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12:24 AM
@BESW technically he could, and that's what matters right?
@BESW good thinking, this is true
 
12:37 AM
> Combat attacks with the Time Gun have weapon:2 (or Weapon:4 if you take a cost).
I really like this skill format.
I may use it for Stellata at some point... it's something I'd like to draw out of her: her body's capable of a lot, but using it near its limits comes at a toll.
Like how she can use Tooth & Claw in place of Physique to overcome obstacles at a cost.
 
 
6 hours later…
6:57 AM
@doppelgreener I saw that and liked it.
(The Lightning Gun is the best example of this sort of thing in the book, I think.)
I'm actually toying with an idea for the Eldritch Son where he has a lot of "sometimes" stunts that come with a cost when used.
So he'll have a set of "normal" stunts, and a stable of stunts in the wings that he can use at cost. Hopefully the cost will usually be story complications.
 
@BESW stunts which are always present?
 
Yeah, it'll be stunts like "Weapon:2 at cost" that don't have any effect until you choose to use them, and they're offset by having costs when you DO use them.
 
cool. :)
 
So they don't count toward the normal stunt slot limit, and he's a pretty normal guy most of the time.
When he pulls out the stops, he's EXTREMELY scary and effective... but with major fallout.
 
Since the above I was considering giving Stellata exactly that. Like, "Mindless ferocity: +2 to Attack with Tooth and Claw, but at a cost."
costs involving her becoming more animalistic as predator mode takes over, or her body suffering the cost of effectively going into overdrive.
 
7:10 AM
For Howie (working name), there'd be a lot splatproof and absolute skills and such.
 
Absolute comes with a cost and is worth (1), though, so there'd have to be two costs - which is silly, so a cost and a weakness.
(* might not actually be silly)
 
I'd debate with my GM that upgrading the normal cost to a serious cost might be sufficient.
 
Is there a part of ARRPG or Fate Core that explains the nature of costs and serious costs well?
 
Serious and Minor costs are on ARRPG 98.
> Mind Games: Absolutely more persuasive (Rapport) than a human, but at serious cost.
It'd be a persuasion of the GM/group, though, because normally stunts are capped at one cost/weakness per.
So within the scope of the rules...
> Mind Games: +2 to Rapport when overcoming frail human minds, but at cost.
> Sanity-Breaker: Weapon:2 with Hallucinations, but at cost.
> Causality Drift: You can use Notice to see past events at your location, but at cost.
> Foresight: You can always choose to go first in a conflict, but at cost.
 
7:36 AM
I'm still having trouble building a character around the idea, though. Lots of good notions but they're all just bouncing off.
Maybe I'll go with a Psi Corps thing.
 
EXPLAAAIIIIN?
 
In the fictional universe of Babylon 5, the Psi Corps is an agency of the Earth Alliance responsible for all humans with telepathic or other para-psychological abilities anywhere within Earth-controlled space. All persons with Psi abilities are required to either join the Corps, face lifetime imprisonment, or submit to a lifetime of drug treatments to suppress their abilities. Prolonged treatment with these drugs has a depressing effect. Susan Ivanova's mother committed suicide after ten years under treatment. == Purpose and operation == The origin and early history of the Psi Corps are revealed...
 
7:54 AM
Oh, wow.
 
Further context: in the B5 universe, sapient telepathy is nigh impossible to evolve naturally.
All sapient telepaths (with one bizarre exception) are the result of a breeding program by aliens called the Vorlons, to create intelligent telepaths in many races across the galaxy to serve as weapons against the living technology of their enemies in a coming war.
 
@BESW it sorta sounds like she is like a fusion of Applejack and Pinkie Pie
 
@trogdor Eeyup.
 
personality and habit wise
 
 
4 hours later…
11:54 AM
Bah.
My big problem with building a Howie is figuring out what he does as a normal person.
 

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