It's late and I'm throwing this out there for feedback of any sort.
So I want to run this game where the players can alter the environment (out to a few miles) into some personally relevant aesthetic (visually this is like the reality marbles from the Fate/zero anime if you know it crossed with the barriers from X/1999).
I'll try and explain it using prose, my apologies.
Lory and Bernie have super powers, Lory can fly and throw fireballs, Bernie can raise zombies. They both have the ability to turn their surroundings into a kind of demiplane where they feel most at home. When they fight they automatically try and make the world one that favors them. Lory has Oz, Bernie has The Walking Dead (Bernie is messed up).
Bernie decides to steal a magic widget from a museum full of people, Lory shows up to stop him. They square off and Lory's gets an early advantage as the Emerald City springs up all around them, the museum staff and patrons don't even notice their garb changing or the green goggles. Lory's player rolled spectacularly which also puts Bernie in a tight spot, on top of the tallest tower in Oz. no parachute to BASE jump, he climbs down, pulling muscles and spraining his ankle on the way, to find her in the throne room. In this world Lory won't be distracted or off balance, Bernie isn't so lucky. Had Lory's player not rolled so well the Emerald City would still be the battleground but Bernie would not have had to climb down a tower unaided to fight her.
In the above scenario Lory was the PC and Bernie was the NPC. This Aesthetic/Genre definition power is the defining element of the game. The players will have other powers (teleport, optic blast, etc) but the secret ingredient is being able to turn the world around them into a preferred scenario or be forced to deal with someone else'.
Should I bother trying to write this up as a power? Or just make it a rules element?
-Matt Conlon
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[ORE] A common power as a central game element
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