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[INFO] Power Levels, Abilities and YOU

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MetaSanctuary
Vice Captain

PostPosted: Sat Jan 02, 2016 11:58 pm


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Powers
[PWRS]
Powers & Abilities, the bread and butter to what makes Metas unique! These powers range from Active, Passive, Non-Combat, Defensive, and Offensive. This isn't even including the variety of Elements that they are thanks to the items that each Meta gets at their creation. Each power has a variety of different variables that make it up. The powers range from Level 1 at the lowest to Level 10 at the highest. A rough sample of what powers can do by level can be seen below.


Power Sample
Level 1. Equivalent to small instrument/tool
Level 2. Advanced of above
Level 3. Equivalent to common, natural occurrence
Level 4. Advanced stage of above
Level 5. Equivalent to weapon
Level 6. Advanced of above
Level 7. Equivalent to unnatural weapon or super heroic power
Level 8. Advanced of above
Level 9. Equivalent to natural disaster
Level 10. Equivalent to mythical force, God-like power


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Active Powers
[APWR]
Controlling Elements, Close Combat, Healing, Summoning Weapons; All of these and more are Active Powers. These are the powers you will roll for.
The Rolls for the active power are the powers Level of d6.
These powers will also have limitations on them, from ranges, flat additional bonuses, and duration.

Power Rolls
Level 1. 1d6
Level 2. 2d6
Level 3. 3d6
Level 4. 4d6
Level 5. 5d6
Level 6. 6d6
Level 7. 7d6
Level 8. 8d6
Level 9. 9d6
Level 10. 10d6



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Power Ranges
[APWRR]
Ranges are the distance of a power, how far it can go, how close you need to be to use the power or for it to have an effect on someone else. The ranges go up by level and have variations on what they are.
The list below gives the ranges.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.


Ranges: Radius
A Radius around your Meta where Damage or an Effect can happen. Ex. Fire Blast.
Level 1. 5ft
Level 2. 10ft
Level 3. 15ft
Level 4. 20ft
Level 5. 30ft
Level 6. 35ft
Level 7. 40ft
Level 8. 50ft
Level 9. 60ft
Level 10. 70ft

Ranges: Line of Sight
A range within 'sight' that your Meta can attack up to. Ex. Fireball.
Level 1. 15ft
Level 2. 30ft
Level 3. 45ft
Level 4. 60ft
Level 5. 90ft
Level 6. 130ft
Level 7. 180ft
Level 8. 230ft
Level 9. 300ft
Level 10. 400ft

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Power Bonuses
[APWRB]
Powers can give additional bonuses - Active powers usually coming in the line of Flat Numbers, but on a rare occasion able to increase/buff another power. If you are adding additional dice to someone, aka Buffing them, the limitation is no higher than an additional 6d6 (this goes for adding additional dice to your own non-combat power). The list is seen below.

Buff Limitations: Maximum of 2 Self-Only, Non-Conditional Buffs per Attack, Defend, and Movement; 1 Buff provided from another persons Meta (not your own). This includes Racial Powers.

Buffing another Active Combat power can only be done to another Meta.
You cannot buff your own characters Active Combat Power dice roll.
You cannot increase your own characters Active Combat Power dice pool.


You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.

Flat Bonuses
Additional Bonuses that can be added to Powers with Dice Rolls or Defenses.
Level 1. +1
Level 2. +2
Level 3. +2
Level 4. +3
Level 5. +3
Level 6. +4
Level 7. +4
Level 8. +5
Level 9. +5
Level 10. +6

Bonus Dice
Bonus dice for powers for Buffing/Adding Dice to others powers.
Level 1. +1d6
Level 2. +2d6
Level 3. +2d6
Level 4. +3d6
Level 5. +3d6
Level 6. +4d6
Level 7. +4d6
Level 8. +5d6
Level 9. +5d6
Level 10. +6d6

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Power Duration
[APWRD]
Active powers can have a limit to how long they can either stay active or stay as an active damage over time [a DoT]. If your power is going to be a Damage over Time based power or you want the option for that, you can either do the damage you have rolled, or go for 3/4ths, 1/2, or 1/4th of the damage of the initial roll depending on what you're going for. This is power to power and is a variable that depends on the meta and power kit.
Below are the maximum ranges for Active Powers.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.

Power Duration
Level 1. 1 Round [Limited Use: 3 Rounds]
Level 2. 2 Rounds [Limited Use: 4 Rounds]
Level 3. 2 Rounds [Limited Use: 5 Rounds]
Level 4. 3 Rounds [Limited Use: 6 Rounds]
Level 5. 3 Rounds [Limited Use: 7 Rounds]
Level 6. 4 Rounds [Limited Use: 8 Rounds]
Level 7. 4 Rounds [Limited Use: 9 Rounds]
Level 8. 5 Rounds [Limited Use: 10 Rounds]
Level 9. 5 Rounds [Limited Use: 11 Rounds]
Level 10. 6 Rounds [Limited Use: 12 Rounds]

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Passive Powers
[PAPWR]
Increased Agility, Bones like Steel, Adamantine Frame, Enhanced Senses, Featherfoot, Reality Perception and more are Passive powers. Abilities that give bonuses for things that just are always there, always on, always going. These powers may require rolls depending on what the power is - sometimes [ex. Reality Perception, Enhanced Senses] it’s to see if you hit the required number to see something, more so if it’s masked by another power [in a way, you’re contesting this power when you use a power like this and use it to roll.]. Many passive powers do not require rolls, but, like Active Powers, have a dice pool as seen below.
These powers, like Active Powers, can and usually will also have limitations on them, from ranges, flat additional bonuses, and duration.

Power Rolls
Level 1. 1d6
Level 2. 2d6
Level 3. 3d6
Level 4. 4d6
Level 5. 5d6
Level 6. 6d6
Level 7. 7d6
Level 8. 8d6
Level 9. 9d6
Level 10. 10d6




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Power Ranges
[PPWRR]
Ranges are the distance of a power, how far it can go, how close you need to be to use the power or for it to have an effect on someone else. The ranges go up by level and have variations on what they are.
The list below gives the ranges.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.



Ranges: Radius
A Radius around your Meta where an Effect or a sense can extend to.
Level 1. 2ft
Level 2. 5ft
Level 3. 10ft
Level 4. 15ft
Level 5. 20ft
Level 6. 25ft
Level 7. 30ft
Level 8. 40ft
Level 9. 50ft
Level 10. 60ft

Ranges: Line of Sight
A range within 'sight' that your Meta can pinpoint or sense up to; Ex. Telescopic Vision.
Level 1. 10ft
Level 2. 20ft
Level 3. 35ft
Level 4. 50ft
Level 5. 70ft
Level 6. 100ft
Level 7. 150ft
Level 8. 200ft
Level 9. 280ft
Level 10. 340ft

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Power Bonuses
[PPWRB]
Powers can give additional bonuses - Passive powers can come in two methods of bonuses - adding a small number of dice to a power that is Non-Combat Power and must have a limitation to how many times it can be used per day.
These flat Bonuses add up with the Flat Bonuses of the Active Powers and combined they cannot reach over a total Bonus of +24 for one Attack or Defense.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.

Flat Bonuses
Additional Bonuses that can be added to Powers with Dice Rolls or Defenses.
Level 1. +3
Level 2. +4
Level 3. +5
Level 4. +6
Level 5. +7
Level 6. +8
Level 7. +9
Level 8. +10
Level 9. +11
Level 10. +12

Bonus Dice
Bonus dice for powers for Buffing your own Non-Combat Power.
Level 1. +1d6
Level 2. +2d6
Level 3. +2d6
Level 4. +3d6
Level 5. +3d6
Level 6. +4d6
Level 7. +4d6
Level 8. +5d6
Level 9. +5d6
Level 10. +6d6

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Power Duration
[PPWRD]
Passive Powers, much like the Active Powers, can have a duration limit on how long they can remain up, remain active if you’d like to add a limitation factor to your power depending on the strength of what you’re doing and if it has a pre-set designation for how many times a day you can use the power.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.

Power Duration
Level 1. 1 Round or 3 Rounds
Level 2. 2 Rounds or 4 Rounds
Level 3. 2 Rounds or 5 Rounds
Level 4. 3 Rounds or 6 Rounds
Level 5. 3 Rounds or 7 Rounds
Level 6. 4 Rounds or 8 Rounds
Level 7. 4 Rounds or 9 Rounds
Level 8. 5 Rounds or 10 Rounds
Level 9. 5 Rounds or 11 Rounds
Level 10. 6 Rounds or 12 Rounds

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Power Samples
[PWRSM]
Below are some Sample Powers of what one can do with powers, as you can see, powers are set up to be as simplistic as possible without limiting your own creativity when actually typing out what the power is attempting todo [aside from it's own level limitations], making it so you can play more with what your Meta is doing.


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Elemental List
[ELMNT]
Powers, like Metas, come in many shapes, forms and types. These are known as Elements! Some powers don't have them and some end up making elements of their own in a way when something just doesn't quite fit in line with one or another [see Technology element]. If no element applies, then a simple N/A can be put into place. The list below will be constantly evolving as more and more elements end up cropping up if some have been missed or if something ends up showing up that we didn't think of!


List of Elements, Last Updated 12/7/16
Air, Earth, Fire, Water, Darkness, Light, Electricity/Lightning, Ice/Cold, Weather, Aether, Cosmic/Space, Gravity, Technology, Blood, Poison/Venom, Disease/Bacteria, Chaos, Order, Emotional, Psychic/Mental, Physical (Bludgeoning), Physical (Slashing), Physical (Piercing), Time*

*This Element is extremely Rare and cannot have an entire Meta dedicated to it. Time is a very finicky thing to deal with in our system. To have a Time based power requires approval from That One Halfling, Broken_Illumination, and Midnightspirit

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Resistances
[RSIST]
Resistances, like your Base Defense, are a flat number that go up by stage and must be Resistances of the elements listed above. There is a hard limit to how many each Meta gets; Toddlers get 1, Children 1, Teens 2, Adults 3, and Elders 4.
The only resistance(s) that grant you Conditional Immunity are Disease/Bacteria as you become Immune to Physical Diseases. If someone has a Power that actively deals "Disease Damage", you must still take damage, but use the Resistance Level of your current stage.
Below is the list of Resistances that can be added to your Base Defense against the Elements you are Resistant to.

Toddler: 4
Child: 7
Teen: 11
Adult: 14
Elder: 17
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Weaknesses
[WKNS]
Weaknesses, unlike resistances, are flat numbers you subtract from your Base Defense and, if there's any left over after the Base Defense is used up, you take that as additional damage. These numbers go up by how severe you want the Weakness to be, and do not have to be from the elemental list but it is highly suggested. If you want to have a character to take specific negatives to specific rolls you can! Just be careful on what you want to label as a Weakness and what should be labeled as a Character Flaw.
There is currently no maximum limit to how many weaknesses you should have, but the fewer you have the more devastating they should be to your Meta.
Below is the list of the Weakness Ranges (and words to use) and the corresponding numbers.


Weakness Range

Minor: 6
Light: 12
Moderate: 18
Serious: 24
Critical: 30, 36, 42, 48, etc...

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PostPosted: Sun Jan 03, 2016 12:00 am


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Stage Abilities/Powers, Resistances, and Weakness
[SAPRW]

Toddler
3 abilities no higher than level 1// 1 resistance Maximum// 1 Weakness Minimum

Child
4 abilities no higher than level 3// 1 resistance Maximum// 1 Weakness Minimum

Teen
5 abilities no higher than level 5// 2 resistances Maximum// 2 Weakness Minimum [One must be Serious (24) or higher]

Adult
7 abilities no higher than level 7// 3 resistances Maximum// 3 Weakness Minimum [One must be Critical (30) or higher]

Elder
9 abilities no higher than level 10// 4 resistances Maximum// 4 Weakness Minimum [One must be Critical (30) or higher]

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How to Write Out Abilities
The best way to write out abilities is to have all of your numbers in a spoiler pre-planned out, and any limitations or specifications above. All powers and power kits must be verified by That One Halfling in this thread [thread of verifying updated powers will be linked here]
Below is a code you can use in journals for powers, as well as a sample below of what it can/should look like.


[size=14] [b]Name[/b][/color][/size]//Lv. #//Active or Passive
[color=white]++[/color] [b]Element [/b][/color]// Power Source (Item, Genetics, Item (Mutation), Racial.)// Defense/Offense/Non-Combat
[color=white]++[/color] Description of the Power, gives basic insight of what it does[/color]
[color=white]++[/color] [i](Passive)[/i] If there are any (these are passives that can be RP only or have specific passives or additional insight to the power.[/color]
[color=white]++[/color] [b](Limitation)[/b] If there are any (Limitations on when it can be used, specific limitations also can happen where you can use a specific variation of the power a number of times a day.).[/color]
[spoiler] [b]01.[/b] Dice Roll, Bonuses, Ranges, Duration, etc.
[b]02.[/b]
[b]03.[/b]
[b]04.[/b]
[b]05.[/b]
[b]06.[/b]
[b]07.[/b]
[b]08.[/b]
[b]09.[/b]
[b]10.[/b] [/spoiler]


Samples
Wolfsbane//Lv. 5//Active/Passive
++Physical (Piercing)/Venom //Item (Mutation)
++In some accounts it was said that Cerberus had a poisonous bite. The poison that drips onto the ground sprung up as a plant that is known as a wolfsbane.
++(Passive) Her mouths harbors the poison known as Wolfsbane (Aconitum). Amount of Wolfsbane is current power level /5 mL (currently 1mL).
01. 1d6 Damage; +1 Venom damage.
02. 2d6 Damage; +2 Venom damage.
03. 3d6 Damage; +2 Venom damage.
04. 4d6 Damage; +3 Venom damage.
05. 5d6 Damage; +3 Venom damage.
06. 6d6 Damage; +4 Venom damage.
07. 7d6 Damage; +4 Venom damage.
08. 8d6 Damage; +5 Venom damage.
09. 9d6 Damage; +5 Venom damage.
10. 10d6 Damage; +6 Venom damage.

Featherfoot//Lv. 7//Passive
++N/A //Item
++Able to react to danger even if caught unaware or by an invisible attacker.
++(Limitations) Cannot be used if he is immobilized/Crowd Controlled in any form.
01. 1d6 Defense Roll.
02. 2d6 Defense Roll.
03. 3d6 Defense Roll.
04. 4d6 Defense Roll.
05. 5d6 Defense Roll.
06. 6d6 Defense Roll.
07. 7d6 Defense Roll.
08. 8d6 Defense Roll.
09. 9d6 Defense Roll.
10. 10d6 Defense Roll.


Shadow Manipulation//Lv. 7//Active
++Shadows/Darkness //Item
++Keeping close to the shadows, even his own, Zephyr can use them to his advantage.
++(Specific Limitations) Shadow Warp - 7/Day within current level’s range or use all uses at once to a specified spot.
++(Specific Limitations) Disguise Self - 2/Day can use shadows to alter his appearance to be disguised for another person for up to an hour.
++(Specific Limitations) Shadow's Embrace - 2/Day, while out of combat and in contact with a shadow, Zephyr can heal half the current level rounded down.
01. 1d6 Damage; Range: 15ft, Radius: 1ft; Duration: 1 Round.
02. 2d6 Damage; Range: 30ft, Radius: 5ft; Duration: 2 Rounds.
03. 3d6 Damage; Range: 45ft, Radius: 10ft; Duration: 3 Rounds.
04. 4d6 Damage; Range: 60ft, Radius: 15ft; Duration: 3 Rounds.
05. 5d6 Damage; Range: 90ft, Radius: 20ft; Duration: 4 Rounds.
06. 6d6 Damage; Range: 130ft, Radius: 25ft; Duration: 4 Rounds.
07. 7d6 Damage; Range: 180ft, Radius: 30ft; Duration: 4 Rounds.
08. 8d6 Damage; Range: 230ft, Radius: 35ft; Duration: 5 Round.
09. 9d6 Damage; Range: 300ft, Radius: 40ft; Duration: 5 Rounds.
10. 10d6 Damage; Range: 360ft, Radius: 45ft; Duration: 6 Rounds.

MetaSanctuary
Vice Captain

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