Post by Tom on Apr 4, 2019 17:16:29 GMT -5
Starting HP and Energy (MJ): 200 points to distribute between the two.
Stats: Strength, Speed, Stamina, Defense, Spirit
Strength: gives bonus to physical attacks(In battle this is your standard Punch/Kick or Basic attack for every Point in this Catagory is 1 point of damage)
Speed: Determines how many actions you can take in a round of combat(1 Speed Point Equals 1 Attack)
Constitution: Direct Health Bonus (1 Point in this Catagory equals 10hp extra added to the characters Health Points)
Defense: Soaks Physical Damage on a 1:1 ratio
Spirit: reduces damage from non physical attacks such as Mental or Astral attacks on a 1:1 scale, adds value to damage of such attacks, Direct boost to MJ (+5MJ per point invested)
-------Different Power catagories-------------
Active Powers: Requires Mj for every use. These powers only activate at the will of the user
Passive Powers: Reserve a portion of Mj at all times. These powers are always considered active.
Some powers may seem like they fall into multiple categories and in fact some do. Some go to different categories depending on how the power functions.
These are not all possible powers but some examples
Physical enhancements:
Physical enhancements can do the following:
1. boost the Strength, Speed, Constitution, and/or Defense of a Character.
2. Grant additional HP, Damage Reduction, or even armor
3. Regenerate HP
4. Change the physical body in some manner such as tentacles or wings
Physical enhancements are generally considered Passive, meaning they are always active. Some characters have active use powers that temporarily boost their stats instead or change their physiology at will.
Mental Enhancements:
Mental enhancements do the following:
1. Boost Spirit
2. Provide Psionic abilities such as telekinesis and mind control
Psionic Powers
Astral Projection: Can send one's mind into the astral realm
Telekinesis: Move matter with your mind
Telepathy: Read the thoughts of those around you
Mind Blade: Blade made of Psionic Energy.
Manipulation Powersets
Manipulation Powers are powers that allow a user to directly control types of matter in one form or another.
Examples of these powers:
Elemental Manipulation: Fire, Water, Earth, Electricity, Air
Crystal Manipulation: can mean crystal rocks, glass or even all crystalline matter
Bone Manipulation: Can manipulate bone matter
Blood manipulator: Manipulates the various compounds that make up blood.
Gravity Manipulator: Manipulates gravity
Emotion Manipulation: The ability to alter emotions of ones' self or those around you.
Code Manipulation: Can alter the coding of computers by 'connecting' to them
Creation Powers: These powers allow people to create things
Invention Creation: User can create inventions beyond modern science and has an instinctual understanding of technology
Art Constructs: Creating constructs from artistic representations
-------------Handling Gadgeteers------------------
Since Gadgeteers do not use 'powers' they should instead be given the option of some items to start with. I am thinking of about 2 items starting out as well as the possibility of designing their own items under supervision. Using the 2 item system for starting characters gives profile options such as detailed below
3 Offensive: Three items meant to do damage in some manner.
3 Defensive: Three items meant to protect the user from harm
3 Utility: Three items that perform various minor functions or buff the user...or de-buff the opponent in some way
Of course they can mix match as well for example
1 of each
2 offensive and 1 defensive
2 utility and 1 offensive
It it recommended to start with at least one Defensive and one Offensive then one of any preference.
-------Aliens---------------
Aliens often have enhanced physiology. This can be represented by a passive power that is always active. Some aliens may have active abilities such as Superman's Heat Vision. This should be worked out between the player and storytellers
--------------Magic Users---------------------
Magic Users will be treated much like any other character with powers(example mutants and such) BUT magic users can have a greater effect on certain characters(EXAMPLE Kryptonians are weaker to magic users)
Martial Artists
For a Martial Artist their powers will be handled similar to powers characters unless the handler would prefer a more gadgeteer way with receiving items instead of abilities.
Stats: Strength, Speed, Stamina, Defense, Spirit
Strength: gives bonus to physical attacks(In battle this is your standard Punch/Kick or Basic attack for every Point in this Catagory is 1 point of damage)
Speed: Determines how many actions you can take in a round of combat(1 Speed Point Equals 1 Attack)
Constitution: Direct Health Bonus (1 Point in this Catagory equals 10hp extra added to the characters Health Points)
Defense: Soaks Physical Damage on a 1:1 ratio
Spirit: reduces damage from non physical attacks such as Mental or Astral attacks on a 1:1 scale, adds value to damage of such attacks, Direct boost to MJ (+5MJ per point invested)
-------Different Power catagories-------------
Active Powers: Requires Mj for every use. These powers only activate at the will of the user
Passive Powers: Reserve a portion of Mj at all times. These powers are always considered active.
Some powers may seem like they fall into multiple categories and in fact some do. Some go to different categories depending on how the power functions.
These are not all possible powers but some examples
Physical enhancements:
Physical enhancements can do the following:
1. boost the Strength, Speed, Constitution, and/or Defense of a Character.
2. Grant additional HP, Damage Reduction, or even armor
3. Regenerate HP
4. Change the physical body in some manner such as tentacles or wings
Physical enhancements are generally considered Passive, meaning they are always active. Some characters have active use powers that temporarily boost their stats instead or change their physiology at will.
Mental Enhancements:
Mental enhancements do the following:
1. Boost Spirit
2. Provide Psionic abilities such as telekinesis and mind control
Psionic Powers
Astral Projection: Can send one's mind into the astral realm
Telekinesis: Move matter with your mind
Telepathy: Read the thoughts of those around you
Mind Blade: Blade made of Psionic Energy.
Manipulation Powersets
Manipulation Powers are powers that allow a user to directly control types of matter in one form or another.
Examples of these powers:
Elemental Manipulation: Fire, Water, Earth, Electricity, Air
Crystal Manipulation: can mean crystal rocks, glass or even all crystalline matter
Bone Manipulation: Can manipulate bone matter
Blood manipulator: Manipulates the various compounds that make up blood.
Gravity Manipulator: Manipulates gravity
Emotion Manipulation: The ability to alter emotions of ones' self or those around you.
Code Manipulation: Can alter the coding of computers by 'connecting' to them
Creation Powers: These powers allow people to create things
Invention Creation: User can create inventions beyond modern science and has an instinctual understanding of technology
Art Constructs: Creating constructs from artistic representations
-------------Handling Gadgeteers------------------
Since Gadgeteers do not use 'powers' they should instead be given the option of some items to start with. I am thinking of about 2 items starting out as well as the possibility of designing their own items under supervision. Using the 2 item system for starting characters gives profile options such as detailed below
3 Offensive: Three items meant to do damage in some manner.
3 Defensive: Three items meant to protect the user from harm
3 Utility: Three items that perform various minor functions or buff the user...or de-buff the opponent in some way
Of course they can mix match as well for example
1 of each
2 offensive and 1 defensive
2 utility and 1 offensive
It it recommended to start with at least one Defensive and one Offensive then one of any preference.
-------Aliens---------------
Aliens often have enhanced physiology. This can be represented by a passive power that is always active. Some aliens may have active abilities such as Superman's Heat Vision. This should be worked out between the player and storytellers
--------------Magic Users---------------------
Magic Users will be treated much like any other character with powers(example mutants and such) BUT magic users can have a greater effect on certain characters(EXAMPLE Kryptonians are weaker to magic users)
Martial Artists
For a Martial Artist their powers will be handled similar to powers characters unless the handler would prefer a more gadgeteer way with receiving items instead of abilities.