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Re: [ORE] Permissions as Limiting Factors?

Re-did my list of Permissions. The intent is to really contrast the different levels, and the two setting-established "types" within the ORE framework. At the moment all PCs are Class Four. I'd love thoughts and feedback.

 Permission describes what sort of abilities a Delta can gain. In Delta Factor, Most Deltas will choose from Permissions of two different flavors: Type and Class.


Type - There are two broad types of Delta. Internalized and Externalized. Class One and Class Six don't have to choose one. Class Two through Five must pick one. Because the choice is mandatory, it's also free::


Permission: Internalized Type (0 points) - You have channeled your Delta power internally, creating changes within your own body. Within the limits of your Delta Class, you may buy Stats, Skills, Hyperstats, and Hyperskills ('Hyper' stats and skills are cheaper but easier to zap. You may buy hard or wiggle dice for your stats and skills as well. You may purchase certain powers if you can convince the GM such powers are the result of a permanent change, This generally includes unusual senses or levels of extra tough.


Permission: Externalized Type (0 points) - You have channeled your power externally, creating changes to the world around you. Your stats and skills are generally limited to five dice, and you may not buy Hard or Wiggle dice, but you may buy powers within the limits defined by your Delta Class.


Class determines how powerful the character is as a Delta.

Class Limits - All the Permissions which limit dice for powers limit both the purchase AND the maximum size of the dice pool in play. Stat+Skill pools are still limited to ten dice even when power pools are limited to fewer dice.


Permission: Class One Delta (1 point) - You are more than human... but only just. For all intents and purposes you're a baseline, save for a single power, limited to two dice and only the Useful Quality. No Hard Dice, No Wiggle Dice. Since your power is so limited and you're "externalized" by definition, you needn't purchase the Externalized Permission.


Permission: Class Two Delta (3 points) - You are are considerably stronger than Baselines or Class One Deltas.

 Internalized Class Two Deltas may purchase Stats or Skills up to 6 dice.

 Externalized Deltas may purchase powers up to four dice.

 You may purchase Hard Dice but the Hard Dice always roll a 6. No Wiggle Dice.


Permission: Class Three Delta (5 points) - You are a true superhuman, and the line between internal and external begins to blur a little.

 Internalized Deltas may purchase Stats and Skills up to seven dice. In addition, you may purchase one quality of one power with up to four dice, which they don't have to justify as "internal" to the GM.

 Externalized Deltas may purchase powers and use pools of up to six dice. In addition may purchase one stat and any skills under that stat up to 6 dice.

 Hard Dice roll 8.


Permission Class Four Delta (8 points) - You are considered powerful even among Deltas.

 Internalized Deltas may purchase stats and skills up to 8 dice, and to three Power Qualities up to six dice which they needn't justify as "internal."

 Externalized Deltas may purchase powers up to 8 dice, and may purchase 2 points above 5 in stats (one stat to 7 or two to six) and all attendant skills.

 Hard Dice roll 10 and you may purchase Wiggle Dice.


Permission: Class Five Delta (12 points) - GM Permission Required. You have reached the top one percent of one percent!

 Internalized Deltas may purchase stats and skills up to nine dice, and three 'unjustified" power qualities with up to 8 dice.

 Externalized Deltas may purchase powers with pools of up to 10 dice, and may purchase up to 4 points above five in any combination of stats (four at 6, two, at 7, etc) and all attendant skills.

 You must apply this "Flaw" to one stat (for internalized) or one power quality (for Externalized):

 Class Five (-1) - You are Class Five. This Stat or Power is Cheaper. Yes, this breaks the "A Flaw that isn't a Flaw gets no points" rule. Welcome to the one percent of one percent.


Permission: Class Six Delta (20 points) - GM Only; There's only three of these in the world and they're already statted out!

 At this stage, there is no distinction between Internalized or Externalized, and the Delta needn't take one of those permissions.. There are no limits to dice pools.

 A Class Six will apply this flaw to two stats or Power Qualities:

 Class Six (-1) - You are Class Six. Go Annihilate Something.



On Friday, October 25, 2013 4:49:10 PM UTC-7, Longspeak Teller wrote:

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