Here's an idea I believe would make for a pretty neat foundation for a TTRPG. I might work on it someday if I feel like it. Gonna keep this short because I've got other stuff to tend to.
Incremental Mutation
All powers come at a cost. They change and transform you, slowly but possibly completely. You can't stop or reverse this process, the best you can do is slow it down.
To start, we need some stats. How about the stats from Fate, for the sake of an example they will do. Boldly, Quietly, Forcefully, Cleverly, Quickly, Carefully. Let's assume that the conflict resolution is a roll of 1d12 plus some bonus based on your stat, to roll over some difficulty decided by the GM.
Now let's make three examples of powers. Let's go with... pyrokinesis, teleportation, and omniglot. Each of these should improve one stat, debuff another stat, and give powers based on the intensity at which you utilize the power. Add some descriptors, and you get yourself an interesting set of powers.
Does the magic user consume the fire, or does the fire consume the magic user? Fire Elemental, by AAA Game Art Studio. |
Pyrokinesis
Decreases: Carefully
Powers:
- 2 - You can produce fire around your fists without it harming you or things worn/held by you.
- 4 - You can shoot the fire from your hands at ranged targets.
- 6 - You can breathe fire from your mouth without it harming you or things worn/held by you, causing damage in a large area close to you.
- 8 - You can shoot fire from your feet without it harming you or things worn/held by you, letting you fly around.
- 10 - Whenever something harms or touches you, you can burn it.
- 12 - You can ignite your whole body without it harming you or things worn/held by you.
Teleportation
Decreases: Boldly
Powers:
- 2 - You can teleport as far as your foot can reach.
- 4 - You can teleport to a place you can see close to you with your own eyes.
- 6 - You can teleport pretty far and even through reflections.
- 8 - You can teleport any distance.
- 10 - You can teleport through images that you can see.
- 12 - Choose another place you could teleport to to manifest an afterimage. Whenever something causes you damage in either position, there's a 50% chance it will miss you.
Omniglot
Decreases: Quickly
Powers:
- 2 - You can understand a language when you hear or read it.
- 4 - You can speak a language you have heard before and write a language you have read.
- 6 - You understand people's body language perfectly.
- 8 - You can understand and speak with animals.
- 10 - You understand any programming language you can read, and you can write in any programming language.
- 12 - You have mastered physics and mathematics to an extent that allows you to predict with great precision effects on the physical world, including trajectories, people's choices and rough thoughts, and economic developments in the region.
You can choose any number of powers, but you can't have the same stat in more than one of these powers. So out of the examples above, you could choose Pyrokinesis and Omniglot together, but Teleportation can't be chosen with either.
Your starting Intensity with each Power is 0. At any point during the day, you can choose to increase it by +2. You can utilize any of the Powers with a listed required Intensity equal to or less than your current Intensity with said Power. For example, Pyrokinesis with an Intensity of 6 lets you breathe fire, set your hands to fire, and shoot the fire with your hands, but not shoot flames out of feet or anything else listed below it.
Your Intensity almost resets after every day, but there's a catch. If it is greater than its minimum, the minimum increases by 2. This is regardless of how high of a Power you've reached. If you start with Telekinesis of Intensity 0 and increase it to 12 on day 1, it resets down to 2 instead of 0. If you increase it just to 6 on the next day, it resets down to 4 instead of 2 or 0. Even if you increase it just to 6 on the third day, it will reset down to 6. The minimum amount of Intensity grows every time you increase it, the power slowly consumes you.
There's one more neat use for Intensity. Whenever you make a check with the stat it increases and you roll less than or equal to the Intensity, you can roll again and keep a higher number. On the contrary, when you make a check with the stat it decreases and you roll more than or equal to the Intensity, you roll again and keep the lower result. For example, when the Intensity of your Telekinesis is 6 and you roll a 5 on Quickly, you roll again and keep the higher result. If you were to roll a 9 on Boldly, you roll again and keep the lower result.
In theory, this rerolling could be kept up forever, asking the player to keep rolling until they roll higher/lower than their Intensity, but that would take up too much time. So instead, I came up with ways of transforming the dice rolled. This is why Intensity increases and decreases in increments of 2.
Intensity
- 2: Increase is 1d10+2, Decrease is 1d2
- 4: Increase is 1d8+4, Decrease is 1d4
- 6: Increase is 1d6+6, Decrease is 1d6
- 8: Increase is 1d4+8, Decrease is 1d8
- 10: Increase is 1d2+10, Decrease is 1d10
- 12: Increase is 12, Decrease is 1d12
This is also why I made the baseline of the conflict resolution a 1d12 - because if it were 1d20, I'd have to deal with 1d18, 1d16, and 1d14.
Using this power slowly reduces you to a shell of what you used to be. You grew more powerful, but what for?
Anyway, that's about it. I just wanted to write this up quickly to share it with the pals I talked about this with. Have a great day!
Edit: Yes, Arinyl, I wrote it