Opend20: Powers

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Powers[edit]

In OpenD20, Powers are constructed using a verb/noun system.


The verbs are: The nouns are:
change artefact ka (soul energy)
create body mana
control chance matter
destroy force mind
sense image void/ether
summon
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Additional variables: Controller, Delay, Display, Duration, Range, Speed, Target


At this point, it has not been decided whether or not OpenD20 will incorporate dynamic sorcery from such games as Mage or Ars Magica. Although dynamic sorcery embodies Elegant Simplicity, such a rules system is very trying for inexperienced GMs, and might tremendously overpower 'magical/mystical' characters unless very well implemented. By presenting a sufficient elaborate example set of well defined power effects (rote spells) the inexperienced player can operate simply alongside the more experienced so reticence regarding whether to include it or not may be unnecessary.

At any rate, the most important thing (however the powers system finally works out) is that the rules describe the effect of the power, not the power itself. This generally well-applauded approach has been extremely successful in games such as Ars Magica, Exalted and Hero.


The current design (still in its infancy) works thus: a power is designed as a verb/noun combination. For example, if you want your character Thyman to shoot a laser beam, you would choose 'create' and 'force', with quite a few ranks in range and no ranks in duration (for a pulse beam; a steady laser beam would require ranks in duration).

The more ranks, the more potent the power is. And just like all the skills, every 5 ranks in one area gives a 1 synergy bonus to the associated 'attribute'. For example, Thyman might have a number of different 'energy beam' powers, in which case he will have a number of powers like 'create force', 'sense force', 'control force', etc. Ultimately, this gives him a very high synergy from all the 'force' bonuses. The same is also true for the 'modifiers', like 'range' and 'duration' - if Thyman purchases a number of long-range powers, there will be a synergy bonus to his 'range' score which will mean exponentially better range as he increases in level.

The highest rank a character can have is equal to character level, just like a skill. However, it would be possible to have much higher scores overall because of synergy - this means specializing your character.

Power Modes: Ability, Power, or Trick[edit]

Any power can be brought as an Ability, Power or Trick.


An Ability functions like a skill; it requires a skill roll to use. The advantage of an Ability is that it never runs out, it can be used over and over again. The disadvantage of an Ability is that is might not function when the character needs it to.

A Power uses up Action Points. There is no perceivable 'limit' or 'source' for the Power, but for whatever reason the character can only use it as long as they have AP to spare. The advantage of a Power is that it always functions and there are no unwanted consequences for using it. The disadvange is that it 'runs out'.

A Trick causes the character to run through fatigue levels:

  • Light fatigue reduces movement to 3/4
  • Moderate fatigue means players suffer -4 to attacks and -2 to defense
  • Serious fatigue reduces movent to 1/2 and characters cannot make special use of Combat Bonus (for defense/initiative)
  • At this point the character starts eating up Vitality points (exact number per Power still to be playtested), -2 to defense
  • Dangerous fatigue sets in once a character loses half their total Vitality (even if not through the use of Power/s). Reduces movent to 1/4 and characters cannot access Combat Bonus at all
  • At this point the character eats up their remaining Vitality until unconscious, or they have time to rest.

The advantage of Tricks is that they can be reliably performed over and over - especially 'small' or low-level tricks. The disadvantage is the inherent loss of mobility and vitality.


If a Player chooses to spend one and a half times as much on buying the Power, they can choose two different activation modes. If they pay twice as much, they can use any of the three modes.


Variables[edit]

The variables of each power are display, duration, range and target. Although there is an intrisic value attached to each verb/noun combination, Player's can alter this by buying ranks in four variables.


  • Controller just refers to who 'directs' the Power once it is established. Raise the DC by 10 if controller is someone other than the character with the power
  • Delay generally refers to 'casting time' - increase DC by 5 to alter casting time by one tick - see the table below for measurements
  • Display refers to the noticable signals that warn others the power is beings used. Displays range from the heat given off by a laser beam to the audible incantations of a summoner. The more ranks taken in Display, the less noticable the power. There may be multiple instances of Display for each power - so, the laser beam might have 0 ranks in Display (Heat); 3 ranks in Display (Visual); and 5 ranks in Display (Audible Buzzing). It only costs one point per Display rank, but each rank gives a DC of 5 to people trying to Perceive the Display. With 0 ranks in Display (Heat), anybody capable of feeling Heat would automatically be aware of the laser beam. With 5 ranks in Display (Audible Buzzing), only those who make a listen check with a DC of 25 would be able to detect the laser beam
  • Duration refers to the amount of time the power remains in effect. The duration categories are momentary (one tick), ticks, rounds, turns (or one scene; depending on the nature of the Power), hours, and days (or permanent; depending on the nature of the Power)
  • Range refers to the distance from the character at which the power can operate. The ranges are
    • Personal
    • Contact - requires contact (normally physical, 'mental' in some cases)
    • Reach - anything sharing the character's hex
    • Combat - if you are using a hex board to help simulate combat, everything on the hex board is within this range
    • Extended - generally for out-of-combat spells; something too far away to target in combat
    • Sight - literally as far as the eye can see. If the character has enhanced their sight to power-like ability, then they would be required to use the next category
    • Mystic/Extreme - this range, based off of 'Arcane Connection' in Ars Magica, implies that the character can reach anyone they can sense using enhanced sight - anything from a sniper scope to a crystal ball
  • Target refers to the intended target of the power. The levels of Target are
    • Small - a body part or a wheel of a car; one property of a Noun
    • Individual - one target, no greater than 'Huge' in size (one Hex)
    • Hex(es) - a number of hexes
    • Form - a defined structure which may take up multiple hexes e.g. 'the house'
    • Boundary - everything within a set boundary e.g. 'the castle'
    • Sight


Measurements[edit]

Distance Time(Combat) Time(Ritual) Volume Weight Cost
reach momentary seconds 10 cm^3 1 kg 1
ticks (sec) minutes 3
meters rounds hours 1 m^3 10 kg 5
10xmeters turns 6xhours 5 m^3 100 kg 10
kilometers out of combat days (perm) 10 m^3 1000 kg 30
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