Post by Scorchys on Nov 19, 2018 12:47:23 GMT -5
Character Powers
So, what are powers in this world, exactly? Well, anything.
Powers are the unusual quirks of every living (or unliving) being. They represent the spark that everything has to be unique and can be explained in a wide variety of ways. Perhaps the character is tainted with demon blood, or perhaps they experimented on themselves with alchemy. Maybe their power manifested from their personality being so potent it shifted into reality itself feeding on their soul to do so. The options are quite literally endless.
However, one thing is universal, and that is their level of power. When a being manages to summon forth a power and manifest its abilities they have risen to a new tier of power beyond what normal members of their species can manage on average.
With this, we go into how they are made and what they do, specifically. To begin, Powers are represented on a character by a custom made item that is made by the DM Team. These items have the description of the powers and their PvP effects as well as PvE effects listed on them, and can take any shape that makes logical sense for the power.
So, what do powers really do?
Well, powers are essentially augmented techniques. They are far more potent and far more effective versions of techniques and based on their tier grant the character a variety of effects seen in the techniques listing. Powers have points based on their tier, and each time their power rises a tier their new version replaces their old version of the power. The only exception to this is Tier 4 powers which are generally pulled from a secondary source, stacking with the Tier 3 Power.
Power Template
An example of a Tier 1 Power.
Creating a Trait
Traits are similar to powers, however instead of being enhanced variations of Techniques, they are instead unique, small boosts that are similar to NWN feats. These require SCC to apply for, and grant very minor bonuses, each trait is worth 10 technique points total and can never be anything complicated, or active. They are always considered passives but do not cost the normal 5 TP extra for this benefit. They are given to the player as a non-equipable item. Traits MAY be changed as your character progress through the power tiers and evolves along the world of Shinma, but that means it is REPLACED by the new one.
As well, higher-end races cannot have access to Traits without adjustment. Rare species have -2 possible traits, Epic have -3 possible traits, and Legendary have -4 possible traits due to the natural benefits that these races gain on creation just from being members of the species in question.
Trait Template
An example of a trait:
Racial Duplication
Requests for powers/traits that already exist for the rare and legendary races will be denied as will any requests for lesser versions of their powers/traits. These are unique to those races.
So, what are powers in this world, exactly? Well, anything.
Powers are the unusual quirks of every living (or unliving) being. They represent the spark that everything has to be unique and can be explained in a wide variety of ways. Perhaps the character is tainted with demon blood, or perhaps they experimented on themselves with alchemy. Maybe their power manifested from their personality being so potent it shifted into reality itself feeding on their soul to do so. The options are quite literally endless.
However, one thing is universal, and that is their level of power. When a being manages to summon forth a power and manifest its abilities they have risen to a new tier of power beyond what normal members of their species can manage on average.
- Tierless: 70% of the World Population
- Tier 1: 20% of the World Population
- Tier 2: 5% of the World Population
- Tier 3: <4% of the World Population
- Tier 4: <1% of the World Population
With this, we go into how they are made and what they do, specifically. To begin, Powers are represented on a character by a custom made item that is made by the DM Team. These items have the description of the powers and their PvP effects as well as PvE effects listed on them, and can take any shape that makes logical sense for the power.
So, what do powers really do?
Well, powers are essentially augmented techniques. They are far more potent and far more effective versions of techniques and based on their tier grant the character a variety of effects seen in the techniques listing. Powers have points based on their tier, and each time their power rises a tier their new version replaces their old version of the power. The only exception to this is Tier 4 powers which are generally pulled from a secondary source, stacking with the Tier 3 Power.
Power Points Per Tier
Creating a Power Powers are custom abilities that a player may tailor for their character that grow more powerful and variable throughout the various stages of the development of their character. There are two primary forms of abilities that one may have on their power, these are passives and actives, as described below. For the specific chart of TP effects you may choose from please see here. Passives Passive abilities are persistent effects that require no SP/MP cost to maintain, they remain active whilst your powers are active. A Passive ability has a base cost requirement of 5 TP EACH of the passive bonuses separately, after that the cost of the desired effects are added. When making a passive power be sure to keep in mind the Passive Bonus Caps equal to the character tierx2. Actives Active abilities are very similar to techniques in that they typically require a combat cost (SP/MP) and must be activated to take effect. They are, however, stronger than your average technique and have access to a wider variety of effects than techniques do.
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Base TP Costs
| Bonus TP
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Power Template
[font size="4"]NWN Item:[/font]
[b]Name:[/b]
[b]Base Item:[/b]
[b]Appearance Numbers (if any):[/b]
[b]Enchantments:[/b] Items get as many effects as its Tier x5. Choose carefully.
AC Bonus: +2 per Tier
Damage Reduction: +1/15 per Tier
Resistance: 1 Damage type per Tier, 5 Resist per Tier
Immunity: Inapplicable
Atk/Enchantment Bonus: +1 per Tier
Bonus Damage: +1d6 per Tier
On-Hit Effects: 10 DC per Tier
Universal Saves: +2 per Tier
Regeneration: +1 per Tier
Keen: Requires Tier 2+
Spells: 1 Spell per Tier, Spell level 10 per Tier
============================
[font size="4"]Dicefight Information:[/font]
[b]Character:[/b]
[b]Username:[/b]
[b]Power Name:[/b]
[b]Passives:[/b] Yes/No (5 TP Cost)
[b]Tier:[/b] 1-4
[b]Theme:[/b]
[b]Description:[/b]
[b]Aspect:[/b]
[b]TP Cost:[/b]
[b]SP/MP Cost:[/b]
[b]Description:[/b]
[b]Dicefight:[/b]
[b]Aspect:[/b]
[b]TP Cost:[/b]
[b]SP/MP Cost:[/b]
[b]Description:[/b]
[b]Dicefight:[/b]
An example of a Tier 1 Power.
NWN Item:
Name: Emberheart
Base Item: Amulet
Appearance Numbers (if any): Any
Enchantments:
+2 AC
+5 Damage Resistance (Fire)
+2 Universal Saves
+1 Regeneration
Fireball (Level 10) Unlimited/Day
============================
Dicefight Information:
Character: Elegar Emberhide
Username: RuffleMyExample
Power Name: Emberheart
Passives: Yes (5 TP)
Tier: 1
Description: Elegar has always held an abnormal connection to fire magic, however with the steady growth of his power he has begun to realize why. Tainted with diluted demonic blood, Elegar is a partial cambion, and as he has begun to embrace this side of himself his affinity for fire has greatly increased, as has his durability.
Aspect: Burning Blood
TP Cost: 4 (2; HP Regen) + (2; Element Buff)
SP/MP Cost: Passive
Description: Elegar's demonic blood has awakened, and with it, his burning blood and natural demonic constitution has manifested itself. This grants him increased immunity against toxins, as well as weak regenerative capabilities.
Dicefight: +1 HP Regeneration per Round, +1 vs Toxins.
Aspect: Inferno
TP Cost: 6 (2; Element Buff) + (2; Anti-Heal) + (2; DoT)
SP/MP Cost: Passive
Description: Elegar's demonic blood has given him an innate affinity for fire, allowing all of his spells to naturally be enhanced with searing hellfire.
Dicefight: +1 to all Heat Element Actions. Causes 1 points of all damage done by Elegar per attack to require double healing, and deal 1 damage at the end of the target's next turn.
Name: Emberheart
Base Item: Amulet
Appearance Numbers (if any): Any
Enchantments:
+2 AC
+5 Damage Resistance (Fire)
+2 Universal Saves
+1 Regeneration
Fireball (Level 10) Unlimited/Day
============================
Dicefight Information:
Character: Elegar Emberhide
Username: RuffleMyExample
Power Name: Emberheart
Passives: Yes (5 TP)
Tier: 1
Description: Elegar has always held an abnormal connection to fire magic, however with the steady growth of his power he has begun to realize why. Tainted with diluted demonic blood, Elegar is a partial cambion, and as he has begun to embrace this side of himself his affinity for fire has greatly increased, as has his durability.
Aspect: Burning Blood
TP Cost: 4 (2; HP Regen) + (2; Element Buff)
SP/MP Cost: Passive
Description: Elegar's demonic blood has awakened, and with it, his burning blood and natural demonic constitution has manifested itself. This grants him increased immunity against toxins, as well as weak regenerative capabilities.
Dicefight: +1 HP Regeneration per Round, +1 vs Toxins.
Aspect: Inferno
TP Cost: 6 (2; Element Buff) + (2; Anti-Heal) + (2; DoT)
SP/MP Cost: Passive
Description: Elegar's demonic blood has given him an innate affinity for fire, allowing all of his spells to naturally be enhanced with searing hellfire.
Dicefight: +1 to all Heat Element Actions. Causes 1 points of all damage done by Elegar per attack to require double healing, and deal 1 damage at the end of the target's next turn.
Creating a Trait
Traits are similar to powers, however instead of being enhanced variations of Techniques, they are instead unique, small boosts that are similar to NWN feats. These require SCC to apply for, and grant very minor bonuses, each trait is worth 10 technique points total and can never be anything complicated, or active. They are always considered passives but do not cost the normal 5 TP extra for this benefit. They are given to the player as a non-equipable item. Traits MAY be changed as your character progress through the power tiers and evolves along the world of Shinma, but that means it is REPLACED by the new one.
As well, higher-end races cannot have access to Traits without adjustment. Rare species have -2 possible traits, Epic have -3 possible traits, and Legendary have -4 possible traits due to the natural benefits that these races gain on creation just from being members of the species in question.
Trait Template
[b]Name:[/b]
[b]TP Cost:[/b]
[b]Description:[/b]
[b]Dicefight:[/b]
An example of a trait:
Name: Catlike Reflexes
TP Cost: 10 (4; Stat Buff) + (4; Stealth/Detect Buff) + (2; Physical Damage)
Description: Since they were young, this character has had unnatural fast reflexes and a stronger sense of smell than most individuals. Be it through good genetics or a quirk of fate, this has allowed them an innate advantage in and out of battle.
Dicefight: +1 to all Dexterity & Intelligence Rolls, +1 to all Stealth/Detect Rolls and +2 Physical Damage Rolls.
TP Cost: 10 (4; Stat Buff) + (4; Stealth/Detect Buff) + (2; Physical Damage)
Description: Since they were young, this character has had unnatural fast reflexes and a stronger sense of smell than most individuals. Be it through good genetics or a quirk of fate, this has allowed them an innate advantage in and out of battle.
Dicefight: +1 to all Dexterity & Intelligence Rolls, +1 to all Stealth/Detect Rolls and +2 Physical Damage Rolls.
Racial Duplication
Requests for powers/traits that already exist for the rare and legendary races will be denied as will any requests for lesser versions of their powers/traits. These are unique to those races.