So, I’m fairly new to WIP, and I think I’ve got a fairly passable grasp of the system, but I’m having trouble…

So, I’m fairly new to WIP, and I think I’ve got a fairly passable grasp of the system, but I’m having trouble…

So, I’m fairly new to WIP, and I think I’ve got a fairly passable grasp of the system, but I’m having trouble figuring out how to fit my concept into the power profile structure. The loose summary is a gift for technopathy or technokinesis. Ideally he’s going to start with an intuitive invention sort of ability, in the vein of a hero like Marvel’s Forge, eventually developing a more direct ability to psychically reshape/augment/transmute technology. Hopefully some of you kind folks can help me figure out how to translate the idea into something I can lay down on a character sheet.

4 thoughts on “So, I’m fairly new to WIP, and I think I’ve got a fairly passable grasp of the system, but I’m having trouble…”

  1. It depends what you want him to be doing and if you want him to be good at it from the beginning. If it’s all about inventing and cobbling stuff together quickly, then you could do something like:

    Simple – Perceive mechanical energy and recognize the function of a device.

    Difficult – Modify a piece of technology to do something of equal potential.

    Borderline – Modify or create a piece of technology that can do anything in the realm of science.

    Possible – Create something capable of breaking the known laws of science.

    Or you can go another way and make it all about how fast he can do said things. If he’s like forge he probably already has a ton of gadgets and devices he uses as well, so those could be part of his powers profile if you don’t want to be building and establishing each and every gadget he makes (if you want him to have a repertoire like Hawkeye or Batman, etc.).

    Only probably I see is having fun in combat and such without gadgets if he’s only keyed to inventing things. Sounds fun though.

  2. Thanks, this gives me a bit of a direction to start working in. One thing I really wasn’t clear on was the Powers that are Advantages. The book gives pretty clear guidance for how many Powers you’re supposed to start with at the various difficulties, but there doesn’t seem to be much to go on with the Powers as Advantages. Is this just something you’re supposed to work out with the EIC based on good sense, given that advantages will probably come and go in the narrative, or is there something more structured that I’m missing?

  3. Powers that are advantages are really not incredibly differnet from usual entries on your powers profile. You are doing something that happens a bunch here and it’s confusings your powers profile and summary.

    In your powers SUMMARY, we make the distinction between what is a power and what is an advantage. On the PROFILE, we say what a character specicially can do. Let’s say our hero has nanomachines in his body that allow him to control and manipulate technology, and he’s used this ability to create a robotic suit to fly around in and fight. The nanomachines themselves are a Power – they are a part of his body, and cannot be taken away. The Suit howewever, is an advantage. it can break, he can be out out of the suit, it can be taken away. Both of these go in the powers SUMMARY. They provide ficional positioning for your character to push for specific new powers. in your powers PROFILE, we start going to what you actually know how to do. In our example, while the powers profile for this character says “nanomachines that provide technokinesis” and “an iron man suit” under advantages, he still has the normal amount of entries on his powers profile. One of those entries might just as well be shooting a repulsor blast out of his hand as it could be firing nanomachines out of his body – in the profile, there’s not really much of a different between powers and advantages.

    So for this example character, it might look something like this on his character sheet:

    Powers summary

    Powers: Nanomachines that allow for technokinesis

    Advantages: A bigass mechsuit with many toys

    Powers Profile

    Simple: shoot repulsor blasts, use nanomachines to repair simple tech

    Difficult: shoot an unibeam, fabricate a small object out of nanomachines

    Borderline: shot a missle swarm, use nanomachines to take over a piece of tech

    and so forth. hope that helps, th is is a thing i struggled with understanding myself when i started the game, too 🙂

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