Powers:

These are a few restrictions on certain powers and how they are used in this system.

AoE(Area of Effect skill/ Affecting everyone around you):
Lasts 1 round, Required: Friendly fire(attack allies/heals enemies, etc), has a charge of (1/1). Only 1 aoe power per character can be used in battle.

Barriers:
Can only be used once per post, does not continue to protect past your post.

Buffs(For those translating from the other system):
Whatever the buff buffs is what it attacks with.
Ex: If it buff a shadow power then it is a shadow power in the new system.


Creation Abilities:
Child: Size of a dog, only for that round
Teen: Size of a horse, only for that round
Adult: Size of a car, only for that round.
Elder: Size of giraffe only for that round.

Command:
Must do a contesting roll against the character.The one commanding rolls an attack, but the one being commanded rolls a defense power/basic roll during their turn to see if the command takes effect. The highest roll wins.
Only used for one round. Within reason.


DoT(Damage over Time):
Considered a normal attack, can be rped as it takes a while but all damage is taken in that round.

Extra Attacks:
No.

Hacking:
Must do a contesting roll against the character trying to hack (Both sides roll 1d100) . The highest roll wins. Only last a round. (Look below at Hacking when not in battle)

Healing:
Can only bring in a max of one healing skill into battle, even if the character may have more.

Invisibility

Lasts for 1 round.

Lowering Max Hp:
Temporarily lowers the max hp, so even if healed it can not go above a certain amount. Only one charge (1/1) per battle, no matter the age.

Nullifying Powers:
Can only nullify/lock one power for one round.

Phase:

Avoid attack until end of post (solidifies)

Pickpocket:
Must do a contesting roll against the character trying to pickpocket (Both sides roll 1d100) . The highest roll wins. Only from a list of steal-able items in the character's profile.

Poison:
Not used for simple system, look at DoT (Damage over time) instead

Raise Modifiers(Exception) Can raise the modifiers of another power, once, once a day.(1/1) Charge. (similiar to Artifacts), No stacking, only one Raise modifiers per person aside from Artifacts.
Child:+1
Teen: +1
Adult: +2
Elder: +3

Reflect:
Returns the damage, considered a defense skill.

Sleep:
Sleep for 1 round or if hit.

Stamina Regeneration:
Viewed as healing, look above at healing.

Summons:
Only 1 summons can be active per player per round. They can only be used for 1 round to attack or defend.

Super Strength/Speed:
Considered a normal power. Even when lowered to 5d6 it is still assumed is using super strength/speed is active and only exhaustion is setting in.

Time:
Restricted ability.
Can only freeze for one post.

Transformations:
Until end of battle or unless shifts again.(depending on charges)
1st: Shift
2nd: Can shift or attack/defend as a power
3rd: Can shift or attack/defend as a power

Tranquilizer Dart:(not a power, weapon)
Sleep for that round and 3d5 for damage.



Enchanted weapons:



-Shop based (based on points from completed rps)
-+2 for adult +3 for elder
-soulbounded
-permanent boost to basic attacks using weapon.
-Rp reasons, maybe: Old relics

Creating Enchanted Weapons:
-can create as many mundane none boosted weapons as they would like.
-Can only make a boosted weapon using item from shop(based on points and completed rps)
- Can buy the item and gift the weapon to someone else but it will be a mundane weapon until the other person rps to get a soulbound item..item. (take normal cost for one person and split it)

Enchanted Item:
-shop based (based on points from rp)
-Either using weapon or item in battle.
-charge on item. acts like a power.
-soulbounded

Regular item:
1 charge.


*Soulbound items are protected by Gaia's power unless given up willingly, which turns them back to mundane items until soul bounded again. (These can not be gifted unless the character gifted has completed all rp requirements to get one, buying a soulbound item does not work in this case)


Hacking and Security


Collars:
Collars are made and used by research centers, bounty hunters, military, police, and some criminal elements. They are able to prevent the use of powers but they can be overpowered.

Threshold: 34

Characters wanting to overpower their collar need to roll on or over 34 with the ability they want to use. If they reach 34 then that skill's full power is unleashed. They will have to re-roll and hit or pass 34 the next round again if they want to use the skill again. Each attempt takes stamina.


Hacking and Security



Hacking:

*Dice change for basic

This is one of the few places where basic rolls can be higher since a human and a meta hacker are on equal footing. A meta might be able to do it faster than a human but they are near equal.

If this is an ability that a human/true race has then it has to be describe in their profile prior to turning it in. If learned during the course of the rp, max is 7d6(ways to grow are still being figured out) . If learned prior, needs to receive an okay from broken_illumination to use 8-10d6.

Thresholds:
Low security: 19
Medium security: 28 Cell phone centers.
High security: 34. Military, Haven, Police, Government, SIU

-Six attempts per day, attempting more than this auto alerts the system being hacked.

- Places where computer-based metas are connected might allow only 3 attempts before auto alert.

Security: Security differ from place to place, these are of note.

Quote:
SIU:
Military grade shielding against EMP around important electronics and defenses. Threshold: 40
Security Personal: Low-Medium
High Security against hacking: Threshold: 34

Military bases:
Military grade shielding against EMP around electronics and defenses. Threshold: 40
Security Personal: High
High Security against hacking: Threshold: 34

Governments:
Security Personal: High
Security against hacking: Threshold: 34

Renegades:
High Security against hacking: Threshold 34
Security Personal: Renegades..depends on location
High Security against tracing/phone: Threshold 34

Mafia:

Haven Research Centers:
High Security against hacking: Threshold 34
Security Personal: High

Teldnet Research Centers
Military grade shielding against EMP around electronics and defenses. Threshold: 40
Security Personal: High
High Security against hacking: Threshold: 34

???
Security personal: High
High Security against Hacking: Threshold: 34