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.
