The Tatehome City Debacle

How do you want to choose your powers?

  • Pre-Made Choices

    Votes: 1 100.0%
  • Custom Powers

    Votes: 0 0.0%

  • Total voters
    1
  • Poll closed .
Are there examples to use as a baseline? Besides superheroes, of which I know nothing anyway.

I'd go with pre-made anyway, for safety's sake. Wouldn't want to end up with something so specific as to be unusable.
 
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Archtypes
Are there examples to use as a baseline? Besides superheroes, of which I know nothing anyway.

I'd go with pre-made anyway, for safety sake. Wouldn't want to end up with something so specific as to be unusable.

Sure.

In Wild Talents, Superpowers are divided into Archetypes. Archetypes are basically the foundations of a character. They are made of three parts called Meta-Qualities:

  • Source: The Origin of your powers. This is where your powers come from. This can be anything from Green-Lantern Ring powers to Gurren Laggan Spiral Power. This is the why of your powers. You can have as many Sources as you want, but any after the first one isn't free.
  • Permission: What your powers are/what powers you can use. These are the ones that basically open up what kind of powers you can use. For example, the Super Permission allows you to have just about any power under the sun. From Superman's Eye Beams to Scarecrow's Fear Toxin. This is the what of your powers. These cost points.
  • Intrinsic: These are different from the above two Meta-Qualities. These are more like powers intrinsic to your character as a person. These are things like mutations that are in a character. They can give them strengths or even weaknesses. This can include powers that come out of no where and constantly change like in X-MEN or even a deadly allergy to something like Kryptonite or even Flowers. Intrinsic Qualities are completely optional and you never need to get them. These can sometimes subtract points.

Sample Archetypes:

Alien (5 Points)
Source: Extraterrestrial/Extradimensional Permission: Power Theme
Description: You are not of the Earth. Whether you are from an alternate dimension, another planet, or a paranormal continuum, you're just not human. In this most basic form, you are assumed to be humanoid and your hit locations and wound boxes are assigned just like a normal human. If you wish to be completely alien, purchase the Custom Stats or Globular Meta-Qualities.
Additions: Common modifications include the Allergy, Brute, Conduit, Custom Stats, Cyborg, Genetic, Globular, Inhuman, Inhuman Stats, Inventor, Life Force, Mutable, No Base Will, One Power, Paranormal, Prime Specimen, Power Focus, Psi, Super-Equipment, Technological, and Unknown Meta-Qualities.

Human+ (15 Points)
Source: Genetic, Psi or Technological Permission: Super
Description: You're a human modified by science, or something else, to be something more. Whatever experiment or accident befell you, it granted you powers beyond the rank and file of humanity. Additions: Common modifications include the Allergy, Brute/Frail, Conduit, Custom Hit Locations, Custom Stats, Hypertrained, Genetic, Inventor, Life Force, Mutable, No Base Will, Para- normal, Psi, Power Focus, Super-Equipment, Technological, and Unknown Meta-Qualities.

Super-Normal (5 Points)
Source: Driven
Permission: Peak Performer
Description: You're an exceptional member of your species, so exceptional you're considered superhuman by the rank and file of your native population. Additions: Common modifications include the Divine, Extraterrestrial/Extradimensional, Inventor, Life Force, Mutable, Paranormal, Psi, One Power, Power Focus, Super-Equipment, Technological, and Unknown Meta-Qualities.

Keep in mind, these are only guidelines. You can customize them to your heart's content. The Alien could be a typical "Grey" like in the movies or it can even be a Sayain from DBZ. While a Super-Normal could be someone like Doomguy or even Rick from Rick and Morty.
 
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Oh and as a reference, if you guys choose custom, I will give you 250 pts to spend on your Archetype and Powers (cause you can create your own powers, which isn't actually that complicated).

If you choose not to, I'll take those points and make three Pre-made Archetypes to choose from.
 
[X] Pre-made Powers

Honestly sounds like too much work, creating a power that is after we made a already lengthy vote.
 
Powers
Well, it's pretty obvious what people want, so I'll go ahead and make a couple of Pre-Made Archetypes to choose from.

In the meantime, I'll explain how Powers work, what they are made of, and how to make your own.

There are three types of Powers:
  • Hyperstats: A power connected to a certain Stat (Hyperbody, Hypercommand, etc.)
  • Hyperskill: A power connected to a certain Skill (Hyperbrawling, Hyperdodge, etc.)
  • Miracles: The real superpowers (Flight, Super Speed, Cosmic Power, etc.)
Each Power has three parts to it: Power Qualities, Power Capacities, and Extras/Flaws.

    • Power Qualities are what the Power can do in gameplay. There are three of them:
      • Attack Quality: The Power is used to attack things, hurt people, destroy shit, etc. Wolverine's Claws can be considered a Power with the Attack Quality.
      • Defend Quality: The Power is used to defend yourself. A Magical Shield can be considered a Power with the Defend Quality.
      • Useful Quality: This Power is used specifically to do something besides attacking or defending. Powers with this Quality can't attack or defend, but can used in other ways. Flight can be considered a Power with a Useful Quality. Now Useful Qualities can be used in combat, but you can't directly attack the enemy or defend yourself. You need to get creative.
    • It is possible to have multiple Qualities and you can buy multiple levels in them to give them a boost. Hyperstats have all three Power Qualities. Hyperskills have one Quality based on what they do (Hyperbrawling has the Attack Quality, Hyperdodge has the Defend Quality, etc). Miracles can have multiple Qualities, but you'll need to buy them.
    • Power Capacities are how you use the power and the scope of the effect you can make on the world with it. There are 5 Capacities:
      • Mass: The Power can effect the mass of either you or a target. You don't have any fine control over mass (unless you give the Power a Useful Quality), but it lets the Power effect that a certain amount of mass. Attack Powers with Mass will inflict knockback.
      • Ranged: Your Power can effect things over a large distance.
      • Speed: Allows you to move at certain speeds (and if you get the Touch or Ranged Quality, you can effect someone else's speed).
      • Touch: You affect anything you touch with this Power.
      • Self: This Power effects you and you alone.
    • Power Quality determines your default Power Capacity. For Attack it's Mass and Ranged, Defend gets Self, and Useful can have all of the Capacities. You can have more than one Capacity if you wish, but you must buy it. Hyperstats and Hyperskills don't get Capacities, but you can buy them for the Powers as Extras (explained later). Exactly how much you can effect depends on how many Dice you put into the Power. It cost 2 pts per die to put Dice into a Power. So if you have a Mass Power with 6 Dice you can effect 1,600lbs of mass.
    • Extras/Flaws are the things you add to make your Powers do more than the standard stuff. This includes defying physics, always being on, penetrating through armor, looking hideous, only activating under a specific condition, or costing you Willpower. Whenever you want to add an Extra/Flaw to a Hyperstat or Hyperskill, just add it to the Stat that it's for.
    • If you want your power to be connected to a specific item (say a Magical Girl's Wand), then you can go ahead and do that. In fact, you can put as many powers into that item as you want, at half the cost! However, if that item is taken away from you, then you lose all those powers....unless you make them permanent.
Using a Power is simple. Just declare you are going to use it during the Declaration (Read First) Phase of Combat. Then roll your appropriate Stat + Power (i.e. Hyperbody with Body, or a Ranged Power with Coordination). That's it.

Now, to give an example of Power Creation.

I'm going to create the Unlimited Blade Works attack that Gilgamesh from the Fate Series uses.

Name: Unlimited Blade Works
Dice Pool:
5d (10pts)
Power Quality: Attack; Defend (Cost 1pt) (I want to be able to both Attack and Defend with this power, so I take both Qualities)
Power Capacity: Ranged; Self (Cost 1pt) (Ranged means I can use it as a Ranged Attack and Self let's me use it to defend myself)
Extras: No Physics (Cost 2pts); On Sight (Cost 1pt); Endless (Cost 3pts) (This means that my Power doesn't need to follow the Laws of Physics, can hit anyone/anything as long as I can see them (yes this includes through reflective surfaces), and won't stop going until I say so.)
Flaws: Obvious (Subtracts 1pt from Cost); Willpower Cost (Subtracts 2pts from Cost) (This means that my attack is Obvious (so anyone can see me using it) and it cost me Willpower to use)

And like that, I've made a power that's like Gilgamesh's from Fate that's cost me a total of 15pts. Not just that, but since I've put 5 Dice in it and it has the Ranged Capacity, that means that I can hit anything up to 160 yards of me.

Edit: Of course if you don't want to go that in depth, you can just shoot for a Hyperstat.

Name: Hyperbody
Dice: 5d
(10 pts)

Bam, done.
 
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