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	<title>Realising a Potential - Revision history</title>
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	<updated>2026-08-02T04:32:39Z</updated>
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		<id>https://wiki.rpg.net/index.php?title=Realising_a_Potential&amp;diff=261265&amp;oldid=prev</id>
		<title>RoadScholar: Created page with &quot;MEMbrane.  Realising potential usually involves something unusual happening to the character within the game, allowing access to changes that are rare or unusual. Examples...&quot;</title>
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		<updated>2014-03-23T07:08:44Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&lt;a href=&quot;/index.php/MEMbrane.&quot; title=&quot;MEMbrane.&quot;&gt;MEMbrane.&lt;/a&gt;  Realising potential usually involves something unusual happening to the character within the game, allowing access to changes that are rare or unusual. Examples...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[MEMbrane.]]&lt;br /&gt;
&lt;br /&gt;
Realising potential usually involves something unusual happening to the character within the game, allowing access to changes that are rare or unusual. Examples may be&lt;br /&gt;
&lt;br /&gt;
*Showing an immediate talent for a skill or ability never previously encountered or used. (use the force, luke! or &amp;quot;you shoot pretty well for a reporter.&amp;quot;)&lt;br /&gt;
*Undergoing an event that changes the characters outlook and drive significantly, leading to improved attributes or skills centered around that theme. (They didnt kill me, but they&amp;#039;ll wish they had...)&lt;br /&gt;
*Developing new skills, abilities or talents that are revealed as a result of gameplay (acquiring a psychic ability, a new language quickly and fluently, learning an obscure martial art or science, having a unique gene or an unusual connection to an NPC, catching a weird gene altering disease, acquiring a symbiotic bond, etc).&lt;br /&gt;
*Some power ups may involve acquiring new qualities and drawbacks. These must balance to a five point maximum. Qualities should be limited to 10 points maximum.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Powering up and gameplay.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
The idea behind the above rule is to allow for two basic types of PC - the previously established hero and the companion, who is far more open to the change brought by &amp;#039;&amp;#039;&amp;#039;peak experiences&amp;#039;&amp;#039;&amp;#039;. This kind of mimics the changes you see in some sci-fi series, where initially one dimensional characters acquire new areas of skill or knowledge that increase their competence across a broader range. Quite often, it is the ones who intially have less to offer that change the most.  &lt;br /&gt;
&lt;br /&gt;
The idea is that companion players who find something within game that grabs them can throw a power up request at the GM (moi), then we sit down and hash out details of what (While in the interests of the game, I reserve the rights to &amp;#039;when&amp;#039; and &amp;#039;how&amp;#039;). &lt;br /&gt;
&lt;br /&gt;
To use some examples&lt;br /&gt;
*Luke Skywalker finds out he is force-boy!&lt;br /&gt;
*Samantha Carter acquires Ga&amp;#039;ould memories and Naquada blood.&lt;br /&gt;
*Willow learns magic.&lt;br /&gt;
*Delenn becomes half-human.&lt;br /&gt;
*Daniel Jackson learns Ga&amp;#039;ould technology and languages.&lt;br /&gt;
*O&amp;#039;Neill has the ancients gene!&lt;br /&gt;
*Daniel Jackson ascends.&lt;br /&gt;
*Spock returns to a different timeline.&lt;br /&gt;
*A Vorlon opens Lyta Alexanders mind.&lt;br /&gt;
*Ellen Ripley is cloned.&lt;br /&gt;
*Sarah Conners survives an attack by a terminator.&lt;/div&gt;</summary>
		<author><name>RoadScholar</name></author>
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