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Baron Hazard:
cannot be a telepath and a magic user.

KOFFEYKID:
Ahh, I didn't see that, well, that makes sense, though what about items of power that give you thaumaturgy and evocation, an argument could be made that such items would bypass the limitation, so I would make that clear as well.

Todjaeger:

--- Quote from: Jeckel on July 25, 2010, 09:15:00 PM ---Here is the first draft of my take on a Telepathy power. A few points before the power though.

1) I don't buy that every person with some kind of "psychic" ability is just a baby wizard that doesn't realize their true potential. There is plenty of room in the game for "real" psychics with powers based on genetics, biology, chemistry, and other science-y explanations.

2) Supernatural Sense (Telepathy) is certainly a viable option, and with some of my more free-form players it would be fine to just charge them a few refresh and just say they have "Telepathy" with no further defining of the power in any way.... But, most of my players would either want something more concrete or cause me to want something more concrete to point to when making decisions about what is acceptable and what isn't.

3) I think natural psychics would be separate from magic users, as such I've required the Telepathy power to be removed if any form of mortal magic is taken and suggested the same for sponsored magic. This allow the power to give some mental bonuses without the fear of wizardlings using it to boost their magic.

All ideas, suggestions, and opinions are welcome.
--- End quote ---

When the idea is boiled down, it really depending on how the GM and/or group want the game to be run.  The existing rules already allow for someone to create a psychic (psychometry, Cassandra's Tears, etc) and depending on what Aspects one choses and what/how one thematically describes doing actions, a kinetomancer could be a weak spellcaster, or a TK/psychokinetic 'pusher'.  Personally I would spend more time coming up with appropriate Aspects for how one 'sees' their character, and how thematically their character uses their power(s), than attempt to create new powers which do things which can already be done using existing capabilities.

That is one of the nice things about the FATE system itself, it lends itself to role or character playing, as opposed to just making the 'perfect' character build.  There are multiple ways to achieve the same desired end, all without taking the same path.  Heck, I would create a character piloting a suit of steam-powered gnomish battlearmor from Mount Nevermind if I wanted too.  Speaking of which, that just gave me an idea which people the next Con I run Dresden at are going to hate...

Jeckel:
@Todjaeger

I don't really disagree with anything you said, though not sure what you meant by "just making the 'perfect' character build".

First, I enjoy making new powers/stunts/templates/whatever, its my favorite thing after "the obvious" and programming. Creating new stuff helps give me a better grasp on the system and, as in this case, helps my players better understand what they can reasonably do or expect.

I understand the concept of rp and character story being the most important. I've GMed for power gamers who only care about rules and rolls. I've also GMed for free-formers that don't understand using anything other then their mouths and note paper for rp. My favorite aspect of the Fate system is how it blends the two worlds together so well.

This power is a bridge between the two. Not as broad as Psycomancy or Supernatural Sense (Telepathy), which would make the stat players itchy and worried their powers aren't worth as much. At the same time it is pretty open, allowing upgrades and simple mechanics so as not to frighten my free-form players. Add to that the remove of worry for the metaphysical side of Lawbreaker, but still getting to fret over fanatic wardens not care how you "broke the Law".. that got both groups pretty excited, even the players not taking the power.

But like you said, "There are multiple ways to achieve the same desired end, all without taking the same path." This is just another path I am providing my players. Those that don't wish to take that path are by no means forced to. :)

Todjaeger:

--- Quote from: Jeckel on July 26, 2010, 06:51:35 AM ---@Todjaeger

I don't really disagree with anything you said, though not sure what you meant by "just making the 'perfect' character build".

--- End quote ---

I was specifically referring to D&D4e, though I suppose the new d20 version of Star Wars is applicable as well, where ones character is really defined by ones powers.  As an example, if someone were to create an archery-based ranger, it would likely be virtually identical to a ranger with the same theme created by someone entirely different.  With the FATE system the DFRPG uses, between aspects and the player choosing what combination of abilities to have, and how they are to be utilized (like Harry and Ramirez both being Wardens with shielding and attack spells which are quite different), there is so much more that a player can do to make a character 'theirs'.

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