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<blockquote data-quote="Fenris-77" data-source="post: 7967441" data-attributes="member: 6993955"><p>OK, I have an idea for how powers might work.</p><p></p><p>1. Powers are bought like actions, and range from one to four dots.</p><p>2. The number of dots you have in a power is also the number of times you can use the power without pushing.</p><p>3. Pushing costs the standard 2 stress</p><p>4. An additional set of abilities, Power Abilities, will be added and will be available to all playbooks. This could include power specific stunts, but will include ways to reduce the stress from pushing the power, or ways to substitute a gambit for the stress taken. Resisting the stress from pushing a power would be a roll with the die pool set to the dots in the power (representing greater control and stamina as the character gains experience).</p><p>5. The resist could be a 4-5/6 or a straight 6 for success, with successes cancelling a stress point.</p><p></p><p>Other than resist I don't think the power rank die pool gets rolled. If the power is going to add to an action I'd rather have that be an ability. For example, a Strength ability that adds 1d to Scrap or whatever. I'm not sure exactly what that part looks like, but I'd like to aim for a nice synergy between powers and power abilities where the power does X and does it Y times, and the other power abilities allow you to do more things with the power, perhaps adding dice or reducing stress for specific kinds of usage (like throwing heavy stuff for strength, or adding a setting to a freeze ray so it can also create ice sheets on the ground, not just freeze objects). I think the powers will also end up resting on a certain level of cooperative design between the GM and the player. Trying to write an exhaustive list of powers and effects isn't how I want to do this.</p><p></p><p>*edit*I suppose the power die pool might also be rolled to resist consequences at some point. I'll have to think about it.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7967441, member: 6993955"] OK, I have an idea for how powers might work. 1. Powers are bought like actions, and range from one to four dots. 2. The number of dots you have in a power is also the number of times you can use the power without pushing. 3. Pushing costs the standard 2 stress 4. An additional set of abilities, Power Abilities, will be added and will be available to all playbooks. This could include power specific stunts, but will include ways to reduce the stress from pushing the power, or ways to substitute a gambit for the stress taken. Resisting the stress from pushing a power would be a roll with the die pool set to the dots in the power (representing greater control and stamina as the character gains experience). 5. The resist could be a 4-5/6 or a straight 6 for success, with successes cancelling a stress point. Other than resist I don't think the power rank die pool gets rolled. If the power is going to add to an action I'd rather have that be an ability. For example, a Strength ability that adds 1d to Scrap or whatever. I'm not sure exactly what that part looks like, but I'd like to aim for a nice synergy between powers and power abilities where the power does X and does it Y times, and the other power abilities allow you to do more things with the power, perhaps adding dice or reducing stress for specific kinds of usage (like throwing heavy stuff for strength, or adding a setting to a freeze ray so it can also create ice sheets on the ground, not just freeze objects). I think the powers will also end up resting on a certain level of cooperative design between the GM and the player. Trying to write an exhaustive list of powers and effects isn't how I want to do this. *edit*I suppose the power die pool might also be rolled to resist consequences at some point. I'll have to think about it. [/QUOTE]
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