One massive shape moves above you in the night sky, it's head glancing towards you as it sheds...
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phoenixfryre | 4 |
Yes, shared votes across forums.
The powers are quite out there on the power scale, so I'd rather take the Gravity thing where we can begin small and have a sense of progress.
Eidolon : The eyes can be fixed by sunglasses, stranger powers, or "I was a victim of a villain", and catching up to Eidolon is literally more then most could ever dream of in their lives.To be honest, I tried to balance you guys, the options have obvious flaws. If you be Eidolon-lite you can say ta-ta to secrecy and you start of fairly weaker than Eidolon only really catching up (as much as you can) once you've got all four slots, for the Master of Gravity I went with a range limit that'll continue extending with continued use and for Forerunner Tinker, well the abysmal tinker base plus what happened to the last guy that tinkered with A.I (And none of the options but the first are blanks) combined with the massive time required is the trade off, if you survive with that option. Well, the pay off is the largest there. So is the threat.
Eidolon : The eyes can be fixed by sunglasses, stranger powers, or "I was a victim of a villain", and catching up to Eidolon is literally more then most could ever dream of in their lives.Besides while he can get better then us on raw power we can change faster, (presumably) keep what we got longer. He also can't chose the categories that he uses where as we can and can just keep re-rolling.There is also the risk of being able to tinker.
Tinker: Tinkers in quests run into the constant risk of turning into a boring cycle of development because, in general, most posters (myself included) are unwilling to take risks. Unlike others on this list the tinker option has combat as a weakener. A Tinker who goes into combat often has less stuff, development time, and more injuries then a tinker who just tinkers, discouraging combat. I have seen a lot of tinker quests fall into this trap and never escape. The resource problem is quickly migrated by joining a group who would then supply the tinker.
Besides from what little I know most of the forerunner stuff is fairly lethal, which does cause problems for the unwritten rules. I would like to see our use case for cleansing a portion of the galaxy of organic life.
"... and that is why you should give me the resources to build a giant ring that would kill almost everyone on earth and a fair bit of the surrounding area."
with power of powers can you be a tinker as well if we wanted to.
so are we limited to Forerunner technology or halo like can we build master chief armor or other tech or what.
The Forerunner are from halo.Is "Forerunner" some specific term from another sci-fi franchise that I am supposed to know?
Epic scale progenitor race from halo that are basically Malthusans but less magic pretending to be tech and more tech.Is "Forerunner" some specific term from another sci-fi franchise that I am supposed to know?
I see. So question about the power, do we get to choose what powers we use and do we get to reroll strength on a given power?
Like, say we want some kind of laser pew pew guy power, do we get to pick the if we get a blaster or even what blaster we get? And if we get say radiation lasers but we roll a 1 on strength so we are at blaster 3, if we ever get radiation laser power again do we roll again or is it permalocked to blaster 3 no matter what?
So we pick a catagory, power is random of 16 in that catagory and strength is also random as a 1d8+2 and every time we get a power even if it's a power we've had before we roll strength again.
Since the Trump power won the vote I'll explain it's mechanics in detail, each turn you'll always have a write-in option to roll any of your slots for a new power. In character, the MC has a DC of 70 to roll for a new power in a stressful situation, as your experience increases his DC will lower as he becomes more comfortable in letting powers go and grabbing new ones. Another mechanic is you can roll all three powers at once and use limit break to effectively turn the roll of powers into a 1d8+4 compared to the regular 1d8+2 and remove your bonuses for your regular roll.
Being a generous gm, I have prepared a list of 192 powers to make the process interesting. I will share said list if you guys want it but otherwise it's spoilers I guess.
For example of the method, I've rolled for the second chapter:
Since it's a first go I also rolled for which category you got but usually you can chose the category. You rolled Breaker and Breaker.
Powers as of Character Creation 0.1:
Breaker 4 - Shroedinger, You have the ability to perform multiple actions simultaneously on the quantum level, you are limited to 10 actions at a time and may put yourself in a state of superposition to exist in more than one place at a time.
Breaker 8 - Mirror Mirror, You can hop into a mirror dimension where nothing can harm you through any reflective surface, including the eye of a person. You may jump from mirror to mirror however if the item you used to jump in is broken you are expelled from the mirror dimension.
That's pretty much it.
You vote for the category each time, I roll a 1d8+2 dice and you get the most suitable power for that number on my list of 192 powers.