Heavily WIP.
Powers:"Mover, Shaker,
Brute and Breaker.
Master, Tinker,
Blaster and Thinker,
Striker, Changer,
Trump and Stranger."
Many of the most common powers in Worm have Trade-Offs, Limitations and Variable Powers built in (see above). Everyone seems to have something unique about their power.
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Mover: Flight, Supernatural or Mythic Speed, Teleportation.
Ex: Velocity has Supernatural Speed tied to Trade-Off. He gets more accurate punches but doesn't deal as much damage.
Oni Lee has Teleportation with Additional Effect, tied to a power that creates his clones (Incite Defensive Effect, perhaps?).
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ShakerModified Demesne Power, allows aspects to be placed on the terrain via Declaration, attacks, defense, blocks, and borders as upgrades.
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BruteSupernatural/Mythic versions of Strength/Toughness/Recovery, some variants of Physical Immunity. Often times The Catch for such a power will be Power Nullifcation for a simple [-0].
Ex: Weld probably has Supernatural Toughness and at least Inhuman Strength and Recovery.
Alexandria is probably a munchkin with Mythic Toughness + Undying (the Catch: Strangulation) along with Supernatural Strength, Speed, and a boat load of other powers.
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Breaker: A hodgepodged category of powers (along with Trump). Often self-transformation abilities that don’t drastically change one’s own form.
Size Abilities, Amorphous Form, etc...
Ex: Fenja/Menja have Gargantuan Size (Hulking Size's big brother) with the ability to turn it On/Off.
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Master: Whole big rules subset, WIP. The following are just my notes:
Minions [-4]: Minion Rules needed, all of these are Limited [+X] Duration, type, limited amounts (similar to Physical Immunity). Minions have 2 free refresh of stunts/powers (1 refresh spent for 2 more for them, max amount = your refresh). Coordinating them takes a supplemental action.
Common Minion
Heroic Minion
Enthrallment [+0]: Requires you to capture minions.
[-X]: Mental reading
[-1] Swarm (table progression)
Range
Type of Control
[+1]: Lacks skills
Alex - Enthrallment, Heroic Minions, Limit x3, mental control, City range.
Taylor - Controlled several ‘Swarm’ common minions. Limited (Ammo system?)
B*tch - Heroic Minions, extra points for powers (Size, Super Strength/Toughness)
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Tinker: Tinkers have a version of Thaumaturgy focused on Crafting. It uses Scholarship/Capes for control/complexity and they often have lots of enchanted items. Refresh spent on Refinement for Specialization or extra item slots is common. Power suits or a signature device/weapon are often Items of Power. Often, someone else can use a Tinker's device even if it's not made for that with a good Scholarship roll (= to the complexity of the device).
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Blaster: Incite Effect, often with Power Immunity. Oftentimes Blasters will have Trade-Offs and other small powers (Super Senses and the like).
Ex: Legend has Incite Effect with Trade-Off/Choice and Super Senses for his superior sight along with Flight and some Inhuman abilities.
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Thinkers: Thinkers probably use a re-skinned Guide My Hand ability as a base, substituting Mental Stress for FP's to use their abilities. Particular Thinkers will take Inexplicable Knowledge (the wiki), a re-skinned Sacred Guardian (DFRPG:OW from Mouse), "5 seconds ahead" (DFRPG:OW from Abby) Skilled, Jack of All Trades, and Modular Abilities (for Stunts).
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Striker: See Blaster, but short-ranged! A lot of Natural Weapon (wiki) powers fall here as well. Some powers use Fists over Conviction/Discipline.
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Changer: WIP
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Trump: There's a large variety of abilities under this category. Often times these powers will affect other capes/powers.
Grant Power to Others [-2] - (Can’t grant self [-0]). Range by touch (default).
[-X] Common Limit - Duration
[+X] Increased targets (use progression table)
Power Nullification [-X] - Similar to counterspelling rules, often with Power Specialization to get that edge in.
[-X] Common Limit - Range
[+X] Area
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Stranger: Powers allow the cape to use Stealth in more tangible defensive ways. Characters with Super Senses should get a bonus to Alertness rolls vs. Strangers = to the Refresh they spent on their ability.
[-1]: Allows you to make Stealth check without needing concealment (Invisibility)
OR
[-1]: Blocks on yourself vs. Alertness (). Doesn’t affect area attacks (? Similar to Incite Defensive Effect).
Add-Ons:
[-1]: Can attack and ‘restealth’ as a supplemental action.
[-1]: When you stealth, others forget you if they fail an Alertness check.
[-1]: Ignores even Supernatural Senses (they don't get the standard bonus)
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Next: Character Archetypes