Post by Micle on Mar 18, 2020 16:51:26 GMT
Overview
The Spectacular Tales system will be based around three, simplistic different perk types. Primarily, each character will have a “Power Set” perk which outlines their base cores which are provided by their Power Set. Then, there are Training / Power / Tech perks, which can grant passive benefits or boosts to cores on top of the Power Set - and beyond that, are “Technique” perks, which use Training / Power / Tech perks are prerequisites to make.
Stats:
Strength: Defines physical strength, and physical damage.
Speed: Defines movement speed, grants +1 tile movement per 10 speed.
Power: Defines energy / mental strength, and energy / mental damage.
Stamina: Defines physical stamina reserves, when depleted to 0, character is KO’d.
Energy: Defines energy / magical reserves, when depleted to 0, character receives -10 to all attributes.
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Power Set Perk {costs 0 points}:
Description: This is the outline perk for a Power Set!
Passive: This perk’s passive is that it is a perk, all Power Sets grant a special passive effect!
Stats: 20 Strength, 20 Speed, 20 Power, 20 Stamina, 20 Energy.
{A Power Set perk consists of a general description which explains what the Power Set is capable of and where it draws its power from. It then has a special passive effect that is always active. In addition, it has up to 100 points to be distributed as that power set’s base stats, with a cap of 55 in any one stat at base. You must have 10 at minimum in any stat.}
Weaknesses {Optional}
You can give your Power Set a weakness, which grants it an additional amount of points to its base stats. You may only choose ONE weakness.
Minor Weakness {Sometimes debilitating}: +20 Points
Weakness {Semi debilitating}: +35 Points
Major Weakness {completely debilitating}: +50 Points | In addition to the 50 points, a power set with a Major Weakness has two passive effects, rather than one.
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Training / Power / Tech Perk
These are custom perks written up by the player, at various “tiers” which can grant access to either boosts to one’s base Power Set stats, or access to new power applications which allow for usage of equal tier Power techniques. Training encompasses perks that give passive benefits to a specific trait, Powers encompass perks which grant access to techniques of the same tier, with applied powers, and Tech applies to granting access to gadgets with passive or active effects. In order to get a higher tier, you must first have the prior tier of the same type.
Perk Point costs:
T1: 15 PP {For boosts; Maximum +5 passive, +10 for draining buffs.}
T2: 30 PP {For boosts;Maximum +10 passive, +15 for draining buffs.}
T3: 40 PP {For boosts; Maximum +15 passive, +20 for draining buffs.}
T4: 50 PP{For boosts; Maximum +20 passive, +25 for draining buffs.}
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Technique Perks
Technique perks are perks which allow special actions that have different AoE sizes, speeds, attack powers, effects, etcetera which are based upon a prior Training / Power / Tech perk as their pre-requisite. To buy a Technique perk you must have a correlating power / training / tech perk that makes sense for that Technique, first - and it must be of the same tier as the Technique you are trying to make! For example…
T1 Technique : Web Ball
Damage: User’s Power stat. | Speed: User’s Power stat.
The user of this technique sprays a blast of web from the bio-tubes in their wrists, which slams into a target with concussive force, and binds them.
Effect: If successfully damaged by this Technique, a target must have equal strength to the initial damage in order to break out of its bind. The bind’s power lessens by 5 each turn after.
Requires: T1 Power Perk {Web Slinging T1}
Technique Point Costs:
T1 Power: 2 PP
T2 Power: 4 PP
T3 Power: 6 PP
T4 Power: 10 PP