The Tournament in Heaven [Wild Talents 2e] [OOC/Recruiting]

Name: Rika
Gender: Female
Age: 18
Species: Human
Pantheon: The Celestial Chorus
Image/Appearance:
Points: 500 pts
Archetype: Super-Normal
  • Source: Driven
  • Permissions: (15 pts)
    • Super-Equipment (2 pts)
    • Inhuman Coordination (3 pts)
    • Peak Performer (5 pts)
    • Power Theme [Swordsmanship] (5 pts)
  • Intrinsics: (0 pts)
    • Custom Stats [Without Command] (5 pts)
    • Custom Stats [Without Charm] (5 pts)
    • No Base Will (-10 pts)
Stats (125 pts)
  • Body: 5d (25 pts)
  • Coordination: 10d (50 pts)
  • Sense: 5d (25 pts)
  • Mind: 5d (25 pts)
  • Charm: N/A
  • Command: N/A
  • Loyalty: The Celestial Chorus
  • Passion: A sword simply does; it never asks why. Rika's wielder wished to see more of the world before her death, and as such, Rika will cut through any obstacle to fulfill that wish.
  • Willpower: N/A
  • Base Will: N/A
Skills (84 pts)
  • [Body] Melee Weapon [Sword]: 5d (10 pts)
  • [Body] Block: 2d (4pts)
  • [Body] Athletics: 5d (10 pts)
  • [Body] Endurance: 5wd (40 pts)
  • [Coordination] Dodge: 5d (10 pts)
  • [Sense] Perception: 5d (10 pts)
Powers (276 pts)
  • Worn Katana
    • Dice Pool: 10d (20 pts)
      • Damage Profile: W+1 in K (Base) and S (Deadly +1)
      • Hit Locations: 1
      • Wound Boxes per Location: 4 (Base) x 2 (Durable) = 8
      • Armor: HAR 1 + LAR in W of 10d (Armored Defense)
      • Weight: 3 lbs
    • Power Quality: Attack (+2 pts/dice)
      • Power Capacity: Mass
      • Extra/s: (+6 pts/dice)
        • Deadly (+1 pt/dice)
        • Traumatic (+1 pt/dice)
        • Permanent (+4 pt/die)
      • Flaw/s: (-6 pts/dice)
        • Automatic (0 pt/dice)
        • Focus (-1 pt/dice)
          • Accessible (-1 pt/dice)
          • Immutable (-1 pt/dice)
        • Always On (-1 pt/dice)
        • Horrifying (-1 pt/dice)
        • Full Power Only (-1 pt/dice)
      • Effects: Though mundane in appearance, the smell of copper and iron clings to this blade like a jealous lover, its nature and powers made forever permanent. Those who feel the sword's cold touch after it inflicts damage on them must make a Trauma Check or suffer Mental Trauma, as this weapon's deadliness inflicts Shock Damage in addition to its inherent property of Killing Damage.
    • Power Quality: Defense (+2 pts/dice)
      • Power Capacity: Self
      • Extra/s: (+5 pts/dice)
        • Durable (+1 pt/dice)
        • Permanent (+4 pts/dice)
      • Flaw/s: (-8 pts/dice)
        • Automatic (0 pt/dice)
        • Focus (-1 pt/dice)
          • Accessible (-1 pt/dice)
          • Immutable (-1 pt/dice)
        • Obvious (-1 pt/dice)
        • Always On (-1 pt/dice)
        • Full Power Only (-1 pt/dice)
        • Armored Defense (-2 pts/dice)
      • Effects: Asatama's weapons are known both for their deadliness and their reliability on the field. This katana in particular is able to suffer through more abuse than its compatriots, doubling the number of wound boxes in every hit location. Not only that, but it also provides its width in LAR on every hit location, effectively giving LAR 10 thanks to Full Power Only. This does mean however, that the sword can't gobble attack dice. Additionally, for good or ill, the innate powers of this sword cannot be changed, and when used to defend, it's the only time Rika's use of the sword is blindingly obvious.
  • Embodied Blade
    • Dice Pool: 2d (6pts)
    • Power Quality: Utility (+2 pts/dice)
      • Power Capacity: Touch
      • Extra/s: (+6 pts)
        • Native Power (+1 pt/dice)
        • No Physics (+1 pt/dice)
        • Permanent (+4 pts/dice)
      • Flaw/s: (-5 pts/dice)
        • Automatic (0 pt/dice)
        • Always On (-1 pt/dice)
        • Full Power Only (-1 pt/dice)
        • If/Then [Use an object like a Sword] (-1 pt/dice)
        • Locational [Right Arm {H 5-6}, Left Arm {H 3-4}] (-2 pts/dice)
      • Effects: Any object used like a Sword will exhibit the properties of one.
  • 1st Principle: Sever the Unseen (Hyperskill - Melee Weapon [Sword])
    • Dice Pool: 10d (120 pts)
    • Power Quality: Attack
      • Power Capacity: Mass
      • Extra/s: (+22 pts/dice)
        • Native Power (+1 pt/dice)
        • No Physics (+1 pt/dice)
        • Daze (+1 pt/dice)
        • Subtle (+1 pt/dice)
        • Non-Physical (+2 pt/dice)
        • Speeding Bullet (+2 pt/dice)
        • Permanent (+4 pts/dice)
        • Go First X (+10 pts/dice)
      • Flaw/s: (-11 pts/dice)
        • Automatic (0 pt/dice)
        • If/Then [Holding a Sword] (-1 pt/dice)
        • Always On (-1 pt/dice)
        • Full Power Only (-1 pt/dice)
        • Attached to Body (-1 pt/dice)
        • Attached to Melee Weapon [Sword] (-2 pts/dice)
        • Locational [Right Arm {H 5-6}, Left Arm {H 3-4}] (-2 pts/dice)
        • Self-Only (-3 pts/dice)
      • Effects: Rika's swordsmanship is blindingly fast, to the point that it can even seem like she didn't draw her sword at all. Her opponent would need to be within 10 yards/meters of her in order to roll a Perception Check to even notice she was attacking. Not only does the width of her attack increase by 10 when determining initiative in the Resolve phase, her opponent would still need superhuman coordination (>6d) to be able to react to her sword as the sheer speed of it disorients the foe and reduces their dice pool by this Hyperskill's width for the next round. In addition, Rika's strikes with a blade are otherworldly in all senses of the world, defying rules of momentum and able to ignore static defenses as if they weren't there.
  • 2nd Principle: Breathe of the Incorporeal (Hyperskill - Athletics)
    • Dice Pool: 10wd (40 pts)
    • Power Quality: Useful
      • Power Capacity: Self
      • Extra/s: (+10 pts/dice)
        • Native Power (+1 pt/dice)
        • No Physics (+1 pt/dice)
        • Booster II (+2 pts/dice)
        • Go First II (+2 pts/dice)
        • Permanent (+4 pts/dice)
      • Flaw/s: (-10 pts/dice)
        • Automatic (0 pt/dice)
        • If/Then [Holding a Sword] (-1 pt/dice)
        • Always On (-1 pt/dice)
        • Attached to Body (-1 pt/dice)
        • Attached to Athletics (-2 pts/dice)
        • Locational [Head {H 10}, Torso {H 7-9}] (-2 pts/dice)
        • Self-Only (-3 pts/dice)
      • Effects: Rika's swordsmanship could not be achieved with a mundane body. Mastery of the sword required mastery of her corporeal form to an astonishing degree, allowing her to pull off superhuman feats such as appearing as a blur to mundane eyes in short bursts, sprinting as fast as a vehicle (240 yards/240mph), and jumping from wall to wall or rooftop to rooftop (Jump Length of 80 yards/55 meters and Jump Height of 20 yards/18 meters). She could even run across walls or water, and seemingly use either as platforms to jump from. Additionally, the width of this Hyperskill increases by 2 when determining initiative in the resolve phase.
  • 3rd Principle: Trace the Intangible (Hyperskill - Perception)
    • Dice Pool: 10d (10 pts)
    • Power Quality: Utility
      • Power Capacity: Self
      • Extra/s: (+9 pts/dice)
        • Native Power (+1 pt/dice)
        • Permanent (+4 pts/dice)
        • Go First IV (+4 pts/dice)
      • Flaw/s: (-9 pts/dice)
        • Automatic (0 pt/dice)
        • If/Then [Holding a Sword] (-1 pt/dice)
        • Always On (-1 pt/dice)
        • Full Power Only (-1 pt/dice)
        • Attached to Sense (-1 pt/dice)
        • Attached to Perception (-2 pts/dice)
        • Self-Only (-3 pts/dice)
      • Effects: One of the cornerstones of Rika's style is that anything that can be seen, can be cut. Thus, she has honed her senses to a superhuman degree, unwilling to let anything pass her by. The width of this Hyperskill by 4 when determining initiative in the resolve phase.
  • 4th Principle: Stillness is Death (Hyperskill - Dodge)
    • Dice Pool: 10wd (80 pts)
    • Power Quality: Defends
      • Power Capacity: Self
      • Extra/s: (+9 pts/dice)
        • Native Power (+1 pt/dice)
        • No Physics (+1 pt/dice)
        • Interference (+3 pts/dice)
        • Permanent (+4 pts/dice)
      • Flaw/s: (-8 pts/dice)
        • Automatic (0 pt/dice)
        • If/Then [Holding a Sword] (-1 pt/dice)
        • Always On (-1 pt/dice)
        • Obvious (-1 pt/dice)
        • Attached to Coordination (-1 pt/dice)
        • Attached to Dodge (-2 pts/dice)
        • Locational [Right Leg {H 2}], Left Leg {H 1}] (-2 pts/dice)
      • Effects: The secret to life was motion, and stillness was the providence of corpses. Thus, Rika spares no effort in closing with the enemy, ignoring the suggestions of physics as she ducks and weaves through gunfire with such force that her every move disturbs the air and kicks up dust and debris to interfere with her foes' aim, reducing the width of their opposed attack roll by the width of her defense roll.
Attacks
  • Fists and Feet
    • Dice Pool: 5d (Body)
    • Damage Profile: W in S
  • Embodied Blade Object
    • Dice Pool: 5d (Body) + 5d (Melee Skill [Sword]) + 10d (1st Precept: Sever the Unseen)
    • Damage Profile: W + 1 in K
      • 1st Precept: Sever the Unseen - No Physics, Daze, Subtle, Non-Physical, Speeding Bullet, Go First X, Full Power Only
  • Worn Katana
    • Dice Pool: 5d (Body) + 5d (Melee Skill [Sword]) + 10d (Worn Katana) + 10d (1st Precept: Sever the Unseen)
    • Damage Profile: W + 1 in SK
      • Worn Katana - Deadly +1, Traumatic, Horrifying, Full Power Only
      • 1st Precept: Sever the Unseen - No Physics, Daze, Subtle, Non-Physical, Speeding Bullet, Go First X, Full Power Only
Defenses
  • Block with Fists and Feet
    • Dice Pool: 5d (Body) + 2d (Block)
    • Defense Profile: N/A
  • Block with Embodied Blade Object
    • Dice Pool: 5d (Body) + 2d (Block)
    • Defense Profile: N/A
      • Hit Locations: 1
      • Wound Boxes per Location: 4
      • Armor: HAR 1
  • Block with Worn Katana
    • Dice Pool: 5d (Body) + 2d (Block) + 10d (Worn Katana)
    • Defense Profile: Armored Defense, Durable, Full Power Only
      • Hit Locations: 1
      • Wound Boxes per Location: 8
      • Armor: HAR 1 + LAR in W of 10d
  • Dodge
    • Dice Pool: 10d (Coordination) + 5wd (Dodge) + 10wd (4th Principle: Stillness is Death)
    • Defense Profile: No Physics, Interference
Background Info
  • Deity: Az'rel, The Great Divider
    • Pantheon: The Celestial Chorus
    • Appearance: Az'rel is commonly depicted as a robed, beggar-like figure, eternally hunched over a map, measuring stick in one gnarled hand and quill in the other.
    • Role: Az'rel is a deity of measurements and divisions, and of borders and separations. It is he who is responsible for deciding the ever-shifting borders of the Celestial Realms down to the exact millimeter, and it is through his divine will that "others" and "us" are defined.
  • Occupation(s): Vagabond
  • Nationality: Asatama
    • Situated on an isolated archipelago and flanked by oceans on all sides, the nation of Asatama is relatively young compared to its distant neighbors. Ruled by a then-princess and now queen on a spiritual journey, they have come to tame this wild land and have so far successfully established cities and towns on the coasts. Pushing further inland, however, has proven trying due to stiff resistance by the native creatures. In response, a budding warrior class bound not by blood, but shared tutelage has been established and along with them, many schools for the various military arts. While useful, whispers in the palace speak in worried tones as to whether Asatama's strict social hierarchy will survive this sudden addition into their calcified ranks.
  • Backstory: In the legends of Asatama, a warrior and their weapon were inseparable. It did not matter if said warrior never named their weapon, the poets and merchants would be sure to give it one long after they've passed. If nothing else, it helped sell supposed artifacts to fools with their heads up in the clouds and wallets too deep for their own good.

    It was not uncommon for fakes to circulate the market, usually looted from the remains of battlefields for their aged look and proof of battle damage, only to be refurbished to be more presentable to the eyes of the nobility.

    One such sword found its way into the hands of a particular noble household. A girl too sickly for battle, but head full of dreams about the legends of old. Though weak of body and thus, never fated to serve in the battlefield, the girl studiously tried to practice with it anyways, supported as she was by her elder siblings as they thought the exercise would do her some good.

    Where others of her age might have preferred more traditionally genteel hobbies to sink their money into, the girl took great pains to care for the sword she called her own. It was exceptionally sharp and the flat of the blade was clear enough to serve as a mirror, a function she was quite happy to exploit when preparing for social gatherings.

    Even when her condition turned for the worse and she was confined to her bed, the girl and her sword were inseparable. In lieu of a doll and in times of isolation, she would whisper her worries to it. She feared for her family and people as the war intensified, and she cursed her inability to do anything to contribute, stuck as she was being a burden on the house's finances.

    The sword, of course, never replied back, but it did feel good to be able to vent her worries to no one in particular.

    In the coming days, the girl would pass away from her illness as the castle was besieged by their foes. Unable to leave to bury her, the corpse was kept locked in her room. The clan almost considered it a blessing. At least their youngest would not have to witness what would become of their family and territory as the tides of war shifted against Asatama.

    Grief-stricken and without hope, the castle's defenders soon faced defeat, and it was amidst the cries for help and the crackle of fires that something stirred in the girl's grave. Though not old enough to qualify as a true artifact spirit, the girl's devotion and last wishes had imparted the breath of life into the sword. It was a half-formed thing, incomplete and newborn, but it was enough fuel to fulfill its owner's strongest desire.

    Survivors of the siege would speak of seeing their young lady in the smoke and debris, walking leisurely as creatures of the archipelago died around her, fatal wounds suddenly splitting open across their bodies and repaying their destruction of the castle twofold. By the time the sun rose, the besiegers had been destroyed utterly, and the survivors cheered their victory.

    Her sibling sought to confirm if what they had seen was simply a hallucination induced by coming so close to death, or if their youngest sibling truly had returned to life. However, none could find the girl. Her body was not in her room like it should have been, and neither was she found among the corpses collected for burial or burning.

    In truth, the girl had left a trail of corpses that soon disappeared into the forest, a desperate chase against routing foes until the power that animated her body disappeared. Now, the fire that once burned so brightly had turned into guttering as the girl leaned against a tree, eyelids growing heavy with each second that passed by. The miracle that had allowed her sword to fulfill her wish was disappearing, and death would soon claim her once again.

    Her fate looked to be sealed, until a hooded old man found her.

    He asked her what she was doing so far from home, and she answered that she was home. The battlefield was her purpose, and she had once again found herself lying still in the aftermath of one.

    He asked her why she had thrown away her chance at life by burning it for a corpse who could no longer appreciate the action, and she answered that it was a sword's purpose to act on the desires of those who wielded them. The question of why never even entered the equation.

    He then asked her another question.

    Would she like to continue to live for that girl's sake?

    The sword fell silent, the certainty she once possessed disappearing.

    The old man didn't wait for a reply, simply extending one gnarled hand forwards instead.

    The sword stared at it, memories of her owner flashing before her very eyes. The girl had wanted to see so many sights, to witness what the outside world was like beyond her room. A sword was not the tool for such a task, but then again, swords were never intended to be a trusted confidant or a hand mirror either.

    The sword took the old man's hand, and she swore she saw a hint of a crooked smile in the shadows of his cloak.

    Finally, the old man asked his last question. What name did she go by?

    "Rika," the sword answered without hesitation, the girl's name coming to mind instantly.

    After all, in the myths of Asatama, a legendary warrior was always remembered by their name rather than their weapon.
 
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I'm trying to figure Hyperstats and Hyperskills out, and here's what I've gotten so far. The following rules apply.
  1. Hyperstats and Hyperskills are placed under the Power Section with the following Base Costs added into the sum total cost modifier of the Power itself. (Reference Sheet Page 1)
    • Hyperstat Base Cost: 4 pts per d, 8 pts per hd, 16 pts per wd
    • Hyperskill Base Cost: 1 pt per d, 2 pts per hd, 4 pts per wd
  2. Hyperstats have all 3 Power Qualities by Default, but Hyperskills have only 1 of 3 by default. To add more Power Qualities to a Hyperskill, you must spend 2 pts/dice to said Hyperskill. (Wild Talents 2ndEd Page 107)
  3. Hyperstats and Hyperskills have no Power Capacities by default beyond what that stat or skill naturally does. Adding a Capacity means adding the Extra "Power Capacity (Type) (+1 pt/dice if Touch, +2 pts/dice if otherwise) (Wild Talents 2ndEd Page 111)
  4. A Hyperstat or Hyperskill MUST have Augment (+4 pts/dice), Permanent (+4 pts/dice), and Always On (-1 pt/dice) if it is to count as a Passive and Automatic Power. At least one of the two is required for Hyperstats or Hyperskills. (Wild Talents 2ndEd Page 119)
    • Can you have a Hyperskill or Hyperstat even if you don't have the base version of the skill or stat?
    • If the Hyperstat or Hyperskill has Extras BESIDES Augment, Power Quality Levels and said Extras do not apply if you want to roll both the Hyperstat/Hyperskill and add it to the Stat/Skill being used.
    • If you want to keep the Extra effects, then you must roll the smaller dice pool.
  5. Before applying the Base Cost of Hyperstats/Hyperskills, you must first get the sum of the per die cost of the Hyperstat/Hyperskill's Extras, Flaws, and Power Quality Levels (CANNOT go lower than 1pt per dice), and then add it to the Base Cost.
    • Since the per die cost from Extras and Flaws can't go lower than 1 for Hyperskills and Hyperstats, the actual minimum cost of each dice for Hyperskills and Hyperstats is:
      • Hyperstat Minimum Cost: 5 pts per d, 10 pts per hd, 20 pts per wd
      • Hyperskill Minimum Cost: 2 pt per d, 4 pts per hd, 8 pts per wd.
    • The above is because you can't make the per die cost accumulated from Extras and Flaws go lower than 1pt per dice.
Did I get this all right?
 
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A Hyperstat or Hyperskill MUST have Augment (+4 pts/dice)
A Hyperstat or Hyperskill does not require Augment. Augment is for if you're trying to add dice to your other Miracles; it's flexibility with a few restrictions, whereas Hyperstats and Hyperskills only ever apply to their stat or skill. You can confirm Hyperstats and Hyperskills not needing Augment from the examples in the Character Index section of the rulebook; there's at least one with Hyperbody but no Augment.

In regards to requiring Permanent and Always On... Neither being passive nor automatic is necessary for Hyperstats and Hyperskills. I forget which page it's on, but the book uses an example of someone setting their fists on fire as a possible Brawling Hyperskill, something that the user would toggle on and off rather than keep permanently active.

It is, however, convenient to make them Permanent and Always On so as to bypass the need to eat Multiple Action penalties for both activating your Hyperstat/skill in a turn and trying to dodge an attack or use activate both a Hyperstat and Hyperskill simultaneously or something.
Before applying the Base Cost of Hyperstats/Hyperskills, you must first get the sum of the per die cost of the Hyperstat/Hyperskill's Extras, Flaws, and Power Quality Levels (CANNOT go lower than 1pt per dice), and then add it to the Base Cost.
Not quite how it works, and frankly, you can ignore the 'base costs' for hard and wiggle dice, because they're a multiplier put at the end. Instead, the formula looks something like (A*(B*(C+D))), where A is your number of dice, B is the type of dice (1 if regular, 2 if hard, 4 if wiggle), C is your base cost (1 for Hyperskills, 4 for Hyperstats), and D being your total Flaws and Extras. I've been calculating things as though the sum of D and C can be a minimum of 1, rather than D itself going no lower than 1, but now that you mention it I'm going to have to go back through the book with a fine tooth comb for the exact wording. Ugh.
 
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Not quite how it works, and frankly, you can ignore the 'base costs' for hard and wiggle dice, because they're a multiplier put at the end. Instead, the formula looks something like (A*(B*(C+D))), where A is your number of dice, B is the type of dice (1 if regular, 2 if hard, 4 if wiggle), C is your base cost (1 for Hyperskills, 4 for Hyperstats), and D being your total Flaws and Extras. I've been calculating things as though the sum of D and C can be a minimum of 1, rather than D itself going no lower than 1, but now that you mention it I'm going to have to go back through the book with a fine tooth comb for the exact wording. Ugh.
Thanks for putting up with my questions! My unfamiliarity with this system is really making me ask anything and everything. :oops:

That said, is there any ruling that says we need to have the base version of a skill (Block) in order to get its Hyperskill? Or can we go with just the Hyperskill? I didn't see any during my multiple rereads, but better safe than sorry.
 
Thanks for putting up with my questions! My unfamiliarity with this system is really making me ask anything and everything. :oops:

That said, is there any ruling that says we need to have the base version of a skill (Block) in order to get its Hyperskill? Or can we go with just the Hyperskill? I didn't see any during my multiple rereads, but better safe than sorry.
I'll have to look later-right now I'm walking my dog and getting ready for school.
 
Thanks for putting up with my questions! My unfamiliarity with this system is really making me ask anything and everything. :oops:

That said, is there any ruling that says we need to have the base version of a skill (Block) in order to get its Hyperskill? Or can we go with just the Hyperskill? I didn't see any during my multiple rereads, but better safe than sorry.
I'm new to the system too; literally hadn't even heard of it until this thread :p

I haven't seen anything that would prevent you from Hyperskilling a Skill you don't have, and I myself ended up Hyperskilling Stability without actually buying a Stability skill die... Of course, we could both have just missed it if there is a restriction.
 
I'll have to look later-right now I'm walking my dog and getting ready for school.
Thank you! All else fails, we could just use house rules if it ends up being too much of a bother.
I'm new to the system too; literally hadn't even heard of it until this thread :p

I haven't seen anything that would prevent you from Hyperskilling a Skill you don't have, and I myself ended up Hyperskilling Stability without actually buying a Stability skill die... Of course, we could both have just missed it if there is a restriction.
Likewise, I didn't know what Wild Talents was until this thread. Pretty intriguing system, though difficult for me to completely understand.

That said, just a heads up! The image you're using for your character is broken. Probably need to rehost it somewhere else besides discord since when I try to open it in a new tab, the message "This content is no longer available" shows up.
 
Not quite how it works, and frankly, you can ignore the 'base costs' for hard and wiggle dice, because they're a multiplier put at the end. Instead, the formula looks something like (A*(B*(C+D))), where A is your number of dice, B is the type of dice (1 if regular, 2 if hard, 4 if wiggle), C is your base cost (1 for Hyperskills, 4 for Hyperstats), and D being your total Flaws and Extras. I've been calculating things as though the sum of D and C can be a minimum of 1, rather than D itself going no lower than 1, but now that you mention it I'm going to have to go back through the book with a fine tooth comb for the exact wording. Ugh.
I read through the book for examples and found out that yeah, the cost of Extras and such can go as low as 0. I didn't see any examples of anything going lower than that, however, so I assume that the Hyperskill and Hyperstat Base Costs (1pt and 4pts respectively) are as low as they can get.

Here's the example I found in page 327.

Hyperstat (Body) +7d (4 per die; 28 pts)
- Extras and Flaws: Attached to T-Rex Form -2, Attacks Quality +2
- Effect: In T-Rex form, Dr. Jurrasic has +7d Body and his hand-to-hand attacks inflict width + 2 in Shock and Killing Damage.

The Extras and Flaws cancelled each other out, and since this is a Hyperstat, the Quality was free and cost nothing, though the upgrades to the quality did cost +2. That left the 4 pt per die base cost for the hyperstat.

I've reworked Rika's skills in accordance to this since she's supposed to be something of a stat stick. No fancy tricks this time besides the ability to use anything like a sword.
 
Image fixed, i'm uncertain i want to bother rechecking my skill prices as that would require combing through the book again just to confirm what the minimum price per die actually is, and i'll get to working on the lore either later today or sometime tomorrow.
 
Image fixed, i'm uncertain i want to bother rechecking my skill prices as that would require combing through the book again just to confirm what the minimum price per die actually is, and i'll get to working on the lore either later today or sometime tomorrow.
Sorry to say but the image is still broken. Maybe rehost it to imgur?

That said, I did recheck your skill prices and they all seem about right except for Draconic Form.
  • Draconic Form (40p, 10hd, Body Hyperstat, Qualities: ADU, Capacity: Mass/Self/Speed.
    • Attacks (Melee):Deadly (+2), Permanent (+4), Native Power (+1), Always On (-1), Limited Damage (-1, Killing), Touch Only (-2), Willpower Bid (-1).
      • Total: +2 pts/dice
    • Defends (LAR 10):Armored Defense (-2), Hardened Defense (+2), Permanent (+4), Native Power (+1), Always On (-1), Willpower Bid (-1), Full Power Only (-1), Attached (-2, Inviolate Constitution).
      • Total: 0 pt/dice
    • Useful (Winged Flight):Native Power (+1), No Physics (+1), Depleted (-1), Locational (-1, Torso), Obvious (-1), Self-Only (-3), Willpower Bid (-1).)
      • Total: -5 pts/dice
    • Total:
      • Extras and Flaws Total: 2 - 5 = -3
      • 4 (Hyperstat Base Cost) - 3 (E&F Total) = 1 pt/dice
      • 1 x 2 (hd multiplier) = 2 pt/hd
      • 2 x 10 = 20 points for 10hd
This is assuming we can buy Hyperstat dice lower than the base cost, which should be possible considering this is a thing in the rulebook (Page 328).

Hyperstat (Sense) +1wd (1 per die; 4 pts)
  • Extras and Flaws: Attached to T-Rex Form (-2 pts/dice), Booster (Range) (+1 pt/dice), If/Then (Smell Only) (-2 pts/dice)
    • Total:
      • -2 + -2 + 1 = -3 pts/dice (E&F Total)
      • 4 (Hyperstat Base Cost) + -3 (E&F Total) = 1 pt/die
      • 1 x 4 (wd multiplier) = 4 pts/wd
      • 4 x 1 = 4 pts for 1wd
 
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I went and edited Rika's character sheet again. Mainly just rebalanced her to try out Super-Equipment (Built according to the process in page 168 for the Anger-Realizer Gun) and changed point distribution after realizing that Penetration is an Attack only Extra and so couldn't be put under Embodied Blade. Also added an Attacks and Defenses section to make referencing the rolls much easier since that's what they did for the example characters in the rulebook.

Probably going to change her Backstory Info too, since I'm unsatisfied with some of the things I put in there. That might take a while though.
 
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One of the main things I worry about is the use of "Willpower Bid" since it would make using any of these powers would require at least 21 points of willpower to be useful.
 
One of the main things I worry about is the use of "Willpower Bid" since it would make using any of these powers would require at least 21 points of willpower to be useful.
You're thinking Willpower Investment, which scales the cost to the number of dice and only gives you back your Willpower when the duration ends... Which would be completely bonkers with the number of 10d Permanent powers I have. Willpower Bid on the other hand, only antes a single point per activation and gives you the point back immediately if the power successfully activates. So it's a bit cheesy with Hard dice since the power will basically always activate successfully unless you're up against a Gobble Dice build, but hey, draconic pride, y'know? Failing tasks you really, really shouldn't be failing would be pretty off-putting.
 
You're thinking Willpower Investment, which scales the cost to the number of dice and only gives you back your Willpower when the duration ends... Which would be completely bonkers with the number of 10d Permanent powers I have. Willpower Bid on the other hand, only antes a single point per activation and gives you the point back immediately if the power successfully activates. So it's a bit cheesy with Hard dice since the power will basically always activate successfully unless you're up against a Gobble Dice build, but hey, draconic pride, y'know? Failing tasks you really, really shouldn't be failing would be pretty off-putting.
I mean, yes, but you also need 2 Willpower to activate each HD. If you have to use all 10 HD in an ability, that means you'd need at least 20 willpower to do that.
 
I mean, yes, but you also need 2 Willpower to activate each HD. If you have to use all 10 HD in an ability, that means you'd need at least 20 willpower to do that.
Willpower Bid is a flat 1 Willpower, not 1 Willpower per d. Willpower Cost or Willpower Investment are the flaws that actually care about how many dice you're trying to activate. Unless you're referring to something other than a flaw, in which case, quote it please? I ctrl+f'd my way through the rules, and i've found this, but if anything, it's the opposite of what you're saying.
Willpower Costs on Page 115 said:
As a default in Wild Talents, no basic power has a Willpower cost. Some powers do incur Willpower costs, however, because they have Flaws such as Willpower Bid or Willpower Cost (page 136).

And for clarification/reference...
Willpower Bid (-1) on Page 136 said:
To activate your power you must "bid" one point of Willpower. If you fail to activate the power for any reason, you lose the Willpower point. If the power activates, you keep the Willpower point.
As compared to:
Willpower Cost (-2) on Page 136 said:
To activate your power you must spend Willpower equal to 1 per die that you roll, 2 per Hard Die, and 4 per Wiggle Die. If you fail to activate the power for any reason, you do not need to spend the Willpower.
and
Willpower Investment (-1) on Page 136 said:
To activate your power you must "invest" Willpower equal to 1 per die that you roll, 2 per Hard Die, and 4 per Wiggle Die. This invested Willpower returns when your power's duration is over, even if it's only single action, but until then you must treat it as if you lost that Willpower. If you fail to activate the power for any reason, you do not need to invest the Willpower.

Bid is what i'm using, not Cost or Investment. Notice the massive differences in phrasing.
 
Willpower Bid is a flat 1 Willpower, not 1 Willpower per d. Willpower Cost or Willpower Investment are the flaws that actually care about how many dice you're trying to activate. Unless you're referring to something other than a flaw, in which case, quote it please? I ctrl+f'd my way through the rules, and i've found this, but if anything, it's the opposite of what you're saying.


And for clarification/reference...

As compared to:

and


Bid is what i'm using, not Cost or Investment. Notice the massive differences in phrasing.
Ah, fair point. Sorry for the confusion.
 
It's been a few days of constant rewrites. Rika's backstory has been cut down by a lot to help avoid bloat after several drafts that just made it way too long.

Thankfully, I've finally settled on the final version. It's shorter and gets the point across much quicker that Rika is an instrument of the Celestial Chorus in all senses of the word, hence the lack of emotions and inhuman dedication to the one thing she knows how to do well.
 
Admittedly I've been having a lot of my time and motivation eaten up by irl things, and with only two players (presuming I actually finish my sheet), both of whom are some variety of stat stick... It's just been really hard to work up the motivation to finish, y'know?
 
Admittedly I've been having a lot of my time and motivation eaten up by irl things, and with only two players (presuming I actually finish my sheet), both of whom are some variety of stat stick... It's just been really hard to work up the motivation to finish, y'know?
I mean, I've got a lot of stuff going on right now too, so take your time.
 
might i recommend crossposting this to SB and maybe QQ to fish for more players? I don't think you'll get many, especially on the QQ side since this isn't a lewd RP, but...
 
I said I finished editing Rika's backstory, but turns out, that was a lie. This is the final version, I swear! I was so focused on making a a person that becomes a tool, that I forgot that a tool that was turned into a human is much more exciting of a concept for me. That meant I also had to edit her passion, but that's fine. It gives Rika some more depth, I think.

That aside, advertising on SB might yield some interest, though I'm not sure by how much. Wild Talents is pretty obscure far as I can tell, so not a lot of people will be willing to dive deep into a new and complicated system.
 
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