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[Divinity] Testing a mechanic

Started by sean2099, July 02, 2006, 01:30:42 AM

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sean2099

Hi all,

I am asking about this particular mechanic because it is the first one being testing in the PBP I am running.  To make a long post a bit shorter...As a Divinity (deity), you need a minimum number of followers in order to use your powers freely.  In the PBP, they have enough followers to use level 4 or less powers w/o accuring "glory debt."  In addition, character have a starting maximum of 6 in any power list.  I know it seems lengthly but rules do not take up a majority of the book.  I have included resources to help run deity-based games.  Anyway, here is the first mechanic being tested.

Transformation (Complex):
This power deals with the alteration of
existing material. It does not cover creating
new stuff or destroying new stuff. The
changes can range from superficial to
monumental. The amount, number, and
complexity of what is transformable are the
same amount listed in the corresponding
creation power group or destruction power
group. You cannot transform the intangible
without using a corresponding power group.
I.e., you have to use knowledge to affect
thought, pathos for emotions etc.
Transformation also combines with other
powers to enhance or reduce entity ability.
E.g. if the Divinity wanted to enhance the
sensory capabilities of a creature, they
would have to have an appropriate sensory
power.  In addition, you can only give an entity
a number of characteristics equal to your
transformation score.

1. Superficial changes: You can change
matter/entities in cosmetic ways. The
changes you invoke cannot alter the
lifestyle, survivability or innate properties of
the transformed. For instance, you can
change color, physical appearance
(illusionary effects), etc.

2. Minor alterations: You can enhance a
natural property by +/- 25%. You cannot
add new properties or completely remove
old properties. You cannot use this power to
affect the same ability more than once. A
single use of this power affects everyone in
the same way. "Natural property" refers to
abilities or features that the Overseer or
another creator gave to it originally.

3. Major alterations: This ability is similar
to Minor Alterations, only the amount of
change is +/- 100%. You cannot completely
remove abilities. They must still have a
vestige of their original property. Minor and
Major alterations cannot be combined. If
Major Alterations is used on a feature
already altered, the larger percentage takes
over (i.e. enhanced 100%, not 125%)

4. Volume changes: At this point, you can
change the physical dimensions (size) of
what you are transforming. You can double
the size of an entity or divide its size by half.

5. Minor transformation: With this power,
you can add or subtract a power. The power
added or subtracted must be related to
another power group. E.g. if you wanted a
creature to move faster, you have to have
spatial ability. The being in question does
not gain your spatial abilities. They would
have or lose the power according to the way
you wanted. They could 50 mph if you
wanted instead of moving at the speed of
light. You cannot give them your full
power. The exact limits are up to the
Overseer.

6. Elemental changes: You can change the
state of the matter/energy you are changing.
You can change solids to liquid or gas and
vice versa. In addition, you can change the
temperature as well.

7. Major transformation: This power
allows you to add any power to a mortal, as
long as you have enough followers and or
ambient glory. You can even invent new
powers, granted that it does not violate any
Omniverse laws (the Overseer allows you to
have the power.)

8. Self-Transformation: You can exchange
power scores, skills and/or lore that you
possess. (You are a phoenix rising from the
ashes.) This is done by calculating the total
creation costs for your character. A 10%
penalty is deducted from your point total.
You can use the remaining points to reinvent
yourself (repurchase powers, skills, lore,
etc.) Cost: 10% ambient glory loss.

9. Permanency: All changes become
permanent. The item, creature, or entity in
question stays that way. It becomes a new
part of the universe. Only Powers with a
transformation score of 9 or 10 can attempt
to reversal changes. The genetic traits (if a
living creature) are inheritable. Over time,
new minerals and other inanimate objects
slowly start to appear in other parts of the
Omniverse.

10. Complete transformation/Law
creation: Transform anything to anything:
rocks become dragons; flies become gold
coins, etc. You can also transform the nature
of the universe. Of course, you cannot
change the entire Omniverse. The size of the
area affected is equal to the area affected
with an equivalent creation power. If you do
not alter the rules of the Omniverse, normal
rules apply. If you use this power, you can
change one aspect of the universe. For
instance, you could state that anyone who
violates an oath dies on the spot, anyone
honoring their mother/father will live to be a
1000, allowing magic to flourish, disbanding
gravity, you name it...it happens (although
the Overseer could strike you down/not
allow it.) They have to be able to state their
Law transformation in ten words or less.

Thanks in advance to all responders,

Sean
http://www.agesgaming.bravehost.com

agesgaming_divinity subscribe@yahoogroups.com

email to join AGES Gaming Yahoo Group
it's my lil' website.

btrc

Only a couple thoughts on this:

1) Dig up a copy of "The Primal Order", which is an early WotC title dealing with creating deities and the worlds/universes said deities can create and manipulate.
2) For any ability where changes are measured in percent, make sure that whatever ranking system you use is compatible with "percent". As a simplistic example, if lifting capacity is 10 kilos per point of Strength, then a 25% increase in Strength is not intuitive to figure out. A Strength of 10 goes to 12.5 (which way does it round?), while a Strength of 16 goes to 20. One goes up by 2 or 3 and one goes up by 4, and it requires a calculation step to figure out.
3) Note that in the instances where you are dealing with natural properties, there could be some overlap of powers that might be clarified. If I make someone 100% stronger, do they change in volume? If I make someone 50% smaller, do they stay the same strength?

Greg Porter

sean2099

1.  I'll see if I can't find a copy of that.

2.  I have kept the focus on deities.  I haven't added a lot of mechanics for mortals.  (INHO, I am making another book on mortals and I feel like there is enough material to warrant its own book.  I hate making a poll thread but that would be a good question to answer...How much material to include on mortals?)  With all of that being said, I meant for the percentages to be "flavor text", an idea of how much change to a mortal being was possible.  I should add a clarification section that states all power effects are within the player's pregotative.  (i.e. The player decides if increasing strength means a change in volume or not.)  Perhaps I should cut percentages out what to replace them with...

3.  I should also strengthen the blurb (In addition, you can only give an entity a number of characteristics equal to your transformation score.)  I have about characteristics.  (i.e. specifying what they could be.)  As in your shrinking example, I want to have clarity.  That is, making someone smaller and decreasing strength counts as two altered characteristics.  Again, I think it should the player's option whether or not shrinking reduces strength or not.

4. It is a tough call and perhaps my goal is too lofty.  I am trying to center the game on the relationship between deities and mortals.  I want something that can be picked up by a LARPer and a tabletop player and have that something be equally useful for both groups.

5.  Thanks for your input, Greg.

Sean

http://www.agesgaming.bravehost.com

agesgaming_divinity subscribe@yahoogroups.com

email to join AGES Gaming Yahoo Group
it's my lil' website.

matthijs

Hey Sean,

Looks cool, and ambitious. I would suggest, with each power, that you provide a small list of examples (3-4) of things that can and can't be done with that power. Often, guidelines like that can help just as much as hard-and-fast number rules to help the group understand what's within acceptable limits.

For instance, for Superficial changes:

You CAN give the aging bus driver a mole on his nose and make him slightly bald.
You CAN'T give Claudia Schiffer a mole on her nose and make her slightly bald.

However, there's another problem with transformation powers in role-playing games. Players will want (rightly) to start hacking reality in creative ways. So, for example, if a player wants to destroy civilization, he/she might double the volume of a small amount of radioactive substance in the right place, causing the outbreak of thermonuclear war. It's very hard to put limits on the final consequences of a power by making rules for how it can be applied. I mean, disbanding gravity locally - what on earth would be the final consequences of that? what sort of ripple effect might it have through the universe? Perhaps you want to place limits on the consequences of any transformation, instead of on the transformation itself?

sean2099

Hi matthijs,

Good point about the use of examples.  I'll definitely go back and add some for each power.

Two, I know this isn't a cureall but perhaps some of that could be curtailed by the fact that most things having a protector...at least that would limit large effect changes.  I think there is a point where you can't put a guideline for everything and the narrator (whomever is running the game) has to take charge.  I am not saying that GM Fiat is a magic wand but where do guidelines end and Fiat begin.

Interesting thread perhaps...

Sean

PS  i might pm on this later.
http://www.agesgaming.bravehost.com

agesgaming_divinity subscribe@yahoogroups.com

email to join AGES Gaming Yahoo Group
it's my lil' website.