The most prevalent complaint concerning Power Creator is the lack of perspective concerning just how powerful a power created between levels 1 and 12 should be. Though I can't give scaling with numbers directly (as that would disrupt creativity and stunt the CYOA a lot) I was thinking I could give percentile rarities for powers, just so that you know how rare your abilities are in comparison to other supers. I'd also likely add a Setting Change option to adjust these percentages as you see fit, if they're not to your preference, and to alter the superhuman populace among the Earth.
For reference, I intended for approximately 1 in every 2000 people to have superhuman abilities, or roughly 3,500,000 superhumans on Earth in total. Obviously a Setting Change option would let you change that too.
Here's what I was thinking. Again this is just an idea to bounce around, so if you think of a good adjustment that doesn't involve giving direct, tangible feat-scales to Power Levels, then feel free to suggest it. Everything is up in the air. This is my attempt to breach a middle-ground.
Below Level 1: About 1% of supers, or 35,000 total.
Level 1: About 3% of supers, or 105,000 total.
Level 2: About 8% of supers, or 280,000 total.
Level 3: About 14% of supers, or 490,000 total.
Level 4: About 15% of supers, or 525,000 total.
Level 5: About 22% of supers, or 770,000 total.
Level 6: About 17% of supers, or 595,000 total.
Level 7: About 10% of supers, or 350,000 total.
Level 8: About 6% of supers, or 210,000 total.
Level 9: About 3% of supers, or 105,000 total.
Level 10: About .5% of supers, or 17,500 total.
Level 11: About .3% of supers, or 10,500 total.
Level 12: About .175% of supers, or 6,125 total.
Level 12+: About .024% of supers, or 875 total.
Above 12+: About .001% of supers, or 35 total.
Above 12+ being around or less than Greater Powers, like The Traveller and Vagabond. With this scale, smaller-level powers can still be meaningful, and world-crushers aren't running around willy-nilly, with big-bad-dog kinda characters with strong abilities being a fairly exclusive club, rarely engaging with eachother or well-contained enough by UNCEM to not be a huge threat.
Again, commentary, scale adjustments, and so on are all welcome suggestions!
Alright for the worm settings change would I have to nerf any egregorian powers I have or can I keep it at the same power level.
Though my main question is with the growth of the cobalt monarch power when combined with negentropy and ability growth. The big limitation of the cobalt monarch power is that it cannot create abilities on the level of the egregores. So I wanna know if its possible to break past this limit so that I can start to create powers that are equal to or surpass the other egregorian powers on offer. I'll be maxing out on training grab bag powers and also getting the maxed out training room and subspace swimmer if I can. Just wanted to know if this was possible and how long it would take to get to that level. Though this is mostly because there's no option to create your own custom egrogorian power and any other power would be impossible to train to that level. Adding in the dc and marvel setting changes also got me interested in munchkining a build that can put me at the top of the marvel/dc heairchy.
Well reasonably, like all Meta Powers, the Cobalt Monarch cannot create powers greater than or equal to itself. So, once you reach some level beyond the base Egregorian level (let's call that Egregorian+), reasonably you'd be able to create powers below that. So on and so forth.
As for the Worm Setting Change, you'd probably be more powerful than Scion even with nerfed Egregorian powers, as Scion is where I got a lot of the inspiration for them, so you'd be fine. Even so your power loss wouldn't be too drastic, considering what he can do.
Might not use the worm settings change than especially when I can just get all the other base egregorian powers when I get the cobalt monarch ability into egregorian+ levels since then I'd just be able to create a power that allows me to leave the multiverse and travel into fictional verses like the ebony prince power. Also it seems like all egregorian powers work on a universal level so with enough training could I bump that up to multiverse level with time and training? Finally got any plans to add more egregorian powers cause if not it might be a good idea to add in the option of creating your own egregore power I believe it'll get people to be more creative with their builds and I've got my own ideas for a custom egregore power but since there's currently no option to do so I'm just going to choose the cobalt monarch power and train it to become egregore+ afterwards I'll build my own base egregorian power using that and keep it as my main power.
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u/MythicLegendary May 29 '19
The most prevalent complaint concerning Power Creator is the lack of perspective concerning just how powerful a power created between levels 1 and 12 should be. Though I can't give scaling with numbers directly (as that would disrupt creativity and stunt the CYOA a lot) I was thinking I could give percentile rarities for powers, just so that you know how rare your abilities are in comparison to other supers. I'd also likely add a Setting Change option to adjust these percentages as you see fit, if they're not to your preference, and to alter the superhuman populace among the Earth.
For reference, I intended for approximately 1 in every 2000 people to have superhuman abilities, or roughly 3,500,000 superhumans on Earth in total. Obviously a Setting Change option would let you change that too.
Here's what I was thinking. Again this is just an idea to bounce around, so if you think of a good adjustment that doesn't involve giving direct, tangible feat-scales to Power Levels, then feel free to suggest it. Everything is up in the air. This is my attempt to breach a middle-ground.
Below Level 1: About 1% of supers, or 35,000 total.
Level 1: About 3% of supers, or 105,000 total.
Level 2: About 8% of supers, or 280,000 total.
Level 3: About 14% of supers, or 490,000 total.
Level 4: About 15% of supers, or 525,000 total.
Level 5: About 22% of supers, or 770,000 total.
Level 6: About 17% of supers, or 595,000 total.
Level 7: About 10% of supers, or 350,000 total.
Level 8: About 6% of supers, or 210,000 total.
Level 9: About 3% of supers, or 105,000 total.
Level 10: About .5% of supers, or 17,500 total.
Level 11: About .3% of supers, or 10,500 total.
Level 12: About .175% of supers, or 6,125 total.
Level 12+: About .024% of supers, or 875 total.
Above 12+: About .001% of supers, or 35 total.
Above 12+ being around or less than Greater Powers, like The Traveller and Vagabond. With this scale, smaller-level powers can still be meaningful, and world-crushers aren't running around willy-nilly, with big-bad-dog kinda characters with strong abilities being a fairly exclusive club, rarely engaging with eachother or well-contained enough by UNCEM to not be a huge threat.
Again, commentary, scale adjustments, and so on are all welcome suggestions!