Powers!
Rules:
Quote:
- This is a required post to join/start battles or using powers in normal posts.
Characters can be rp without having a power profile complete. However, they can not be played using any powers until powers have been approved by the mods.
Power can be approved one by one if players need time to develop a character.
Mods/owners can ask that powers be adjusted even after approval if they feel there needs to be more restrictions or think it is too restricted.
Players may adjust their powers later while keeping the basic purpose if they feel they have a better feel after playing them. Remember to pass it by the mods, they will keep a copy of powers they have confirmed.
Do not play a power then ask for confirmation.
Minor exception: During Elder quests an evolve form of the power might develop and be used. New powers developed after/during elder quests need to be confirmed after it ended and can not break restricted power rules. (ex: time traveling etc)
Mythical races can only use the race specific powers found in the Meta Race info page plus a few more that are not listed. Please be aware any new powers for mythical races may be templated for the whole species.
Magi (Magic using humans) are different and can have unique powers like a meta, but only based on one element or power type. (( ex: Fire, Shifting, etc )
Second generation or Hybrid metas can have inherited powers from their parents: Max of two. Racial powers inherited: Max of three
Keep your powers believable, as in, don't give a toddler the ability to smash a boulder, that's just silly. That could be a teen ability instead.
Here's the fun part! Coming up with powers for your Meta!
Power Growth(Per Stage):
Toddler
tab 3 Powers
tab 1 Resistance (What they are strong against due to their item)
tab 1 Weakness (What they are weak against due to item or experiences)
Child
tab 4 Powers
tab 1 Resistance
tab 1 Weakness
Teen
tab 5 Powers
tab 2 Resistances
tab 2 Weakness
Adult
tab 7 Powers
tab 3 Resistances
tab 3 Weakness
Elder
tab 9 Powers
tab 4 Resistances
tab 4 Weakness
Power Growth: Power, weapon
(Toddler): Ember, needle of fire
(Child): Fist size fire, dagger of fire
(Teen): Campfire size flame, sword of fire
(Adult): Bonfire, sword of fire
(Elder): Firestorm(city size), broadsword of fire, etc
*For non-magical humans: Instead of a power profile just list out seven skills/knowledge/jobs for adult, teen, or child (human only): Carpentry, hacker, charisma, observer, babysitter, bowler, volunteer, etc. Then move on to the next post in the profile.
Sample Profile at the end of the post.
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[1]
Power Template
Reference: Duration, Range, Max Size
Duration:
Duration are usually a max of about 1 maybe 2 rounds. Less is fine but if you wish more ask a mod
Range
Max:
Child: Average Room size
Teen: Average House size
Adult: City block size
Elder City size(at max. Use discretion as it may affects more than the battle.
Line of sight: also works
Max Size:
Max:
Child: Size of a dog.
Teen: Size of a horse.
Adult: Size of a car.
Elder: Size of cruise liner.
Using the Power Growth chart above, repeat [1] for as many powers as they have.
[1] Lite Power Profile:
Quote:
- Name of Power:
Element:
Relation to Item: If item is a campfire and the power is fire...
Active or Passive: Are they a passive power(on all the time) or do they need to be activated.
Description of Power:
(Growth: Description can change with growth. Start with small spark (toddler), small hand flame(child), campfire(adult), Bonfire size (adult) and at elder a city wide fire storm). Powers can be also modified for other jobs just as long as in this case..it is still a fire.
Weapon: Yes/No (If yes, description of the weapon created with this skill)
Limits: Add any limits that you want, Mods may recommend more or less limits if they consider a power to strong/weak. Default limit for many is " Charge" (to indicate as long as the skill has a charge)
Charges:
Child: 2 Charges
Teen: 3 Charges
Adult: 4 Charges
Elder: 6 Charges
Powers with special Limits:
These are restrictions on certain powers and how they are used in this system.
AoE(Area of Effect skill/ Affecting everyone around you):
-Lasts 1 round
-Friendly fire (attack allies/heals enemies, etc)
-Charge: (1/1).
-Can be part of another power. If limitations are in question the one with more limitations wins(or ask mods)
Barriers:
Power does not require to say it is a barrier but if used as a barrier this applies.
-Can only protect someone/s for one round.
-Generally can not attack through a barrier but will be on case to case bases.
Bind:
-Can only hold someone for one round.
Buffs(Raising Damage):
As everyone now has a buff ability any extra buffs are limited to racial or are heavily limited. They still need to pass Mod agreement.
Cleanse/Dispel:
-Can get rid of permanent/semi-permanent effects,
-Highest roll wins.(Soulbound weapons exempted)
Example of things that can be cleansed: Temporary Max Hp, Temporary lowered HP, etc
Creation Abilities:
Max:
Child: Size of a dog.
Teen: Size of a horse.
Adult: Size of a car.
Elder: Size of cruise liner.
-Depending on the power, creations can continue to exist past the use of the power but can not be used to attack or defend. If attacked they disappear during battle
-If used like a Barrier then Barrier limitations apply.
-If used to summon a creature/being then Summon limitations apply.
Command:
-The highest roll wins.
- Command lasts 1 round.
-Command must be within reason.
Darkness/Shadow elements:
Both are considered the same unless limits of power make adjustment for it.
Dimension Jumping (Alternate/Parallel ):
-Can not be used in battle to escape.
-All other dimensions are parallel or alternate dimensions of Metamorphosis Sanctuary.
-Two living doubles can not exist in the same dimension without causing excruciating pain to each other until one dies. Living double and spirit double are allowed without pain.
-Any items being transferred from world to world must be confirmed by mods.
-Common knowledge may be different between worlds so if creating an alternate version, pass it by the owners.
(Will be restricted if abused)
Dimension(Pocket, Miniature space):
-Creation of dimensions or pocket dimensions are on case by case bases in how they affect battle.
DoT(Damage over Time):
-Considered a normal powered attack, can be rped as it takes a while but all damage is taken in that round.
Double attacks:
-Double attacks can be rped but there is no double damage. The other player can also play their defense as double as well but there is no actual double defense.
( In short double attacks/defense are not allowed, mechanically, but they can be rped that way. Exception: Escape during group battle. )
Duration:
Duration are usually a max of about 1 maybe 2 rounds. Less is fine but if you wish more ask a mod.
Elemental Form:
- Only elders and Nymphs can turn into a full elemental form. Partial transformations are fine at lower levels.
-Uses up charge to attack or defend.
-Once charges run out, up to player if transforms back or not. Basic attacks of that element if they stay in that form.
Hacking:
-Contest roll or power vs defense when a tech based meta tries to hack another tech based meta.
-The highest roll wins.
-Only used for one round. Within reason
-Hacking computer systems must pass a threshold number instead: Thresholds
Healing:
-Can only bring in a max of two healing skill into battle, even if the character may have more.
-Charge: (1/1)
-Can not be recharged. One heal per battle even if the skill may have more charges.
-Healing a KO player does not bring them back into battle. They are considered out of play even if they wake up.
-Healing below elder can not regrow limbs in other people.
Invincibility
(Restricted Power)
-Heavy limits
-Case by Case
Invisibility
-Lasts for 1 round.
Locking/nullifying Powers:
-Can only lock/nullify one specific power for two round.(counting the round it was cast)
-Contest roll
Lowering Max Hp:
-Temporarily(for the battle) lowers the max hp, so even if healed it can not go above a certain amount.
-Charge (1/1)
-Only one skill of this type allowed per character.
-Can only be used once on each character per battle
-Can not stack
Lower Hp by:
Child: 3
Teen: 4
Adult: 5
Elder:10
Multiple Elements:
-One powered attack may have multiple elements at the same time.
-Max of three and dependent on the attack being used.
-If using as a basic attack use dice to choose one for the rest of the battle. (Will be restricted if abused)
Ex: Storm Strike: Elements: Water, Wind and Electricity.
Multiple Powers:
-One attack may cast different effects but will rely heavily on limits.
(Will be restricted if abused)
Permanent:
Technically a physical mutations that can still be used after having skills blocked as they do not require a power to activate and are always active. Ex: metal bones, poison saliva, etc.
- On case by case bases.
Phase:
-Avoid attacks until end of round.(Solidifies)
-May be hit before phasing if they lose roll.1d20 roll to see if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)
-During battle they are semi visible
-Can not attack or affect reality
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-Can not move to Umbra without explicit limits during battle.
Pickpocket:
-Contest roll.
-Only from a list of steal-able items in the character's profile, if none, then only with prior consent of the other player. .
Poison:
-Not used for official system, look at DoT (Damage over time) instead.
If have a different application for poison other than Damage over time, feel free to create it in your powers .
Raising Dice
No, none at all.
Raising Max HP
Temporarily(for the battle) raises the max hp.
-Charge (1/1) per battle.
-Only one skill of this type allowed per character.
-Once per character per battle
-No stacking
-If character is alive due to the extra life, instant KO when the ability deactivates
-If healed up to max hp those hp points are lost when the skill ends.
-Raise Max Hp by:
Child: 3
Teen: 4
Adult: 5
Elder:10
Raising Rounds
-Can extend the duration of an ability for one more round but uses up the attack slot.
Range
Max:
Child: Average Room size
Teen: Average House size
Adult: City block size
Elder City size(at max. Use discretion as it may affects more than the battle. )
Recharging Charges:
-Can only have one ability that recharges other charges.
-Can not recharge past max.
-Charge (2/2) per battle.
-Uses up the attack or defense slot.
-Recharge only charges up one charge, not max charge.
Reflect:
Returns the damage sent at them.
-Person being reflected back on can defend when it is their turn.
-If Reflect is use is activated, it will take up both attack and defense, as it returns the damage.
-Person who cast Reflect rolls to see how much it defends for once activated. Anything extra is damage that gets through before it is reflected
-Reflect only lasts for one hit(magical or not) no matter the round it happens in.
-Can not stack.
-Reflect can stay on a person,unused, for 2 rounds before it fades
Resurrection:
-Restricted power: Ask mods, needs a very heavy penalty. Try to find new penalties instead of using the same one as those already out.
Re-Rolls:
Powers that allow re-rolls of dice are allowed.
-The max re-rolls that can be used to change attack/defense value per battle, either for themselves or anyone else is in the chart below.
Re-rolls for
Child:1
Teen: 1
Adult: 2
Elder: 2
-Will be restricted if abused
Shadow/Darkness elements:
Both are considered the same unless limits of power make adjustment for it.
Sleep:
-Sleep for 1 round or if hit.
Speaking To Gaia:
Gaia: Goddess of Treterra
[Restricted]
-Must have permission from Broken_illumination
Stamina Regeneration(Old system):
-Viewed as healing, look above at healing or Recharging Charges
Stealing Charges:
-Stealing a charge does not recharge a charge, just steals it from someone else and the energy is lost. (Must use recharging charge limitations if wants to use the charge)
-Only one ability of this type per person.
-Requires a contest roll.
-Will be restricted if abused
Stealing Hp:
-If it heals then it takes up a slot for a healing skill and can only be used once per battle.
-If it doesn't heal then just treated as a normal attack. It can be defended against normally and doesn't bypass defenses.
Stealing/copy Powers:
-Still Limited to the limit of those powers
-If power stage is higher than their own then uses their own stage. (child copying an adult power...uses adult values and charge)
-can not be used to bypass Healing limitations
-lasts one round.
-will be restricted more if abused
Stun:
-Stun can only last for one round
-Stun either makes opponent skip attack or movement
-Stun can not make an opponent skip defense.
-Charge: 3
Summons:
-Only 1 summons can be active per player per round.
-They can only be used for 1 round to attack or defend and uses up the summoner's attack or defense slot.
-They may have a unique power that is used when summoned, that ability must also have confirmation.
-Depending on the power, summons can continue to exist past the use of the power but can not be used to attack or defend
Super Strength Or Speed:
-Considered a power. Even when out of charges and dice is lowered to basic 5d6 it is still assumed is using super strength/speed is active and only exhaustion is setting in making them weaker/slower.
Max(While using charges):
Child: Size of a dog.
Teen: Size of a horse.
Adult: Size of a car.
Elder: Size of cruise liner.
Telepathy:
-Speaking mentally can bypass those with mental resistance, unless they actively block it(speaking mentally does no damage nor allows for mind reading).
Time:
(Restricted ability)
- Permission must be given from staff to have this power. Jumping backwards or forwards in time is not allowed.
-Can only freeze for one round per day.
Transformations:
Until end of battle or unless shifts again.(Limited by charges)
Unique Powers:
Basically anything not on this list, go for it. Mods will assist if it needs adjusting.
Quote:
We reserve the right to make changes, add/take/restrict powers, and modify as needed. While we are not expecting to have to do this at all and are willing to work with players and their powers, previous abuse of loop holes have made this a requirement
Sub power 1:
"Non-combat" powers.
Though they can be used in combat, only at the start of the player's first turn, once.
Place Unknown if no power comes to mind. This can be fill in at a later date and passed by the mods again)
Active or Passive: If Passive then it must be a skill that will not affect other people directly for good or bad, on all the time. Ex: sense of smell, hearing or seeing spirits etc.
Limits:
-Can only be used once in battle, on the character's first turn.(Take this limit off if passive)
Sub power 2:
Active or Passive:
Limits:
-Can only be used once in battle, on the character's first turn.(Take this limit off if passive)
Sub power 3:
Active or Passive:
Limits:
-Can only be used once in battle, on the character's first turn.(Take this limit off if passive)
(Move on to [2] once all the main powers for the stage have been filled out. Subpowers do not need to be filled out completely. Can have powers rechecked if need to change something later on )
For ease, here is a copy+pasteable power profile:
[b]Name of Power:[/b]
[b]Element:[/b]
[b]Relation to Item:[/b]
[b]Active or Passive:[/b]
[b]Description of Power:[/b]
[*][b] Limits:[/b]
[*][b] Charges:[/b]
[*][b] Subpower 1:[/b]
[*][b] Active or Passive:[/b]
[*][b] Limits:[/b]
- Can only be used once in battle, on the character's first turn.(Take this limit off if passive)
[*][b] Subpower 2:[/b]
[*][b] Active or Passive:[/b]
[*][b] Limits:[/b]
- Can only be used once in battle, on the character's first turn.(Take this limit off if passive)
[*][b] Subpower 3:[/b]
[*][b] Active or Passive:[/b]
[*][b] Limits:[/b]
- Can only be used once in battle, on the character's first turn.(Take this limit off if passive)
[/list]
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[2]Buffs:
All characters get a buff that they can use on one skill for the duration of the battle.
Buffs raise the value of an attack or defense. They do not take a attack or defense slot to activate but need to be said when they are activated on a skill.
Can only have a max of three buffs on a skill (a mixture of the buff power given to all characters plus any racials)
Lite:
Limits:
-Can be placed on almost any skill during battle.
-Lasts until end of battle on chosen skill
-Can not stack with another permanent buff.
-Does not take an attack or defense slot to activate
-Can not be used on someone else
Values:
Child: +1
Teen: +1
Adult:+2
Elder:+3
*---------------------------------*
[3]Racial powers:
Just copy and paste the powers from the race your character is from. Hybrids can only have a max of 3 racial powers from the races they are comprised of. Racial Powers Here
( Racial powers can not be modified. They are the same for everyone)
( "Normal" are values for a slightly more advance version of lite for those who want less restrictions in battle. How to create a normal profile can be found in the battle system section )
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[4]Resistances!
Using the growth chart above add as many resistances as fits that stage. They are all based on the meta's item.
Try to think of what would be ineffective against your Meta's item.
Example: If your meta has a poison item and spits poison...then resistance against poison in general might be useful.
Resistances helps in defense.
Restrictions: Can not have resistance to "All physical, All magical attacks" on the same character
Lite:
Resistance: +5
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[5]Weaknesses!
Using the growth chart above add as many weaknesses as fits that stage, more if you feel like it. They don't have to be other powers, they can be anything you foresee being useful against your character.
Weaknesses lower defense, but are required.
Lite:
Weakness: -5
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Done!
Quote:
Once done post here for confirmation.
Power Confirmation
Power Confirmation