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Powers

This works in a very similar fashion to how building hindrances works. The power level of the ability and how often it comes up or can be used determine how many skill points need to be paid for it.

Style Only: (costs 0 SP) This is something that doesn't actually help you at all and is really there only for style / role-playing reasons.

Cantrip: (base cost of 0.25 SP round down. Always constant / at will for 1 SP) This is something that never has any actual combat effect, but is just useful enough that it has to cost something to be able to do.

     -You can change your hair color.

Lesser: (base cost of 0.5 SP, always round cost up) This is something that has an actual effect, but that effect is so minor it doesn't even qualify as a weak power.

     -You have a very weak telekinesis (str 2) that can be used within a range of 10 feet.

Weak: (base cost of 1 SP) This is a minor ability that you have. It can be useful, but it isn't anything radically game changing.

     -You can see twice as far in the dark as normal.

Moderate: (base cost of 2 SP) This is a moderately strong ability you have. It's handy when it comes up.

Major: (base cost of 4 SP) This is a powerful ability, when this is used it gives you a great advantage.

Paragon: (base cost of 8 SP) This is a very powerful ability, this could potentially give you an overwhelming advantage. EM discretion encouraged on if abilities of this level will be allowed.

To calculate the final cost you need to figure out how often you are able to use your ability. This can be based on how often use is allowed or how much energy the ability takes to use.

Rare / Very difficult to use: x1

  • Situational: Only comes up about once every five adventures.
  • Conditional Ability: 27 EP per round
  • Precast: 54 EP or 54 HP
  • Action Ability (Type not usually taking an action: 1 round duration buff, etc...): 9 EP
  • Action Ability (Type usually takes an action: attack, healing, duration buff etc...): 27 EP

Uncommon / Difficult to use: x2

  • Situational: Only comes up about once every three adventures.
  • Conditional Ability: 12 EP per round
  • Precast: 36 EP or 36 HP
  • Action Ability (Type not usually taking an action: 1 round duration buff, etc...): 4 EP
  • Action Ability (Type usually takes an action: attack, healing, duration buff etc...): 12 EP

Common / Usable: x3

  • Situational: Comes up about once per adventure.
    • Abilities that can be used only at night.
  • Conditional Ability: 5 EP per round
  • Precast: 15 EP or 15 HP
  • Action Ability (Type not usually taking an action: 1 round duration buff, etc...): 1 EP
  • Action Ability (Type usually takes an action: attack, healing, duration buff etc...): 5 EP

Abundant / Easy to Use: x4

  • Situational: Likely to come up more than once per adventure.
    • Abilities that can be used only in the dark.
  • Conditional Ability: 2 EP per round
  • Precast: 6 EP or 6 HP
  • Action Ability (Type not usually taking an action: 1 round duration buff, etc...): 0 EP
  • Action Ability (Type usually takes an action: attack, healing, duration buff etc...): 2 EP

Constant / At will: x5

  • Situational: Is always useful
  • Costs: Constant without any costs.

Examples

Maker (moderate - common / usable) [Cost: 6 SP]

     Item creation costs for this character are reduced by 500 currency (or by 5% starting).

Well of Power (major - constant) [Cost: 20 SP]

     This character recovers 2 EP per round.
  • aetherspoon: I think this should be a Moderate/Constant ability or even a Major/Abundant ability (abundant due to it only really being useful for combat).
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Page last modified on July 10, 2011, at 02:57 AM