Rhinocerosaurus

Citizen
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  1. With the Foundations, you can buy as many as you want for different effects. One of my examples was building Fulcrum Shift, the Kinetics power: it had one Ranged AoE External Foundation for the Damage De-Buff for your enemies, then one AoE Personal Foundation for the Damage Buff for your allies.

    So, for your Strength of the Elders it would be:
    Personal(Heal + Regeneration Rate) + External Cone(Energy Damage + Disorient)

    Which makes it a Heal and Regen boost affecting only yourself, and a cone of Energy Damage (which electricity attacks deal) and Disorient. Which is, I believe, what you were going for.

    See? Flexible.

    Oh, and Leonin, no thanks. I leave the balancing of the points system to someone more knowledgeable of game balance than myself. It's why I made my Attributes descriptions so vague. =P
  2. Seems reasonable, but I'm not so sure about your take on things like Range and Magnitude. The system I was trying to make with Types instead of Delivery Systems is one that's (A) incremental and (B) flexible. Why should we stop at 240 ft? What if I want my AR/Dev's Signature Power to be a staggeringly-long range sniper shot from half the map away? That would be quite a signature. The point of Signature Powers is to be able to make anything imaginable with the current system, and players will almost always tend toward the superlative when creating something "signature".

    Not bad, but a little too inflexible.

    Edit: Oh, and thanks for reminding me, I forgot to add Flight and Teleport. Excuse me while I edit my own.
  3. Signature Powers:

    Foundation: Signature Powers can have Foundations onto which Attributes can be added. Foundations can be Personal, affecting only you, or External, affecting others. Signature Powers get their first Foundation free.

    Personal (1)- The Attribute only affects you, or for Area of Effect Foundations, a short distance around yourself.
    External (1)- The Attribute affects your current target, or for Area of Effect or Cone Foundations, a short distance around your target.

    Range of Effect: Signature Powers can have their Foundations have a Range of Effect.

    Range (1)- Makes the Signature Power a Ranged power, adding range per point spent. If no points are spent in Range, the Foundation's Attributes affect only melee range.
    Cone (1)- Makes the Signature Power a Cone power, adding 30 degrees of width per point spent. A Cone Foundation cannot also be an Area of Effect Foundation.
    Area of Effect (2)- Makes the Foundation's Attributes affect those in the Area of Effect, adding to the area’s diameter per two points spent. An Area of Effect Foundation cannot also be a Cone Foundation.

    Attributes: Signature Powers add purchased Attributes to their Foundations for various effects. Attributes that deal Damage Types, cause Status Effects, or De-Buff may only be attached to an External Foundation. A Foundation may not deal conflicting Damage Types.

    Damage Types:
    Smashing Damage (1)- The Signature Power deals Smashing damage to the target per point spent. Conflicts with Lethal Damage.
    Lethal Damage (1)- The Signature Power deals Lethal damage to the target per point spent. Conflicts with Smashing Damage.
    Fire Damage (1)- The Signature Power deals Fire damage to the target per point spent. Conflicts with Cold Damage.
    Cold Damage (1)- The Signature Power deals Cold damage to the target per point spent. Conflicts with Fire Damage.
    Energy Damage (2)- The Signature Power deals Energy damage to the target per two points spent. Conflicts with Negative Damage.
    Negative Damage (2)- The Signature Power deals Negative damage to the target per two points spent. Conflicts with Energy Damage.
    Psychic Damage (3)- The Signature Power deals Psychic damage to the target per three points spent. Conflicts with Toxic Damage.
    Toxic Damage (3)- The Signature Power deals Toxic damage to the target per three points spent. Conflicts with Psychic Damage.
    Endurance Drain (2)- The Signature Power Drains the target a set amount of Endurance per two points spent.
    Damage over Time (0)- The Signature Power deals one type of damage of your choosing over time.

    Recovery:
    Healing (1)- The Signature Power heals a set amount of Hit Points per point spent.
    Maximum Hit Points (1)- The Signature Power temporarily increases Maximum Hit Points per point spent.
    Regeneration Rate (1)- The Signature Power boosts the Regeneration Rate per point spent.
    Endurance Recovery (1)- The Signature Power recovers a set amount of Endurance per point spent.
    Endurance Rate (1)- The Signature Power boosts the Endurance Recovery Rate per point spent.
    Revive (5)- The Signature Power revives a defeated player with a set amount of Hit Points and Endurance per five points spent.

    Buff:
    Damage Buff (1)- The Signature Power increases overall Damage Potential per point spent.
    Accuracy Buff (1)- The Signature Power increases Accuracy per point spent.
    To Hit Buff (2)- The Signature Power increases To Hit per two points spent.
    Defense Buff (1)- The Signature Power increases Defense per point spent.
    Signature Power Recharge (1)- The Signature Power’s Recharge Rate is reduced per point spent.
    Global Recharge (3)- The Signature Power reduces the Recharge Rate of all powers per three points spent.
    Movement Speed Buff (1)- The Signature Power increases Movement Speed per point spent.
    Jump Height Buff (1)- The Signature Power increases Jump Height per point spent.
    Lethal Resistance Buff (1)- The Signature Power increases Resistance to Lethal Damage per point spent.
    Smashing Resistance Buff (1)- The Signature Power increases Resistance to Smashing Damage per point spent.
    Fire Resistance Buff (1)- The Signature Power increases Resistance to Fire Damage per point spent.
    Cold Resistance Buff (1)- The Signature Power increases Resistance to Cold Damage per point spent.
    Energy Resistance Buff (1)- The Signature Power increases Resistance to Energy Damage per point spent.
    Negative Resistance Buff (1)- The Signature Power increases Resistance to Negative Damage per point spent.
    Psychic Resistance Buff (1)- The Signature Power increases Resistance to Psychic Damage per point spent.
    Toxic Resistance Buff (1)- The Signature Power increases Resistance to Toxic Damage per point spent.

    De-Buff:
    Accuracy De-Buff (1)- The Signature Power decreases Accuracy per point spent.
    To Hit De-Buff (2)- The Signature Power decreases To Hit per two points spent.
    Defense De-Buff (1)- The Signature Power decreases Defense per point spent.
    Regeneration De-Buff (2)- The Signature Power decreases Regeneration per two points spent.
    Endurance Rate De-Buff (2)- The Signature Power decreases the Endurance Recovery rate per two points spent.
    Recharge Rate De-Buff (3)- The Signature Power increases the recharge rate of all powers per three points spent.

    Status Effect:
    Slow (2)- The Signature Power Slows the target by one Magnitude per two points spent.
    Immobilization (2)- The Signature Power Immobilizes the target by one Magnitude per two points spent.
    Sleep (3)- The Signature Power puts the target to Sleep by one Magnitude per three points spent.
    Hold (3)- The Signature Power Holds the target by one Magnitude per three points spent.
    Disorient (3)- The Signature Power Disorients the target by one Magnitude per three points spent.
    Fear (3)- The Signature Power Frightens the target by one Magnitude per three points spent.
    Confusion (3)- The Signature Power Confuses the target by one Magnitude per three points spent.
    Knock-Back (2)- The Signature Power Knocks the target Back by one Magnitude per two points spent.
    Knock-Up (2)- The Signature Power Knocks the target Up by one Magnitude per two points spent.
    Taunt (1)- The Signature Power Taunts the target by one Magnitude per point spent.

    Movement Effect:
    Grant Flight (1)- The Signature Power grants Flight and increases Flight speed per point spent.
    Grant Teleportation (3)- The Signature Power grants Teleportation and increases its range per three points spent.
    Grant Intangibility (4)- The Signature Power grants Intangibility and increases its duration per four points spent.
    Retrieve Teleportation (5)- The Signature Power Teleports the target to you. Cannot be used on a Personal Foundation.

    ---

    In-game examples, to show you how it works:

    Dull Pain: Personal(Maximum Hit Points Buff + Healing)
    Stone Mallet: External(Smashing Damage + Knock Up)
    Burst: External Range(Lethal Damage + Defense De-Buff)
    Recall Friend: External Range(Retrieve Teleportation)
    Eviscerate: External Cone(Accuracy Buff + Lethal Damage)
    Frostbite: External Range Area of Effect(Cold Damage + Slow + Immobilize + Accuracy De-Buff)
    Twilight Grasp: External Range(Accuracy De-Buff + Damage De-Buff) + Personal Area of Effect(Healing)
    Divine Avalanche: External(Lethal Damage) + Personal(Defense Buff)
    Fulcrum Shift: External Range Area of Effect (Damage De-Buff) + Personal Area of Effect (Damage Buff)

    Edited for organization, clarity, and name changes.