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|                    ||                    ||
 
|                    ||                    ||
 
|-
 
|-
|  change          ||  artefact        ||  ka (soul energy)
+
|  change          ||  air              ||  image
 
|-
 
|-
|  create          ||  body            ||  mana
+
|  create          ||  artefact        ||  ka (soul energy)
 
|-
 
|-
|  control          ||  chance          ||  matter
+
|  control          ||  body            ||  mind
 
|-
 
|-
|  destroy          ||  force           ||  mind
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|  destroy          ||  earth           ||  mana
 
|-
 
|-
|  sense            ||  image            ||  void/ether
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|  sense            ||  fire            ||  water
 
|-
 
|-
|  summon          ||                    ||   
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|  summon          ||                    ||  void/ether
 
|-
 
|-
 
|____________________||____________________||____________________
 
|____________________||____________________||____________________
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Additional variables:  Controller, Delay, Display, Duration, Range, Speed, Target
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Additional variables:  Display, Duration, Range, Target
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Note that the Elements are alchemical elements, so 'air' includes all forms of gasses, etc.
  
  
 
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.
 
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.
 
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.
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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 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 'fire', 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).
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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 fire', 'sense fire', 'control fire', etc.  Ultimately, this gives him a very high synergy from all the 'fire' 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.
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The highest score a character can have is equal to (four plus character level), just like a skill.  However, it would be possible to have much higher scores overall because of synergy - this means specialising your character.
  
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=
 
=Power Modes: Ability, Power, or Trick=
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*  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
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*  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.
 
 
*  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
 
  
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*  Duration refers to the amount of time the power remains in effect.  The duration categories are momentary (one tick) per level, one round per level, one turn (ten rounds) per level (or one scene; depending on the nature of the Power), one hour per level, and one day per level (or permanent; depending on the nature of the Power)
  
=Measurements=
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*  Range
  
{|
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* Target
|-
 
| 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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