Difference between revisions of "Power Copy"

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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, and are Standalone Advantages.'''
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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.
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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>
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2) What Can I Not Share/Copy?
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::'''Contracts''' - Quantum Solution, Resurrection, Power Copy & Share Powers The Advantage, and Split Actions
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::'''Share Powers & Power Copy''' - Immortality, Intrusion or Control Immunity, NPCs, Quantum Solution, Resurrection, Power Copy & Share Powers The Advantage, and Split Actions 
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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>
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4) Neither Power Copy or Contract can be put into force "off-screen."<br>
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5) No PC may be held to more than one Contract at a time, unless a second Contract is purely punitive.<br>
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6) Sharing & Contracting Power Copy<br>
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::'''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.
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::'''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.
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::''''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.
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::'''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.
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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.
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==Power Copy - Derivative==
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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:
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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.'''
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*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.
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*Power Copiers must obey Defining / 'Wide' rules with their copied powers. Copy2 is therefore unable to obtain "wide" advantages, and Copy3 is only able to obtain obligate Defining advantages if they have an empty Defining slot to fill it with.
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'''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. Due to the fact that this fills a slot in of itself, if copying two Defining Advantage slots from another character, a character with '''Copy3''' may downgrade one '''entire''' Advantage, with all of its Points intact, to the Significant level, and in doing so, lose an '''entire''' Significant Advantage, again with all of its Points. This obviously cannot be done with Advantages that are obligate Defining.
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==Power Copy - Mirror==
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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.  
  
There is a short list of Advantages that may not be copied:
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Note that this is not the same as three ''USES''.
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Obviously, '''Power Copy''' cannot copy another '''Power Copy''', nor can it copy already copied powers.
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==Contracts==
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Contracts are the reverse of Power Copy. A character with Contracts is able to share '''(Rating) * 3 Pips''' (capped at 9) 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'''.
  
No form of '''Power Copy''' may be shared with '''Share Powers''', nor may it copy '''Share Powers''' itself. It is not possible to copy someone’s Advantages and then hand them out to everyone else around.
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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.
  
'''Quantum Solution''' is also not a valid target for copying since it effectively allows any kind of power to be grabbed out of a bag with an infinite selection, breaking the spirit of copying in the first place.
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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.
  
'''NPCs''' cannot be copied, partly for reasons of common sense, and partly that a character who merely copied '''NPCs''' is not sustaining any kind of meaningful loss or setback if those NPCs are defeated or killed --they’re essentially getting them for free, negating the couching of the Point.
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Time-based expiration does not apply to NPCs, and there is no limit on the number of NPCs with which you may establish bargains.
  
'''MDA''' may only be copied with '''Copy3'''. This is essentially because the trappings of why a character can take multiple action threads are important to actually doing so, and unless a character is taking the entirety of the character’s kit that justifies it, '''MDA''' is basically coming out of thin air.
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Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.
  
'''Immortality''' is another restricted copy target. Immortality exists on the presumption that the character has a consistent Achilles Heel in his unkillable state (the “Catch”) that can be learned and exploited, and/or could come up naturally in a scene from time to time to raise the stakes. Copying '''Immortality''' leads to a situation where it is possible to selectively pick up versions of it in prep for/during scenes where there is zero possibility of the Catch coming into play, and swapping it out with a different kind when the Catch could actually be present. This effectively makes for a form of the '''Immortality''' that is objectively superior to one with a single, fixed Catch.
 
  
Lastly, '''Resurrection''' is not possible to copy. This is mostly due to the extreme potential for this character defining Advantage to sputter and struggle when an exact duplicate is present in the same scene, since by its nature there is typically only one kind of target it is applicable to, and only one thing that can be done. This limitation also exists simply to prevent it from being casually picked up before heading into a scene where a dead character is an important problem, and then ditching it as soon as this very big deal of an Advantage has worked its magic and redirected the plot.
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To set up an +info for '''Power Copy''', the following command/template can be used:
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[[Category:News]]
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'''Copy1'''<br>
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+info Copied Powers=- Description of what the copied “thing” does.%rScene ID copied from, expiration date.%r<<Repeat previous for each Point.
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'''Copy2'''<br>
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+info Copied Powers=- [ansi(hw,POINT NAME:)] Unedited trappings of the copied Point go here.%rScene ID copied from, expiration date.%r<<Repeat previous for each Point.
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'''Copy3'''<br>
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+info Copied Powers=-[ansi(uhw,FULL NAME OF CHARACTER COPIED FROM:)]%r[ansi(hw,Name of Advantage copied)], Advantage Tier.%rPoint Name 1, Point Name 2, Point Name 3%r%r<<Repeat previous for each Advantage. Names need not be repeated if they are from the same character.
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Revision as of 07:50, 11 February 2021

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 (capped at 9) 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.

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.