Quote:
Originally Posted by Ketsuban
This is awesome. I particularly love that it had to be the Space Force.
As for what'd happen to the 'you' in this setting (or, for that matter, the 'me'):
This seems to limit the gift only to those gamers who believe they have or strongly want a particular power.
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Ah, not quite. You get the gift if you're eccentric or imaginative enough, or if you're
seen as weird by the people around you, whether you are or not, and so forth. Your beliefs and desires only
shape it.
Quote:
Originally Posted by Ketsuban
What qualifies as "strongly"?
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I'm leaving that vague, so that different GMs and groups can define it. Having a few points of quirks or appropriate hobby skills is a good indicator (e.g. someone who has Hobby (Star Wars)-12 and the quirk 'Puts 'Jedi' on surveys that ask for religion' has a good chance of getting minor psi powers, and/or Ritual Magic (The Force)-12, while someone who has Hobby (Star Trek)-12 and Language: Vulcan (Broken/None) is likely to gain short-range or Touch-Only telepathy, and maybe Tactile Telekinesis to simulate enhanced strength; either or both might gain some points in Fetish, particularly if they're in the habit of making props). Having points in Symbol Drawing, Ritual Magic, and/or Fortune-Telling (lots of people have those skills in RL, they just don't appear to do anything) are likewise going to lead to abilities that fit those skills (maybe they 'just' get the perk, and their spells suddenly start working, or maybe they get levels in Thoughtform Talent and/or Path/Book Adept).
Being strong-willed (Will 11 or higher) and having quirks or mental disadvantages relating to independence and a lack of willingness to take orders are also factors, as is, in crunch terms, being a 150+ point character - as mentioned in
post #16, most people with powers just get the two-point package of the Active Thoughtform Generation perk and Ritual Magic (Personal Book) at IQ-3, it's just that PCs tend to be a cut above the rest.
In short, the more points spent on skills or gained from quirks or disads that qualify as 'eccentric' or 'creative', or otherwise setting the character apart from 'normal' people in the area (which can include resident foreigners in an insular community, if their ways are different enough), and the higher the character's IQ, Will, Per (if it's high enough that you seem strange), and related advantages, the more powerful they could plausibly start out as.
Quote:
Originally Posted by Ketsuban
Does the gift read your mind and find desires even you don't know about so long as you self-identify as a gamer? (Also, do you mean just tabletop games or are video games included?)
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Pretty much yes - the spirits touch your mind, and your mind shapes the gift. 'Gamer' includes tabletop, computer, and even LARPers, but remember that it's not limited to people who self-identify as gamers, or even those who are identified as such by others - it's a matter of not being 'ordinary', not a matter of any specific
type of weirdness.