Post by creator on Apr 22, 2011 6:24:02 GMT -5
Update on grids.
I have made a few revisons (and they will continue) to get it down to the minimum number (reduce complexity) but retain ability tto describe characters a little bit more fully.
So the more simplified list is below. I stil have sections 13, 14 and 15 to go.
1. Strength – 1 grid
o TK
2. Movement Speed – 1 grid
o Digging
o Running
o Flight
o Teleportation
o Swimming
o Leaping
3. Endurance – 1 grid
4. Reaction Speed – 1 grid
5. Fighting Prowess – 3 grids
o Physical (H2H, Melee, Missile, Gun)
o Mental
o Mystical
6. Energy Manipulation – 2 grids
o Control
o Emission
7. Matter Manipulation – 2 grids
o Control
o Emission
8. Kinetic Durability – 1 grid
o Blunt
o Sharp
9. Energy Durability – 1 grid
10. Body Manipulation – 8 grids
o Size Alteration
o Stretching
o Shape Change
o Mass Alteration
o Matter / Energy Duplication
o Power Duplication / Vampirism
o Duplication
o Evolution
11. Body Enhancement – 5 grids
o Senses
o Regeneration
o Pheromones
o Natural Weapons
o Environmental Adaption
12. Intelligence – 1 grid
o Invention
o Recall
13. Mind Enhancement
o Remote Sensing
o Senses
o Astral Travel
o Mental Shielding
14. Mental Manipulation
o Telepathy
o Telepathic Body Control
o Empathy
o Memory Wipe
o Psychic Blast
o Hallucinations
15. Mystical Influence
o Energy Source – Internal vs. External
o Senses
o Power Simulation
o Object Enchantment
Now the descriptions for these abilities and what each needs to take in to account when rating them is shown below (again 13, 14 and 15 still have to be done but this should be this in about a week's time ,
Strength: Maximum weight that can be moved through physical strength. Has a Telekinetic descriptor as well.
Movement Speed: Maximum speed that can be attained. Descriptors include Digging, Running, Flight (Atmospheric, Space), Teleportation, Swimming and Leaping (include a maximum distance as well).
Endurance: Time that the character can operate at close to maximum output with only brief intervals of rest (catch a breath).
Reaction Speed: The speed at which a character can react to external environmental stimulus.
Fighting Prowess: The combat skill the character possesses. Has the following descriptors Physical (H2H, Melee, Missile, Gun), Mental and Mystical.
• Physical - This covers combat with a single opponent and multiple opponents, number of and mastery level of combat styles, ability to innovate, skill level with a single weapon or multiple weapons, accuracy with the weapons
• Mental – This covers combat with a single opponent and multiple opponents, astral plane combat, ability to innovate
• Mystical - This covers combat with a single opponent and multiple opponents, astral plane combat, ability to innovate, combat spell repertoire
Energy Manipulation: Ability to influence, emit and absorb energy forms. This covers the amount of energy that can be controlled, if it can be shaped and directed, the speed of control, the amount that can be emitted, the speed of emission, the range it can be projected over, the amount that can be absorbed, the speed of absorption and for all of these, the range of energy types that can effected. The descriptors for this are control, projection and absorption. These are further described with an energy type as required i.e. Light.
Matter Manipulation: Ability to influence, emit and absorb energy forms. This covers the amount of energy that can be controlled, if it can be shaped and directed, the speed of control, the amount that can be emitted, the speed of emission, the range it can be projected over, the amount that can be absorbed, the speed of absorption and for all of these, the range of energy types that can effected. The descriptors for this are control, projection and absorption. These are further described with an energy type as required.
Kinetic Durability: Ability to resist damage inflicted through kinetic impact. The descriptors are blunt and edged.
Energy Durability: Ability to resist damage inflicted through energy forms. This can be further described with an energy type as required.
Body Manipulation:
• Shape Change: What body parts can be changed, limited or any form, speed of change, colour change, consistency that can be adopted i.e. liquid to hard solid like metal, duration of change i.e. revert when unconscious.
• Matter / Energy Duplication: What type of matter can be duplicated i.e. gas, liquid, solid, only pure elements or combinations, stimulus for change i.e. touch a sample or by will, speed of change, attain full properties of matter, what type of energy can be duplicated, stimulus for change, speed of change, attain full properties of energy, gain control of energy of same type, duration of change i.e. revert when unconscious
• Duplication: Number of duplicates, stimulus for duplication, independent thought or under control, duplicates equal to or weaker than original, distance that duplicates can be created at, range duplicates can operate at from original, impact of duplicate death, duplicate learning / memory retention after integration with original, no original, duplicate recall at what range
• Mass Alteration: Increase density thereby increasing level of strength and durability, increase localised gravity level through mass, reduce mass, what objects can be passed through (include force fields), localised body part mass change, phasing attack, speed of change, duration of change i.e. revert when unconscious
• Evolution: Forwards or backwards or both, evolutionary time movement, speed of change, powers obtained, retain own thoughts, fixed forms, duration of change i.e. revert when unconscious
• Power Duplication / Vampirism: Types of powers – specific or general, single power or multiple powers at once, duplicate at full power, upper limit, stimulus for change (touch, will, sight etc), duration of change, speed of duplication
Body Enhancement:
• Regeneration: Speed, scope i.e. what can be regenerated, physical and spiritual resurrection, age retardation, limited to specific types of damage or any
• Senses: (Only relates to the physical world – so no mystic or mental) How many senses, if enhanced by how much i.e. how far can they see – can they hear higher frequencies, related abilities i.e. can they track with them – use them as a lie detector
• Pheromones: What do the pheromones do – influence or full control, does the effect remain in operation after removal of the source (duration), will the victim have some level of independent thought, area of effect, can effect be controlled by originator, limited to certain beings i.e. men vs. women, speed of influence
• Environmental Adaption: Only specific environment or any, is there a limit on the adversity of conditions that can be adapted to, does the change require an outward body change, speed of change, stimulus for change
• Natural Weapons: (Can include upgrades like Wolverines claws but also constrictors cables but these must include a reference to their artificial nature) Type of weapon, their range, how many weapons, do they regenerate, area of effect, what can they do i.e. what can they cut through, speed of use
Intelligence: Raw intelligence, intelligence in one area of knowledge vs multiple ones, speed to learn
• Recall: Ability to recall information, amount of information that can be retained duration of retention, time and stimulus for recall i.e. requires trance vs instant by command
• Invention: Ability to invent new technologies as required, level of technologies, speed of invention, stimulus for invention
I have made a few revisons (and they will continue) to get it down to the minimum number (reduce complexity) but retain ability tto describe characters a little bit more fully.
So the more simplified list is below. I stil have sections 13, 14 and 15 to go.
1. Strength – 1 grid
o TK
2. Movement Speed – 1 grid
o Digging
o Running
o Flight
o Teleportation
o Swimming
o Leaping
3. Endurance – 1 grid
4. Reaction Speed – 1 grid
5. Fighting Prowess – 3 grids
o Physical (H2H, Melee, Missile, Gun)
o Mental
o Mystical
6. Energy Manipulation – 2 grids
o Control
o Emission
7. Matter Manipulation – 2 grids
o Control
o Emission
8. Kinetic Durability – 1 grid
o Blunt
o Sharp
9. Energy Durability – 1 grid
10. Body Manipulation – 8 grids
o Size Alteration
o Stretching
o Shape Change
o Mass Alteration
o Matter / Energy Duplication
o Power Duplication / Vampirism
o Duplication
o Evolution
11. Body Enhancement – 5 grids
o Senses
o Regeneration
o Pheromones
o Natural Weapons
o Environmental Adaption
12. Intelligence – 1 grid
o Invention
o Recall
13. Mind Enhancement
o Remote Sensing
o Senses
o Astral Travel
o Mental Shielding
14. Mental Manipulation
o Telepathy
o Telepathic Body Control
o Empathy
o Memory Wipe
o Psychic Blast
o Hallucinations
15. Mystical Influence
o Energy Source – Internal vs. External
o Senses
o Power Simulation
o Object Enchantment
Now the descriptions for these abilities and what each needs to take in to account when rating them is shown below (again 13, 14 and 15 still have to be done but this should be this in about a week's time ,
Strength: Maximum weight that can be moved through physical strength. Has a Telekinetic descriptor as well.
Movement Speed: Maximum speed that can be attained. Descriptors include Digging, Running, Flight (Atmospheric, Space), Teleportation, Swimming and Leaping (include a maximum distance as well).
Endurance: Time that the character can operate at close to maximum output with only brief intervals of rest (catch a breath).
Reaction Speed: The speed at which a character can react to external environmental stimulus.
Fighting Prowess: The combat skill the character possesses. Has the following descriptors Physical (H2H, Melee, Missile, Gun), Mental and Mystical.
• Physical - This covers combat with a single opponent and multiple opponents, number of and mastery level of combat styles, ability to innovate, skill level with a single weapon or multiple weapons, accuracy with the weapons
• Mental – This covers combat with a single opponent and multiple opponents, astral plane combat, ability to innovate
• Mystical - This covers combat with a single opponent and multiple opponents, astral plane combat, ability to innovate, combat spell repertoire
Energy Manipulation: Ability to influence, emit and absorb energy forms. This covers the amount of energy that can be controlled, if it can be shaped and directed, the speed of control, the amount that can be emitted, the speed of emission, the range it can be projected over, the amount that can be absorbed, the speed of absorption and for all of these, the range of energy types that can effected. The descriptors for this are control, projection and absorption. These are further described with an energy type as required i.e. Light.
Matter Manipulation: Ability to influence, emit and absorb energy forms. This covers the amount of energy that can be controlled, if it can be shaped and directed, the speed of control, the amount that can be emitted, the speed of emission, the range it can be projected over, the amount that can be absorbed, the speed of absorption and for all of these, the range of energy types that can effected. The descriptors for this are control, projection and absorption. These are further described with an energy type as required.
Kinetic Durability: Ability to resist damage inflicted through kinetic impact. The descriptors are blunt and edged.
Energy Durability: Ability to resist damage inflicted through energy forms. This can be further described with an energy type as required.
Body Manipulation:
• Shape Change: What body parts can be changed, limited or any form, speed of change, colour change, consistency that can be adopted i.e. liquid to hard solid like metal, duration of change i.e. revert when unconscious.
• Matter / Energy Duplication: What type of matter can be duplicated i.e. gas, liquid, solid, only pure elements or combinations, stimulus for change i.e. touch a sample or by will, speed of change, attain full properties of matter, what type of energy can be duplicated, stimulus for change, speed of change, attain full properties of energy, gain control of energy of same type, duration of change i.e. revert when unconscious
• Duplication: Number of duplicates, stimulus for duplication, independent thought or under control, duplicates equal to or weaker than original, distance that duplicates can be created at, range duplicates can operate at from original, impact of duplicate death, duplicate learning / memory retention after integration with original, no original, duplicate recall at what range
• Mass Alteration: Increase density thereby increasing level of strength and durability, increase localised gravity level through mass, reduce mass, what objects can be passed through (include force fields), localised body part mass change, phasing attack, speed of change, duration of change i.e. revert when unconscious
• Evolution: Forwards or backwards or both, evolutionary time movement, speed of change, powers obtained, retain own thoughts, fixed forms, duration of change i.e. revert when unconscious
• Power Duplication / Vampirism: Types of powers – specific or general, single power or multiple powers at once, duplicate at full power, upper limit, stimulus for change (touch, will, sight etc), duration of change, speed of duplication
Body Enhancement:
• Regeneration: Speed, scope i.e. what can be regenerated, physical and spiritual resurrection, age retardation, limited to specific types of damage or any
• Senses: (Only relates to the physical world – so no mystic or mental) How many senses, if enhanced by how much i.e. how far can they see – can they hear higher frequencies, related abilities i.e. can they track with them – use them as a lie detector
• Pheromones: What do the pheromones do – influence or full control, does the effect remain in operation after removal of the source (duration), will the victim have some level of independent thought, area of effect, can effect be controlled by originator, limited to certain beings i.e. men vs. women, speed of influence
• Environmental Adaption: Only specific environment or any, is there a limit on the adversity of conditions that can be adapted to, does the change require an outward body change, speed of change, stimulus for change
• Natural Weapons: (Can include upgrades like Wolverines claws but also constrictors cables but these must include a reference to their artificial nature) Type of weapon, their range, how many weapons, do they regenerate, area of effect, what can they do i.e. what can they cut through, speed of use
Intelligence: Raw intelligence, intelligence in one area of knowledge vs multiple ones, speed to learn
• Recall: Ability to recall information, amount of information that can be retained duration of retention, time and stimulus for recall i.e. requires trance vs instant by command
• Invention: Ability to invent new technologies as required, level of technologies, speed of invention, stimulus for invention