I've GOT to start remembering to proof what I write before sending. :P
On Fri, Oct 25, 2013 at 4:49 PM, John Poole <longspeak.teller@gmail.com> wrote:
I think it gives nice separation... but the costs may be high?A couple of good ideas here ones here. I think limited the size of Hard Dice might be nice at the lower Delta Levels, and the dice pool limits (Miracles only?) would work at all levels.
How would you build and cost the Permissions? I think ten permissions is too many and makes too fine a grains.But there's a setting artifact I can work into the Permissions. An in-game classification system classifies Deltas in Classes Zero through Five (now One through Six after a recent big event). (It was devised by a brilliant scientist... and immediately co-opted by media and government who didn't really understand the nuances but used it as a general indicator of threat potential.)
This is bearing in mind there is only one possible source in the setting: "Delta: Your powers derive from a form of energy you are able to channel with the power of your mind."
Permission: Class One Delta (4 points) - You are more than human... but only just. No Hard Dice, No Wiggle Dice, No Stats or Skills above 5, Dice pools for powers limited to two dice. Miracles have only one Useful Quality. No Attacks or Defends Qualities!
Permission: Class Two Delta (8 points) - You are are considerably stronger than Baselines or Class One Deltas. You may purchase Stats or Skills to 6 dice (including hyperstats or hyperskills). You may purchase Hard Dice or Wiggle Dice, but the Hard Dice always roll a 6 (or lower if you like, set when you buy the dice), and the Wiggle Dice can never be set higher than six. For Miracles, your dice pool is limited to four dice. A power may have one Quality, but you may take Attack, Defends or Useful.
Permission: Class Three Delta (12 points) - You are a true superhuman. Stats and Skills may go to seven. Hard Dice may be set to 8 at purchase and Wiggle Dice may be set to up to 8 after rolling. Miracles may have a pool of 6 dice. A Miracle may have two different Qualities.
Permission Class Four Delta (16 points) - You are considered powerful even among Deltas. Stats and skills may go to eight dice, as can Miracles. Hard and Wiggle Dice can roll an 10. A Miracle may have all three qualities at once.
Permission: Class Five Delta (20 points) - You have reached the top one percent of one percent of one percent! Stats and skills may reach nine dice. A Miracle may have up to five qualities, and you can mix and match. Dice pools for Miracles is limited to Nine dice.
Permission: Class Six Delta (25 points) - GM Only; There's only three of these in the world and they're already statted out! They all have dice pools of ten in their Miracles, and at least one stat at ten dice. :)
On Fri, Oct 25, 2013 at 2:41 PM, Matt <moeheid@gmail.com> wrote:
Hmm, a quick and dirty method might be to add a Willpower investment/bid flaws and No Upward Limit extra to all powers. Now have the DF rating determine how much a Talent can invest so they have to have at least a point of Willpower to get the power up and running but any direct competition requires them to pour points in the power.Direct competition between two Talents with the same dice pools but different delta ratings will usually turn out as intended and character with high DF ratings will be able to do Great Things, while those with lower ratings are just special.
-Matt ConlonI'm looking for a good way to work this artifact of my old setting into the new system. Or perhaps just looking for someone to tell me to knock it off? :)--
My game is called Delta Factor. It's originally inspired by Wild Cards ages ago, later influenced by Abberant. Part of the system I originally used incorporated a stat, also called Delta Factor. The DF rated the power potential of any Delta, and ran from 0 to 10. The number has two main effects.
First and simplest, a higher number was just more powerful. All else being equal, two similar effects - say a power blast - the one with the higher DF had more raw output, and probably greater range. A higher DF flier would outrun a lower DF flier. Etc.
Second, certain powers and effects were restricted at lower levels. For example, at DF 0-2, no power could affect combat directly. Occasional creative, situation-specific uses might have an affect, but no power could be designed to attack or defend in a fight. These very low DF characters also could not take super stats. DF 0-4 could not take flying powers. Etc.
Now... I wonder if this is as easily handled with point totals. Of if perhaps I need a series of permissions to run it properly?
I thought a quick and easy way would be to make a Permission called "Delta Factor" with a cost of 2 per level, then limit the number of dice in powers to the level of DF, and incporate a few other things into each level, like restrict when hard dice, wiggle dice, stats and skills over 5, and other things might be found.
Then I thought... hey... that's not actually quick and easy. So I'm not sure. I want to represent the setting as well as I can, but I want to keep play simple, too.
Any thoughts?
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