After the passage of a thousand years, the tournament once again must take place to maintain peace within the Celestial Realm.
User | Total |
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Muhkat Lomorki | 1 |
After, which is how it is usually done.For clarification purposes, are the price multipliers for Hard and Wiggle dice applied before or after Extras and Flaws?
You don't need to put points into Power Theme: Swordsmanship if you just have one sword-themed power. Also, for that matter, I think it would better as a Hyperbody with an if/then attached to it. It also should be noted each capacity (attacks, defends, useful) is it's own part of the power.Not very familiar with this system, but I did my best according to the copies of the rulebook that I have. Far as I understand it, we shouldn't be rolling more than 10 dice at any time, and a Wiggle Die costs 16 points each.
General concept is a person so dedicated to an art or sport, they begin to embody the tool of the trade. In this case, it's swordsmanship, but rather than become a peerless master, they start becoming the tool they use instead in a figurative sense.
Incredibly deadly in a fight, able to cut even without a sword so long as they have something sharp (like their fingernails), but unfeeling and useless otherwise since a sword can only do one thing, and that is to cut extremely well.
Name:
Gender: Female
Age: 24
Species: Human
Pantheon: The Celestial Chorus
Image/Appearance:
Points: 500 pts
Archetype: Super-Normal
Stats
- Source: Driven
- Permissions:
- Peak Performer (5 pts)
- Hypertrained (5 pts)
- Power Theme - Swordsmanship (5 pts)
- One Power (1 pt)
- Intrinsics:
- Custom Stats - Without Command (5 pts)
- Custom Stats - Without Charm (5 pts)
- No Base Will (-10 pts)
Skills
- Body: 5wd (80 pts)
- Coordination: 5wd (80 pts)
- Sense: 5wd (80 pts)
- Mind: 5d (5 pts)
- Charm: N/A
- Command: N/A
- Loyalty:
- Passion: Cut the immaterial and slice the intangible. The pinnacle of swordsmanship is the severance of the practitioner's own humanity.
- Willpower: N/A
- Base Will: N/A
Powers
- [Body] Melee Weapon (Sword): 5wd (80 pts)
- [Body] Endurance: 5wd (80 pts)
- [Coordination] Dodge: 5wd (80 pts)
Background Info
- Embodied Blade
- Extra/s: Permanent (4 pts)
- Flaw/s: Always On (-1 pt), Self Only (-3 pts), If/Then (-1pt)
- The Melee Weapon (Sword) Skill applies to all physical contests so long as a bladed object is in hand.
- Deity: N/A
- Occupation(s): Unemployed
- Nationality:
- Backstory:
Any critique on if this is a valid build and what I got wrong with the system is appreciated since I had to do this late at night!
Y'know what? When i started typing this reply, i was going to ask a couple of smaller, related questions... but at this point it's probably easier to just repost my current WIP powers and ask if there's anything rules-illegal, incorrect, or unnecessary about it.After, which is how it is usually done.
To explain, the cost of a single die is modified by extras and flaws to a minimum of 1. This means 10hd power that costs 4 points per die would be worth 80 points.
Looks good!Y'know what? When i started typing this reply, i was going to ask a couple of smaller, related questions... but at this point it's probably easier to just repost my current WIP powers and ask if there's anything rules-illegal, incorrect, or unnecessary about it.
Eternal Life (12p, 2hd, Miracle, Qualities: UU. Capacity: Self. Utility: (Immunity to Aging): Permanent (+4), Self-Only (-3), Always On (-1). Utility (Self-Heal Width Killing and Shock damage from every Hit Location at the end of each round): Engulf (+2), Permanent (+4), Self-Only (-3), Always On (-1), Go Last (-1), If/Then (-1, While Wounded Only), Full Power Only (-1))
Draconic Might (210p, 5hd, Body Hyperstat, Qualities: ADDUU, Capacity: Mass/Self/Self/Self/Speed. Attacks: Deadly (+2), Permanent (+4), Native Power (+1), Always On (-1), Locational (-1, Arms), Touch Only (-2), Willpower Bid (-1). Defends (Pseudo-HAR): Interference (+3), Permanent (+4), Native Power (+1), Always On (-1), Willpower Bid (-1). Defends (LAR): Armored Defense (-2), Hardened Defense (+2), Permanent (+4), Native Power (+1), Always On (-1), Willpower Bid (-1). Utility: Permanent (+4), Self Only (-3), If/Then (-1, Only for Variable Effect), If/Then (-1, Variable Effect is only for immunities), Variable Effect (+4), Natural Power (+1), Always On (-1), Willpower Bid (-1). Utility (Winged Flight): Booster (+1, Speed=400yrds), Native Power (+1), No Physics (+1), Depleted (-1), Locational (-1, Torso), Obvious (-1), Self-Only (-3), Willpower Bid (-1).)
Sounds like there's a distinct lack of places for people to take cover behind.(Let me know what you think might make this more interesting!)
That's what I was going for, but if you feel that's too big of an ask I will post an example deity for each pantheon later.Ok, the mechanical half of my sheet should be complete. Just working on the fluff now... Are we expected to create our own deity wholesale?
The Qualities would be each treated as their own separate power in terms of extras and flaws, and the number of extras and flaws doesn't matter to the base cost.I think I'm failing to understand how power costs are calculated. Say I'm trying to make a passive buff that's always on and applies to all physical actions:
Embodied Blade
This would be calculated as:
- Dice Pool:
- Power Quality: Attack, Defense (+2 pts/dice), Useful (+2 pts/dice)
- Power Capacity: Self
- Extra/s: Native Power (+1 pt/dice), Permanent (+4 pts/dice), Augment (+4 pts/dice)
- Flaw/s: Always On (-1 pt/dice), If/Then (-1 pt/dice), Self Only (-3 pts/dice)
- All rolls are augmented with 1hd so long as it's based on a physical stat or skill.
Did I get the process right?
- 9 Base Cost (3 Power Qualities, 3 Extras, 3 Flaws) + 4 (Power Quality Modifiers) + 9 (Extra Modifiers) - 5 (Flaw Modifiers) = 17 pts per Normal Dice, 34 pts per Hard Dice, 68 pts per Wiggle Dice
However, if you play your cards right, you can end up with it being potentially cheaper.Aces (12)
Qualities: A D U.
Attacks Extras and Flaws: Augment +4, Willpower Cost –2. Capacities: Self.
Defends Extras and Flaws: Augment +4, Willpower Cost –2. Capacities: Self.
Useful Extras and Flaws: Augment +4, Willpower Cost –2. Capacities: Self.
Effect: You're lucky. Insanely, impossibly, miraculously lucky. In the resolution phase you can add aces dice to another action at a cost of 1 Willpower per Aces die, 2 per Hard Die, and 4 per Wiggle Die.
Still, keeping this in mind, it should still be quite useful.If either power—the Augment power or the one you're augmenting—has Extras (besides Augment, of course) or additional Power Quality Levels, you have a choice. You can turn off the Extras and additional Power Quality Levels and add the dice pools together as above; or you can use all the Extras and Power Quality Levels from both powers but roll only the smaller of the two dice pools. The number of dice is all that matters here, not the types of dice; if you have a 6d pool being augmented by a 2wd Augment power, use the 2wd because that's fewer dice.
he Augment dice can only be added to a dice pool that shares Augment's Power Quality. Augment on the Attacks Power Quality can only boost attack rolls. Augment on the Defends Power Quality can only boost defense rolls. Augment on Useful can boost any action that is neither a defense nor an attack, at the GM's discretion.
Augment does not increase another power's Power Capacities. Always use the Power Capacities of the roll being augmented, not the power with Augment.
Ok, so, this is going to get a bit rambly, and probably tie into the price confusion Lucid has been having, so please bear with me a bit.(@Ryumancer also I just realized it probably would be a good idea to separate your hyperbody from your breath attacks and flight, as well as to create a simple "draconic form" power which the more expensive dragon powers are attached to.)
Good to know you worked it out!It took some serious finagling (and learning that the previous version of the Breath duo would have cost me negative 140 points if not for the minimum of 1p per die!), but Draconic Might has been split into Inviolate Constitution, Dragon's Breath, and Draconic Form.
Forgive me but I still don't understand. How is that a 12 cost power? The first quality is free so A has 0 cost. D and U are 2 cost each, and the total of each quality's extras and flawd is 2 cost each.Here's an example of a power from the source book that is similar:
The first Quality isn't actually free, by the looks of things. Miracles are priced 2 per quality per die, so you end up with 6 (ADU)+6 (Extras and Flaws), for a total of 12 per regular die, 24 per hard die, 48 per wiggle die.Forgive me but I still don't understand. How is that a 12 cost power? The first quality is free so A has 0 cost. D and U are 2 cost each, and the total of each quality's extras and flawd is 2 cost each.
That makes for 4 (D&U) + 6 (Extras and Flaws) = 10.
I think only people with Peak Performance can have Wiggle and Hard die on there normal stats and skills, which is your character's stats without powers. However, Hyperstats and hyperskills are still very good since you can apply extras and flaws to them.I really just cannot figure this system out. I'm trying to make your typical anime sword fighter but the more I look up and read on how to stat things the more confusing it gets.
Can we or can we not put Wiggle and Hard Dice on normal stats and skills? Or is that only for Hyperstats and Hyperskills that will be put under Power? The wording on Permissions like Peak Performance seem to say we can, but then what are Hyperstats and Hyperskill powers for?
WIP Character Sheet said:Name: Rika
Gender: Female
Age: 18
Species: Human
Pantheon: The Celestial Chorus
Image/Appearance:
Points: 500 pts
Archetype: Super-Normal
Stats
- Source: Driven
- Permissions:
- Inhuman Body (3pts)
- Inhuman Coordination (3 pts)
- Inhuman Sense (3 pts)
- Peak Performer (5 pts)
- Power Theme [Swordsmanship] (5 pts)
- Intrinsics:
- Custom Stats [Without Command] (5 pts)
- Custom Stats [Without Charm] (5 pts)
- No Base Will (-10 pts)
Skills
- Body: 10d (50 pts)
- Coordination: 10d (50 pts)
- Sense: 10d (50 pts)
- Mind: 5d (25 pts)
- Charm: N/A
- Command: N/A
- Loyalty: The Celestial Chorus
- Passion: Cut the immaterial and slice the intangible. The pinnacle of swordsmanship is the severance of the practitioner's own humanity.
- Willpower: N/A
- Base Will: N/A
Powers
- [Body] Melee Weapon [Sword]: 10wd (80 pts)
- [Body] Athletics: 3wd (24 pts)
- [Body] Endurance: 5hd (20 pts)
- [Coordination] Dodge: 10wd (80 pts)
- [Sense] Perception: 5wd (40 pts)
Background Info
- Embodied Blade
- Dice Pool: 2d (2 pts)
- Power Quality: Utility (+2 pts/dice)
- Power Capacity: Touch
- Extra/s: Native Power (+1 pt/dice)
- Flaw/s: Full Power Only (-1 pt/dice), If/Then (-1 pt/dice)
- Effects: Any object, if used like a Sword, will exhibit the properties of a Sword and will count as one.
- Blade That Parts
- Dice Pool: 10d (60 pts)
- Power Quality: Attack (+2 pts/dice)
- Power Capacity: Ranged
- Extra/s: Native Power (+1 pt/dice), Daze (+1 pt/dice), Traumatic (+1 pt/dice), Subtle (+1 pt/dice), No Physics (+1 pt/dice), Speeding Bullet (+2 pts/dice), Non-Physical (+2 pts/dice), Interference (+3 pts/dice)
- Flaw/s: If/Then (-1 pt/dice), Horrifying (-1 pt/dice), Full Power Only (-1 pt/dice), Automatic (-1 pt/dice), Attached to Melee Skill [Sword] (-2 pts/dice), Delayed Effect (-2 pts/dice)
- Effects: Every time an attack is made using Melee Skill [Sword], a fast moving and invisible cutting force accompanies the motion far past the physical component of the weapon itself. Alone, this is harmless, but after a certain number of hits are delivered, the damage manifests itself on the foe's body all at once, completely ignoring the durability of their armor. Anyone unfortunate enough to see this phenomenon or experience it for themselves is sure to be confused and horrified.
- Deity: Az'rel, The Great Divider
- Pantheon: The Celestial Chorus
- Appearance: Az'rel is commonly depicted as a robed, beggar-like figure, eternally hunched over a map, measuring stick in one gnarled hand and quill in the other.
- Role: Az'rel is a deity of measurements and divisions, and of borders and separations. It is he who is responsible for deciding the ever-shifting borders of the Celestial Realms down to the exact millimeter, and it is through his divine will that "others" and "us" are defined.
- Occupation(s): Mercenary
- Nationality: Asatama
- Situated on an isolated archipelago and flanked by oceans on all sides, the nation of Asatama is relatively young compared to its distant neighbors. Ruled by a then-princess and now queen on a spiritual journey, they have come to tame this wild land and have so far successfully established cities and towns on the coasts. Pushing further inland, however, has proven trying due to stiff resistance by the native creatures. In response, a budding warrior class has been established and along with them, many schools for the various military arts. While useful, whispers in the palace speak in worried tones as to whether Asatama's strict social hierarchy will survive this sudden addition into their calcified ranks.
- Backstory: WIP
Number 2, the difference is that hyperdie and skills are powers and thus may not always be available or have a difference from a generic body die, as shown above. Still, listing them as part of the Body is something that is done in the rule book.Finally finished this mechanically. I'm going with a few assumptions, but corrections are more than welcome!
- When adding stats and skills to peak human, I'm not using Hyperstat or Hyperskill costs since I'm not adding them to the Power Section. Instead, I'm adding them directly to the stat and skill sections. Thus, the costs for each dice in stats and skills follows what's stated in the reference sheet linked above.
- Stat Costs: 5 pts per dice, 10 pts per hd, 20 pts per wd
- Skill Costs: 2 pts per dice, 4 pts per hd, 8 pts per wd
- Hyperstats and Hyperskill costs under powers confuse me greatly. I'm still unsure how to do them exactly.
- The Always On Flaw must be paired with the Permanent Extra.
- If you have 10d on body, you can only have 10d on body skills, not 10wd or 5d + 5hd.
- 10d in Coordination means you can try to dodge bullets. A 5d + 3wd in coordination or a 5d in coordination + a 5d in dodge means you can't dodge bullets at all.