split into sections and those were “mentor only,” but it got switched to being part of a set of powers the Protoge picks from. The Outsider and the Transformed have an advance that lets them take any two abilities from other playbooks – fine for most, but what happens if the Transformed picks up Biokenesis or the Outsider comes from a fantasy land and has been learning sorcery?
If a Nova is in the group, it would feel like stepping on their toes. Here’s a character that can do what you can do, but they’re better and don’t have to worry about causing massive damage on a miss. If there isn’t a Nova it’s a bit better but then you have the issue of those abilities being really open ended and suddenly that character can probably do what the other PCs can, without needing to worry about it exploding in their faces if things go wrong. Should the GM take some of the GM moves for the Nova to be part of the character now? The outsider with Sorcery can use the powers they had before just fine, but channeling Sorcerery means the GM can take “Make their powers flare out of control” from the Nova’s moves, or start using GM moves like “Put Innocents in Danger” in ways you wouldn’t with normal misses? If you don’t, and there nothing in the rules to indicate you should do this, it gives the great power but at no worse cost then the powers the other playbooks deal in.
Am I missing something? Are Flares supposed to be super good to make up for this? Because they’re neat, but what I like about the Nova is how it lets you do whatever you want. You can effectivley have any superpower, but you have to pay a real big price for that privilitdge. The Flares are just a bonus. Am I looking at it the wrong way?