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Heroes start with more of everything - except '''Potential''' (the extra drama points). Heroes have five, companions have fifteen.  
 
Heroes start with more of everything - except '''Potential''' (the extra drama points). Heroes have five, companions have fifteen.  
  
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Heroes or Companions may, at any time, use up to 5 pts of their extra drama points to begin '''[[Realising a Potential]]''', as long as this fits the plot of the game and the GM's expectations of fair play. These points are lost permanently. The 5 base drama points can never be used this way and function via the normal rules.
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Heroes or Companions may, at any time, use up to 5 pts of their extra drama points to begin realising a Potential, as long as this fits the plot of the game and the GM's expectations of fair play. These points are lost permanently. The 5 base drama points can never be used this way and function via the normal rules.
  
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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
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*Showing an immediate talent for a skill or ability never previously encountered or used. (use the force, luke! or "you shoot pretty well for a reporter.")
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*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'll wish they had...)
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*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).
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*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.
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'''Powering up and gameplay.'''
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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 '''peak experiences'''. 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. 
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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 'when' and 'how').
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To use some examples
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*Luke Skywalker finds out he is force-boy!
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*Samantha Carter acquires Ga'ould memories and Naquada blood.
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*Willow learns magic.
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*Delenn becomes half-human.
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*Daniel Jackson learns Ga'ould technology and languages.
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*O'Neill has the ancients gene!
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*Daniel Jackson ascends.
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*Spock returns to a different timeline.
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*A Vorlon opens Lyta Alexanders mind.
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*Ellen Ripley is cloned.
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*Sarah Conners survives an attack by a terminator.
  
 
'''Setting'''
 
'''Setting'''

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