Saturday, August 20, 2016

Powers: Leveled Warp Advantage

Go here, my man.
This is kinda an application of a guidance and small house-rule post from a little while back, not even that far back really about using limitations in order to work up really expensive advantages from a few points to something great. My focus is to try to make a leveled version of the Warp advantage, which is cool and very powerful, but justifiably expensive. Using my idea for a perk to exceed the nominal -80% limitation ceiling (basement?) let's see if we can define a whopping 20 levels of Warp before I get bored!

Mechanics

First off, unadulterated Warp is a 100 point advantage. That's really expensive, and even with the maximum -80% in limitations, that leaves us with a hefty 20 points.
The Power-Ups 8 - Limitations supplement on p.7 says that if there are sensible reasons, and a GM gives permission, sometimes you can exceed the maximum discount of 80%. So for me, I think a leveled perk for Rules Exemption (Exceed Limitation Maximum by 5%)[1] which comes in 3 levels is a bit of a metagame way to make it possible to buy Warp for 5-19 points.
Alongside this perk, is a quirk level vow (which I would *maybe* say doesn't count against the traditional -5 point quirk limit) to control abuse of this new exceptionally low ceiling. This quirk might be stated as Vow(I will buy up all advantages that have a limitation smaller than -80% before investing points elsewhere)[-1]. The point of this quirk is to allow people the right to bend the rules when it might be cool, but only cool in a specific way, that is for the sake of training to acquire a very expensive cool ability that might cost too much to buy in one game session otherwise, as some games have a cap on maximum point expenditures at the end of each session.
With that framework laid out, Let's try to make a reasonable progression from Warp(-95%)[5] to Warp[100].

Warp 1

You have just somehow instinctually actuated your power in a moment of pure terror and... find yourself in a familiar, comfortable location, but with nothing but the skin on your back. This is new for you, and you have no way of controlling this ability. This comes out to
Warp 1(-95%) Warp(Naked, -30%; Anchored, One Location, Your Safe Space Here, -80%; Emergencies Only, -30%; Uncontrollable, Safe Ability, -10%; Reliable, +11, +55%)[5]

Warp 2

You have begun trying to harness your power in a controlled way, you can set the location you can warp by leaving a precious totem of sentimental value and focusing on it really hard... but you have yet to work out the embarrassing clothes problem, maybe you can leave the totem in convenient changing rooms? With the ability now under your mental control, it is not as easy or reflexive as it was when randomly appearing in your happy place.
Warp 2(-90%) Warp(Naked, -30%; Anchored, Movable, Sentimental Totem -60%)[10]

Warp 3

You have finally got a handle on your naked problem... but it is really stressful to concentrate on keeping your clothes with you, and leaves you really tired. Your ability costs 5 FP above and beyond that which you might voluntarily spend.
Warp 3(-85%) Warp(Costs Fatigue, 5 FP, -25%; Anchored, Movable, Sentimental Totem -60%)[15]

Warp 4

You have learned to teleport to a location by memorizing it, you don't need to warp to a totem anymore. You can only warp a few times a day though, not that you would want to because of the toll it takes on your body, always leaving you winded, you are getting better at it though.
Warp 4(-80%) Warp(Costs Fatigue, 4 FP, -20%; Anchored, Memorized Location, 1 Minute -50%; Limited Uses, 5 times a day, -10%)[20]

Warp 5

You are starting to get a little less winded... cool.
Warp 5(-75%) Warp(Costs Fatigue, 3 FP, -15%; Anchored, Memorized Location, 1 Minute -50%; Limited Uses, 5 times a day, -10%)[25]

Warp 6

A major breakthrough, you can warp anywhere! It happens to put cataclysmic stress on your body though... even worse than before, you feel actual real pain when warping.
Warp 6(-70%) Warp(Costs Fatigue, 2 FP, -10%;Costs Hit Points, 5 HP, -50%; Limited Uses, 5 times a day, -10%)[30]

Warp 7

You are getting better at dealing with the bodily stress of teleportation, but you definitely can't teleport as often right now, and your range is slightly hampered while you are recovering.
Warp 7(-65%) Warp(Costs Fatigue, 2 FP, -10%;Costs Hit Points, 1 HP, -10%; Limited Uses, 2 times a day, -30%; Range Limitation, 1,000 miles, -15%)[35]

Warp 8

You don't get hurt at all, but are a little more winded. Nice trade-off.
Warp 8(-60%) Warp(Costs Fatigue, 3 FP, -15%; Limited Uses, 2 times a day, -30%; Range Limitation, 1,000 miles, -15%)[40]

Warp 9

You can teleport a little more often now, but it is taking a toll on your body. More exhaustion.
Warp 9(-55%) Warp(Costs Fatigue, 4 FP, -20%; Limited Uses, 4 times a day, -20%; Range Limitation, 1,000 miles, -15%)[45]

Warp 10

You are getting back into the swing of it, less fatigue!
Warp 10(-50%) Warp(Costs Fatigue, 3 FP, -15%; Limited Uses, 4 times a day, -20%; Range Limitation, 1,000 miles, -15%)[50]

Warp 11

And then you tax your body a bit more, trying to get yourself back to your old limit of 5 uses a day.
Warp 11(-45%) Warp(Costs Fatigue, 4 FP, -20%; Limited Uses, 5 times a day, -10%; Range Limitation, 1,000 miles, -15%)[55]

Warp 12

Bring the fatigue down again.
Warp 12(-40%) Warp(Costs Fatigue, 3 FP, -15%; Limited Uses, 5 times a day, -10%; Range Limitation, 1,000 miles, -15%)[60]

Warp 13

And now we lower the range limitation... but getting rid of it makes things a bit more difficult to control
Warp 13(-35%) Warp(Costs Fatigue, 3 FP, -15%; Limited Uses, 5 times a day, -10%; Unreliable, Activation 14, -10%)[65]

Warp 14

Dealing with the extra bit of activation makes it easier to relax, and thus use less fatigue.
Warp 14(-30%) Warp(Costs Fatigue, 2 FP, -10%; Limited Uses, 5 times a day, -10%; Unreliable, Activation 14, -10%)[70]

Warp 15

But now that we have gotten used to it, we can get through it with no problem, except we get tired again.
Warp 15(-25%) Warp(Costs Fatigue, 3 FP, -15%; Limited Uses, 5 times a day, -10%;)[75]

Warp 16

We have finally exceeded our 5 teleports a day,  but by putting our body at risk.
Warp 16(-20%) Warp(Costs Fatigue, 2 FP, -10%; Costs Hit Points, 1 HP, -10%)[80]

Warp 17

We deal with the injury again by being more determined and exerting ourselves to keep our body safe.
Warp 17(-15%) Warp(Costs Fatigue, 3 FP, -15%)[85]

Warp 18-20

And predictably, we just remove the extra FP costs one by one at this point.
Warp 18(-10%) Warp(Costs Fatigue, 2 FP, -10%)[90]
Warp 19(-5%) Warp(Costs Fatigue, 1 FP, -5%)[95]
Warp 20(+0%) Warp[100]

Other Thoughts and Conclusion

And we did it, we have gone from next to nothing, to almost everything! I guess, if you want, you could start adding carrying capacity or the ability to warp others as well at this point (or earlier.)
I think the annoying sticking point in this specific example is that there are a lot of good limitations that don't have sensitivity levels in 5% increments, so I had to rely on Costs Fatigue often and it felt like a bit of a crutch. I might have done better if I used some kinda limitation on limitations mechanic, which I think exists. Eg, putting an accessibility that something only costs 1 HP in a 50% accessibility level might get it down to a -5% level.

No comments:

Post a Comment