DamonJynx said:
Have you given any thought to how a sorcerer can get their POW point back? None of your examples shows how this is accomplished?
Well you don't get the POW back.. ever really, it's designed as a sacrifice of power to the demon to bind it into a contract.
At least that's how I see it, feel free to use you own ruling such as perhaps if the demon is destroyed, you get your power back. But to me that opens the whole thing up to abuse, chopping and changing demons as suits the player and really I had in mind the demon consumes the POW as part of the way to bind it.
The POW sacrifice is from the original Stormbringer 1st ed rules and I DO quite like it as it makes a sorceror think very seriously about how many demon he's going to summon.
As really if a sorceror is going to summon a demon to bind, you can be sure he's going to throw as many magic points into the demon as he possibly can, seeing as its a permanent binding.
So if there's an option to get that specific power BACK, it runs the risk of a character ending up with several VERY power magic tems and completely dominate the other characters.
That doesn't mean you can't gain power by normal means, such as through advancement points.
If binding a demon of combat there is no point in spending additional MP over and above what is required for its attributes and features (unlike armour), so to increase its benefits you're saying to spend more MP on its abilities?
The damage bonus and to hit bonus will increase if you spend more magic points on the number of D8 attributes.
For example if you spend say 3 magic points of characteristics, the benefits of the demon won't be as great than say if you assign 4 or 5 magic points to attributes.
Lets say you assign 4 magic points to attributes and say roll 26 for STR and 25 for SIZ so 26+25 = 51 (remember a demon weapons gets XD8
+8 STR and XD8
+8 ) DEX which equates to a +1D12 damage bonus, which is pretty awesome.
If you only assigned 3 magic points to attributes, on the average you will have a lower STR+ SIZ and a lower damage bonus.
But it still makes a lot of sense to add magic points to chaotic features.
Depending on your GM you might even get to choose a chaotic attribute. (I would probably rule every OTHER point to chaotic features you spend, you get to choose one if appropriate to the demon type)
For example imagine a Sword with the "reflecting" attribute on it.
Mabye the character could somehow attempt to "block" runes cast at it like say an opposed weapon skill roll vs the Runes castig or something.
There's loads of possibilities with Chaotic features.
And there's no saying you're restricted to just one.
You COULD just choose a chaotic ability that's increases abilities (such as STR or DEX) and increase damage and/or bonus to hit).
I think there's at least as much reason to add magic points to a weapon, just not in the same way as you might to demon armor (as they are a diferent breed and purpose of demon anyway).
As to demon armor you might want to add chaotic abilities such as "Shaggy" adding armor points to the armor AND it would look dead funny

.
I DO think the possibilities are endless, I just didn't want to make the rulings complicated or add too many custom rules when for the most part the exisiting rules work fine and can be adapted..
You could even add compltetely new chaotic features (with the approval of the GM of course).
Part of my BIG concern in re-introducing these rules was that in Stormbringer 1st ed, Demon weapons and Armor were very vaguley defined, so theoretically you could end of with demon weapons doing ridiculous amounts of extra damage (it was possible to be able to add several dice of damage to weapons and many many armor points).
I really didn't want to go back to that.
But at the same time I wanted them to be still powerful but costly and risky as well.