Difference between revisions of "Power Copy"

From Multiverse Crisis MUSH
Jump to: navigation, search
m
 
(28 intermediate revisions by 3 users not shown)
Line 1: Line 1:
This file is meant to delineate acceptable boundaries and practices for power copying Advantages, encompassing basic Power Copy / Mega Manning, Assimilation of a limited selection of another character's abilities, and wholesale Mimicry of another character. '''All forms of Power Copying are required to be Defining Advantages.'''
+
This file delineates acceptable boundaries and practices for the Advantage of power copying, as-seen in characters like Megaman or Kakashi from Naruto. It also delineates the acceptable boundaries of the reverse, in the form of Contracts that allow the user to give others powers.
  
'''Power Copying / Megamanning''', shorthanded as '''Copy1'''. It involves a limited-scope ability to steal an attack, or some similarly limited scope "something" from your target. You may copy six (6) attacks at a time, and they time out after 90 days OR being used in three (3) scenes, whichever comes sooner. Consent is not required but the target player determines exactly what the copier receives.
+
1) All Advantages obtained by Copy are presumed to be weaker than that of the originating PC. If the copier directly contests the original PC's action with their copied version, the copier loses by default.<br>
 +
2) What Can I Not Share/Copy?
 +
::'''Contracts''' - Quantum Solution, Resurrection, Power Copy & Share Powers The Advantage, and Split Actions
 +
::'''Share Powers & Power Copy''' - Immortality, Intrusion or Control Immunity, NPCs, Quantum Solution, Resurrection, Power Copy & Share Powers The Advantage, and Split Actions 
 +
3) Players should write an +info (+info PowerCopy or +info Contracts) with the details demanded in the Power Copy or Contract Advantages. Additionally, Contract recipients are expected to make an +info Contracts file that matches the Contract dispensed to them. If the Contract grants Copied powers, the beneficiary of the Contract marks the uses of the Copy instead of the Copier.<br>
 +
4) Neither Power Copy or Contract can be put into force "off-screen."<br>
 +
5) No PC may be held to more than one Contract at a time, unless a second Contract is purely punitive.<br>
 +
6) Sharing & Contracting Power Copy<br>
 +
::'''Sharing Power Copy - Derivative copies:''' Identical to a standard use of a Copied trick - it costs one use if it has not been brought into the scene already.
 +
::'''Contracting Power Copy - Derivative copies:''' Costing a use from the Copier, the Contract Copy is loaned to the Contract beneficiary. The beneficiary gains 4 total Scene-uses as if they copied the trick fresh themself.
 +
::'''Sharing Power Copy - Mirror copies:''' Mirror-Copied Advantages may be Shared as long as they are legal to both Copy and Share. This otherwise functions identically to sharing Power Copy - Derivative slots except it grants 3 uses, like Mirror.
 +
::'''Contracting Power Copy - Mirror copies:''' Identical to the Power-Copy Derivative case. The advantage is given to the beneficiary to control until used up or retracted.
 +
7) Benefitting from a Contract or Share never grants someone the ability to sub-contract the powers they gain. This is the purview of characters with those native advantages.
 +
==Power Copy - Derivative==
 +
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" from your target. You may target '''eight (8)''' items at a time, which go away after being used in '''four (4)''' scenes. Consent isn't required, but the target dictates the specific effect the copier receives.
  
'''Assimilation''', shorthanded as '''Copy2'''. You get three (3) free-floating bullet points, which may be filled in with Advantages stolen from other players. Consent is required from the target, who may dictate which of their bullets may be stolen and which may not. Copied bullet points timeout after '''120 days''', but may be upgraded to permanently fill one of your floating bullet points. Additionally:
+
Note that this is not the same as four ''USES''.
  
* Staff will provide an +info pointer (+info PowerCopy) which is expected to be filled out with each stolen bullet,the identity of who it was stolen from, and a link to the log of the scene in which an advantage was stolen. '''Copying may not be off-screened.'''
+
==Power Copy - Mirror==
 +
Mirror Power Copy gives you '''9''' pips to spend on Advantages copied from other players. Except where otherwise noted, these Advantages are received exactly as written by the copied target. When copying uprated (4-5 pip) Advantages, they cap at '''3''' pips, both in cost and "what you get". Consent is required from target players, who may dictate entirely what can or cannot be stolen. Copied Advantages expire after being used in '''three (3)''' scenes.
  
* All Advantages obtained by Copy are presumed to be a half-step weaker than those possessed by the originating PC, even if occupying differing slots. Therefore, if the Copier directly contests the originating PC's action with their own advantage, the Copier is presumed to lose the contest by default.
+
Note that this is not the same as three ''USES''.
  
'''Mimicry''', shorthanded as '''Copy3'''. This works exactly as Copy2, save for the following differences: It entirely consumes a wide Defining slot, and you may instead fill ALL of your '''empty advantage slots''' with stolen advantages.
+
==Contracts==
 +
Contracts are the reverse of Power Copy. A character with Contracts is able to share '''(Rating) * 3 Pips''' worth of Advantages with up to '''(Rating) * 2''' targets. This models Faustian bargains, boons and curses, magical geases, and simple commitments of aid. Contracts expire after '''3 months'''. Pushing Contracts to Rating 4 or 5 increases the number of targets as normal, but only provides another '''2''' then '''1''' additional shareable Pips, for a maximum of 12. Power copies consume uses of the Power Copy entry itself; they don't consume any of the Contract's Pip budget.
  
----
+
To be clear, the cap is '''per recipient'''. Someone with Contracts●●● can, for example, offer 6 different people 9 pips worth of advantages for a grand total of 54 between them.
  
'''Patch Notes 8/13/2017:''' Adjusted in accordance with new Copy2 and Copy3 policy.
+
Contracts can establish terms under which the Contract is validated, and the conferred Advantages are activated, and can establish terms, under which failure to meet them results in a penalty or punishment; usually revocation of conferred Advantages, and subjecting the penalized beneficiary to one or more of the benefactor's advantages as if they were present when the terms were broken. Penalties are commensurate to the Investment in the Contract.
  
'''Patch Notes 1/16/2017:''' Adjusted the number of copied attacks Power Copiers can keep, and the number of bullet points Assimilators can have.
+
Time-based expiration does not apply to NPCs, and there is no limit on the number of NPCs with which you may establish bargains.
  
 +
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.
 +
 +
 +
----
  
[[Category:News File]]
+
[[Category:News]]

Latest revision as of 02:56, 3 July 2024

This file delineates acceptable boundaries and practices for the Advantage of power copying, as-seen in characters like Megaman or Kakashi from Naruto. It also delineates the acceptable boundaries of the reverse, in the form of Contracts that allow the user to give others powers.

1) All Advantages obtained by Copy are presumed to be weaker than that of the originating PC. If the copier directly contests the original PC's action with their copied version, the copier loses by default.
2) What Can I Not Share/Copy?

Contracts - Quantum Solution, Resurrection, Power Copy & Share Powers The Advantage, and Split Actions
Share Powers & Power Copy - Immortality, Intrusion or Control Immunity, NPCs, Quantum Solution, Resurrection, Power Copy & Share Powers The Advantage, and Split Actions

3) Players should write an +info (+info PowerCopy or +info Contracts) with the details demanded in the Power Copy or Contract Advantages. Additionally, Contract recipients are expected to make an +info Contracts file that matches the Contract dispensed to them. If the Contract grants Copied powers, the beneficiary of the Contract marks the uses of the Copy instead of the Copier.
4) Neither Power Copy or Contract can be put into force "off-screen."
5) No PC may be held to more than one Contract at a time, unless a second Contract is purely punitive.
6) Sharing & Contracting Power Copy

Sharing Power Copy - Derivative copies: Identical to a standard use of a Copied trick - it costs one use if it has not been brought into the scene already.
Contracting Power Copy - Derivative copies: Costing a use from the Copier, the Contract Copy is loaned to the Contract beneficiary. The beneficiary gains 4 total Scene-uses as if they copied the trick fresh themself.
Sharing Power Copy - Mirror copies: Mirror-Copied Advantages may be Shared as long as they are legal to both Copy and Share. This otherwise functions identically to sharing Power Copy - Derivative slots except it grants 3 uses, like Mirror.
Contracting Power Copy - Mirror copies: Identical to the Power-Copy Derivative case. The advantage is given to the beneficiary to control until used up or retracted.

7) Benefitting from a Contract or Share never grants someone the ability to sub-contract the powers they gain. This is the purview of characters with those native advantages.

Power Copy - Derivative

Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" from your target. You may target eight (8) items at a time, which go away after being used in four (4) scenes. Consent isn't required, but the target dictates the specific effect the copier receives.

Note that this is not the same as four USES.

Power Copy - Mirror

Mirror Power Copy gives you 9 pips to spend on Advantages copied from other players. Except where otherwise noted, these Advantages are received exactly as written by the copied target. When copying uprated (4-5 pip) Advantages, they cap at 3 pips, both in cost and "what you get". Consent is required from target players, who may dictate entirely what can or cannot be stolen. Copied Advantages expire after being used in three (3) scenes.

Note that this is not the same as three USES.

Contracts

Contracts are the reverse of Power Copy. A character with Contracts is able to share (Rating) * 3 Pips worth of Advantages with up to (Rating) * 2 targets. This models Faustian bargains, boons and curses, magical geases, and simple commitments of aid. Contracts expire after 3 months. Pushing Contracts to Rating 4 or 5 increases the number of targets as normal, but only provides another 2 then 1 additional shareable Pips, for a maximum of 12. Power copies consume uses of the Power Copy entry itself; they don't consume any of the Contract's Pip budget.

To be clear, the cap is per recipient. Someone with Contracts●●● can, for example, offer 6 different people 9 pips worth of advantages for a grand total of 54 between them.

Contracts can establish terms under which the Contract is validated, and the conferred Advantages are activated, and can establish terms, under which failure to meet them results in a penalty or punishment; usually revocation of conferred Advantages, and subjecting the penalized beneficiary to one or more of the benefactor's advantages as if they were present when the terms were broken. Penalties are commensurate to the Investment in the Contract.

Time-based expiration does not apply to NPCs, and there is no limit on the number of NPCs with which you may establish bargains.

Contracted Advantages are not subject to the consent of the beneficiary. They may be withdrawn by the benefactor at any time.