Twin Talents Idea

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Twin Talents Idea

Postby mintroll on Sun Dec 07, 2008 6:58 pm

I'd like to present the following idea/character write ups. Would appreciate any comments/suggestions/etc.

Firstly, the setting (as this is important). All talents are psi based (sort of following after Godlike), and all talents are twins - not necessarily biological, but only one of the twins has access to ther fulls powers at a time. The twins can pass who has their full powers between them - I shall call this their Key and it can take any form.
Characters built at two tiers then, 150pt and an additional 100pt, for with/out key (plus minus a few points for simplicity).
Specify 40-70 points on Stats, 20-50 points on skills, leaving approximately 50 points of lesser miracles and the additional 100 points for the full/greater miracles. Note, I've made the Archetype cost zero points, as it's the only one allowed.
Allow expert dice as well as hard dice.

My modified Post WW2 Talent Archetype [0 + cost of key]:
Source - Psi [0]
Permission - Super [15 but set to zero]
Intrinsic - No Willpower No Way [-5 but set to zero]
Mandatory Power - Perceive Twin 2hd (U; Flaw: vague location only - can sense your twin) [0]
Mandatory Power - Perceive Talents 2d (U; Flaw: vague location only - can sense talents and keys) [0]
Mandatory Power - Key (must have equivalent of five dice) [varies]

The Key defines a lot of the character of the twins, obvious examples are saying a word or having an actual object to pass between them.
Cost of the Key comes from the additional points (thus more restrictive keys cost less, giving you more points for miracles).

All Keys must have:
- three separate useful qualities: increase psi strength of twin, ability to transfer key to twin and conceal key
- on transfer the Flaw Willpower Contest (twin only) [-3], thus the twins can fight over who has the Key (in a willpower bid and roll to activate using the mircale),
- on transfer at least one If/Then or equivalent Flaw [var]


Sample Keys
Ranged Action: Cost 5
- U [2] increase psi strength of twin; Capacity Mass.
- U [2] transfer key to twin; Flaws: Willpower Contest (Twin Only) [-3], Endless [-3] If/Then 'Action' to activate [-1]; Capacity Range.
- U [2] conceal key; Capacity Range.

Touch Action: Cost 4
- U [2] increase psi strength of twin; Capacity Mass.
- U [2] transfer key to twin; Flaws: Willpower Contest (Twin Only) [-3], Endless [-3], Touch Only [-1], If/Then [-1]; Capacity Touch.
- U [2] conceal key; Capacity Range.






>> Fire and Ice (classic duo for twins)

> Fire

Stats:- [70]

Body 2d [10]
Coordination 3d [15]
Sense 3d [15]
Mind 2d [10]
Charm 3d [15]
Command 1d [5]

Skills:- [33]

Athletics 3d [6]
Contact (State FBI Coordinator) 2d [4]
Driving 1d [2]
Perception 2d [4]
Knowledge (Computers) 3d [6]
Knowledge (Law) 2d [4]
Research 2d [2]
Research Specialisation:Computers 1d [1]
Lie 2d [4]

Lesser Powers:- [50]

Create Fire {A D U}{7} 3d+1ed [35]
Attacks E&F: Burn +2, Engluf +2, Slow -2, Capacity Range
Defends E&F: Slow -2, Capcacity Self
Useful E&F: Capacity Range
Effect:
You can create fire where someone is to attack them, or create a wall of fire to protect yourself. You can also create fire generally, though it does not last. Your power is not easy to rapidly repeat, you may only use it to attack or defend everyother round.

Control Fire {U+1}{5} 1d+1ed [15]
Useful E&F: Mass Capacity +2, Capacities Range and Mass
Effect:
You can control fire at a distance, moving and shaping it. You can put out fire but not create it with this power.


Lesser Total = 70 + 33 + 50(35+15) = 153


Greater Powers:-

(Key) High Five {U U U}{4} 5d [20]
(use Touch Action Template) Must 'High Five' to transfer the Key.

Greater Create Fire {A D U}{8} 6d+2ed [80]
Attacks E&F: Burn +2, Engluf +2, Attached(Key) -1, Capacity Range
Defends E&F: Attached(Key) -1, Capcacity Self
Useful E&F: Attached(Key) -1. Capacity Range
Effect:
This power replaces 'Create Fire', you do not have both.

Greater Control Fire {U+1}{7} 1ed+1wd [42]
Useful E&F: Mass Capacity +2, Duration +2, Capacities Range and Mass
Effect:
This power replaces 'Create Fire', you do not have both.


Greater Total = 70 + 33 + 142(20+80+42) = 245

Base Will = 3 (Charm) + 1 (Command) + 1 [3] = 5

Willpower = 5 + 2 [2] = 7

Point Total = 250.



> Ice

Stats:- [50]

Body 2d [10]
Coordination 2d [10]
Sense 2d [10]
Mind 1d [5]
Charm 1d [5]
Command 2d [10]

Skills:- [50]

Brawling 4d [8]
Endurance 3d [6]
Baton(Melee) 2d [4]
Handgun 3d [6]
Rifle 3d [6]
Perception 1d [2]
Tactics 3d [6]
Stability 4d [8]
Leadership 2d [4]


Lesser Powers:- [48]

Ice Wall {D+2}{6} 4hd [48]
Defends E&F: 2xGo First +2, Capcacity Self
Effect:
You can create a wall of ice around yourself that protects only you. It is solid and quick.



Lesser Total = 50 + 50 + 48(48) = 148


Greater Powers:- [100]

(Key) High Five {U U U}{4} 5d [20]
(use Touch Action Template) Must 'High Five' to transfer the Key.

Improved Ice {D}{5} 4hd [20]
Defends E&F: Attached(Key) -1, Augment Extras +2, Range Capacity +2
Effect:
When you have the key, you can create a wall of ice to defend other people or yourself.

Touch of Ice {A+3 A}{10} 4d+1ed [60]
Attacks+3 E&F: Touch Capacity +1, Horrifying -1, Capacity Touch and Mass
Attacks E&F: Radius +2, Controlled Effect(not twin) +1, Capacity Range
Effect:
You can inflict massive damage to a person by freezing an area you touch, the act is terrible to watch as you turn a person to ice. You can affect a group of people by freezing the ground, the effect spreads out from where you touch the ground.


Greater Total = 50 + 50 + 48(48) + 100(20+20+60) = 248

Base Will = 1 (Charm) + 2 (Command) = 3

Willpower = 3 + 2 [2] = 5

Point Total = 250.
mintroll
 
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Re: Twin Talents Idea

Postby Shane Ivey on Sun Dec 07, 2008 8:03 pm

Interesting. So do you figure each PC will be a twin with another PC?
Shane Ivey
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Re: Twin Talents Idea

Postby mintroll on Mon Dec 08, 2008 7:49 am

Yeah, my idea is to have three or four players, each with two characters. They must all be twinned with each other in some way (it's easier to explain with a diagram)... and each week the story will suggest certain characters must come - but the remainder of the team is the choice of the players.
As a part of the setting, when you first discover you have a talent you are stuck at your lesser level until you find your twin (it's a compulsion to seek them out). Once you meet, you both gain knowledge of your key and then can pass it between you.
I intend to spend the entire first session just talking through the players backgrounds... who they are, how or even if they have found their twin. Lots of freedom for the players here.

If a set of twins are used, then there is the nice fact that one is always weaker.
Strictly speaking, I'm not going to restrict to twins... triplets are also allowed if three players want too, with the base level at 125pt and then an additional 150pt (gives bonus points for the added disadvantage). If need be, I can NPC a players twin so that everyone has two characters (again a diagram is helpful to see this might be necessary).

It's sort of troupe style play - I'm hoping it'll be fun.


So back to the character ideas - does anyone have any comments on the Key bit? I was struggling with that... though not mentioned, there is only one key to pass between the twins (they can't both have it).
The cost I'm unsure about... either 15/20/25 points. Not sure I like that - am thinking of changing to cost per die is 1-5, decided by me based on how crippling the key is. This is true if you compare the Fire&Ice Twins 'High Five' with Sky&Earths 'Staff', which should be cost less given how much more vulnerable they are.

Also, there is the issue of lesser and greater powers... with Fire I replaced the lesser powers completely, with Ice I augmented them - can't decide what to do about that.


Thought I'd post another set of twins, very different theme. (also I'm still deciding how best to write out characters and powers so it's slightly different to the previous post... hope it is clear enough)

----

Two brothers were born to the tribe, the local wise man knew they would be special. They were taught the ways of the earth, sky and the spirits. When they came of age, the tribe gathered for their ceremony. The elder brother took the chiefs spear, as he handed it to his younger brother a great light was seen. The brother knew their calling, to protect the tribe, the land and the spirits.


Guardian of the Sky
The younger brother, always slightly in the shadow of the Guardian of the Earth.

Stats:- [60]

Body: 3d [15]
Coordination: 3d [15]
Sense: 3d [15]
Mind: 1d [5]
Charm: 1d [5]
Command: 1d [5]

Skill:- [30]

Athletics 3d [6]
Endurance 3d [6]
Stealth 1d [2]
Perception 4d [8]
Survival 3d [6]
Stability 1d [2]

Lesser Powers:- [58]

Summon Wind Spirit {U U}{7} 1d+2hd [35]
Useful (summon width in spirits) E&F: Duration +2, Willpower Cost -2. Capacity Range.
Useful (spirits are insubstantial) E&F: Permanent +3. Capacity Range
Effect:
You may summon width in Wind Spirits. They will follow your commands if they deem them worthy, if your intentions are not true they may turn on you.

Wind Spirits Scream {A+3}{3} 1d+1ed [9]
Attack+3 (screaming wind) E&F: Attached(Summoned Wind Spirits) -1, Limited Damage(Shock) -1, Touch Only -2, Non-Physical +2. Capacity Range.
Effect:
Each Wind Spirit can rush around a person, creating a deafening scream.

Wind Spirit Dance {D}{7} 2d [14]
Defend (disrupt everyone with a mini whirlwind) E&F: Attached(Summoned Wind Spirits) -1, Radius(20) +4, Range Capcity +2. Capacity Range.
Effect:
Each Wind Spirit can form a small whirlwind that throws all attackers aim off within 20yards.


Lesser Total = 60 + 30 + 58(35+9+14) = 148


Guardians Staff (Key) {U U U}{3} 1d+2hd [15]
Useful (increase psi strength of twin) E&F: Focus -1, Accessable -1, If/Then(Must be holding staff) -1. Capacity Mass.
Useful (transfer key to twin) E&F: Willpower Contest (Twin Only) -3, Endless +3, If/Then(Must pass staff) -1, Focus -1, Accessable -1, Twin Only +1; Capacity Touch.
Useful (conceal key from perceive rolls) E&F: Focus -1, Accessable -1, If/Then(Must be holding staff) -1. Capacity Range.
Effect:
The Staff is created by the tribal chief, though it can be replaced, it is an involved process to create. Holding the Staff allows the Guardian to access their greater powers. Must physically give the Staff to your twin to transfer the key.

Greater Summon {as for Summon}{6} 2hd [24]
Useful (Summon) E&F: Augment(Summon Only) +0, Attached(Key) -1 (NOTE: added to reduce cost slightly, does not affect insubstantial quality)
Effect:
Adding more dice to the original power, slight discount as need key.

Greater Spirit Scream {as for Scream}{2} 2d [4]
Attack+3 (scream) E&F: Augment(Scream Only) +0, Attached(Key) -1
Effect:
Adding more dice to the original power, slight discount as need key.

Move Like The Wind {D U}{6} 6d [36]
Defends (rapid dodge of attacks) E&F: 3xGo First +3, Attached(Key) -1. Capacity Self.
Useful (run very fast) E&F: none. Capacity Self.
Effect:
You may dodge attacks with incredible speed and cover vast distances quickly.

Talk To The Wind {U U}{4} 2hd [16]
Useful (understand the weather) E&F: none. Capacity Self.
Useful (gain knowledge about area/people the wind has seen) E&F: none. Capacity Self.
Effect:
You may listen to the wind, it will tell you about the coming weather and anything/anyone it has passed on it's journey to you. Note: this is not the same as talking to summoned wind spirits, this is talking to the Wind itself.

Greater Total = 60 + 30 + 58(35+9+14) + 95(15+24+4+36+16) = 243

Base Will = 1 (Charm) + 1 (Command) + 2 [6] = 4

Loyalty: 1 (Tribe), 1 (Brother), 1 (Wind Spirits)
Passion: 1 (freedom and the open sky)

Willpower = 4 + 1 [1] = 5

Point Total = 250.


---------


Guardian of the Earth
The Elder brother, now the great warrior of the tribe.

Stats:- [75]

Body: 4d [20]
Coordination: 3d [15]
Sense: 3d [15]
Mind: 1d [5]
Charm: 1d [5]
Command: 3d [15]

Skill:- [65]

Athletics 4d [8]
Brawling 3d [6]
Endurance 4d [8]
Spear(thrown) 3d [6]
Staff(melee) 3d [6]
Stealth 3d [6]
Perception 4d [8]
Survival 4d [8]
Stability 3d [6]

Lesser Powers:- [8]

Heal Body {U}{1} 4hd [8]
Useful (heal damage) E&F: Self Only -3, Engulf +2. Capacity Self.
Effect:
You heal width in shock and killing damage from every location.

Lesser Total = 75 + 65 + 8(8) = 148

Guardians Staff (Key) {U U U}{3} 1d+2hd [15]
Useful (increase psi strength of twin) E&F: Focus -1, Accessable -1, If/Then(Must be holding staff) -1. Capacity Mass.
Useful (transfer key to twin) E&F: Willpower Contest (Twin Only) -3, Endless +3, If/Then(Must pass staff) -1, Focus -1, Accessable -1, Twin Only +1; Capacity Touch.
Useful (conceal key from perceive rolls) E&F: Focus -1, Accessable -1, If/Then(Must be holding staff) -1. Capacity Range.
Effect:
The Staff is created by the tribal chief, though it can be replaced, it is an involved process to create. Holding the Staff allows the Guardian to access their greater powers. Must physically give the Staff to your twin to transfer the key.

HyperBody {A D U}{3} 2d+2wd [30]
E&F: Attached(Key) -1.
Effect:
Add hyperbody dice to body stat

HyperEndurance {U}{1} 2wd [8]
E&F: Attached(Key) -1.
Effect:
Add hyperendurance dice to endurance skill

HyperStability {U}{1} 2wd [8]
E&F: Attached(Key) -1.
Effect:
Add hyperstability dice to stability skill

Skin Of Stone {D}{3} 1d+2hd [15]
Defends (gives width in LAR) E&F: Permanent +4, Armoured Defense -2, Attached(Key) -1. Capacity Self.
Effect:
Gain width in LAR only if you have the Key.

Merge With The Earth {U U}{8} 3d [24]
Useful (can see things far away) E&F: Attached(Key) -1, Booster +3. Capacity Range
Useful (can hear things far away) E&F: Attached(Key) -1, Booster +3. Capacity Range
Effect:
You can go into a trance and see and hear anything upto a few miles away from the point of view of the earth.

Greater Total = 75 + 65 + 8(8) + 100(15+30+8+8+15+24) = 248

Base Will = 1 (Charm) + 3 (Command) = 4

Loyalty: 1 (Tribe), 1 (Brother), 2 (Earth)

Willpower = 4 + 2 [2] = 6

Point Total = 250.



-----------
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