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Grace, Rise of the Supers

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D20 based role playing game 

Tags: Super, powers, heros, villans, dice20 

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Dark Bunny Lord
Captain

PostPosted: Tue Feb 24, 2009 1:08 pm


Here we will place special guild announcements, updates, etc as they happen.


-The guild officially opened Feb25th, 2008, at 1:00pm (GMT-8 Pacific Time)
 
PostPosted: Thu Feb 26, 2009 1:42 pm


-An official recruitment thread was started here.
 

Dark Bunny Lord
Captain


Dark Bunny Lord
Captain

PostPosted: Fri Feb 27, 2009 12:14 am


I started an FAQ, I'll be placing all questions that are asked frequently to me here. Hopefully this will help slightly in understand powers and effects.
 
PostPosted: Tue Mar 03, 2009 10:19 pm


-Index-
An Index was added to the front page. This should hopefully speed up browsing through rules.

-Shapeshifting-
The shapeshifting power was added to the power section

-Power Coding for Profs-
The code for power layouts has changed slightly.
Right below "AP Build" is now the section "AP rank".
This is because an alternate power can be a different rank than it's parent power, as long as the end cost is the same or less than the cost of the parent power.

-Weapon Guide-
A "how do I make weapons" was added to the FAQ.
 

Dark Bunny Lord
Captain


Dark Bunny Lord
Captain

PostPosted: Tue Mar 10, 2009 7:41 pm


The combat example thread is now up. Thanks to Wolf for participating in this and I hope you can all learn a lot by reading it, enjoy.
PostPosted: Tue Mar 24, 2009 9:38 am


Mind Control:
Ok, I've been doing mind control wrong, forgot it's an opposed power check (says in the power) rather than a flat "rank +10"

Basically this means for mind control, those taking from my former examples, when used you roll 1D20 + the powers rank, you still auto hit this just becomes the DC to resist the mind control itself.
 

Dark Bunny Lord
Captain


Dark Bunny Lord
Captain

PostPosted: Tue Mar 31, 2009 10:02 am


Ok made a minor error when allowing people to use power effects (not extras, flaws, power feats, and drawbacks, but rather mixing base effect like say damage and stun).

When mixing these powers you write them up as separate powers and link them.
This means all flaws apply separately if they would apply to said effect (this can save you pp) and all extras such as range and duration apply separately per effect.

For example, Rooker wanted to build a power where his vampire character drained blood. This power would "Drain" the foes constitution, "boost" his strength, and "heal" him.
These are 3 separate power effects so the power would be written up as:


Soul Drain (Drain)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Drain(Con) - Requires Grapple
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Fortitude(Staged)
-Duration: Instant
Description of why it drains

----Link----

Soul Drain (Boost)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Boost(Str) + Total Fade - Requires Grapple - Personal
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Fortitude(harmless)
-Duration: Instant
Description of why it boosts

----Link----

Soul Drain (Healing)
-Rank: 1
-Cost: 1pp per rank (1pp)
-Build: Healing(pick where to apply healing ranks here) - Requires Grapple - Personal
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Fortitude(harmless)
-Duration: Instant
Description of why it heals

Basics:
Now there are a few neccesary things you still need to understand with this.
The "top" effect is your base effect. This is the power you use that triggers the following ones linked to it.
For example, if Rooker wants to use his boost or drain he must successfully use his drain.
ALL linked effects MAY NOT have a higher action or lower range than the base effect.

For example, if you link stun to a damage+range power with damage being your base power. That would mean that your stun would have to be at least ranged, if it wasn't you'd apply the ranged extra until it's range reached ranged (see ranges).
Vice versa, if the action cost of your base power is standard, you may not have any full action or longer powers linked to it, you must either change the base power to (via action flaw) to an action cost equal to the highest linked one, or lower any ones with a higher action cost (via action extra).

PLEASE feel free to ask questions about this, this needs to be understood.

That being said, any and all powers with mixed effects I WILL be changing in profs immediately.
Using these powers is the same, it simply seperates their durations, and makes you able to up ranks in some of the effects but not all.
For example if I only wanted say 1 rank in teleport but I wanted it to harm my foe for +5 damage dc I could link teleport with +5 damage.
It also separates the targets of effects, (so someone can heal themselves and harm a foe with the same power) etc.

This may make some powers cost more, while it may make others cost less. I'll be sending pms to everyone over what powers where changed and their cost.
They will simply send people into pp debt if you can't afford the changes (ie next time you earn pp it will go towards paying off said debt rather than being added to your prof, this way you don't loose powers you already had pre-change)


FAQ
A section to the FAQ has been added to explain how to make linked powers as well as a more detailed walk through of the above shown power.
 
PostPosted: Thu Apr 09, 2009 10:23 am


I did dodge bonuses wrong, for some reason I had thought you had an additional bonus to defense = to 1/2 your base def, however it's actually 1/2 your base def IS your dodge bonus. It just determines how much you loose when flat-footed or surprised.

Just a heads up to anyone that may have asked me and been confused otherwise.

Dark Bunny Lord
Captain


Dark Bunny Lord
Captain

PostPosted: Tue Apr 21, 2009 12:20 pm


Ok, should have noted this before but its just a minor update that will help people remember when to make recovery from hits in combat.

AFTER you've suffered a bruising hit note "CHECK IN X" x being the number of rounds until you get a recovery check.
For anyone without some sort of accelerated regeneration rate you get one bruising recovery check (see combat thread, under damage) every 10 rounds (or in other words 1 minute, each round being about 6 seconds).

On YOUR turn the rounds start counting down, 10 on the first round you've suffered the hit, and -1 on each of your turns after that. (Note reflexive actions ARE NOT turns.) Injuries needn't be tracked in this way for "non-regenerating" characters OR for constructs with 0 con (since 0 con means you can only be repaired and don't heal naturally). This is because lethal recover far slower, and no combat will really every go 100 rounds anyways (the time it takes to recover lethal).
Though character with regeneration that can recover at a reasonable rate may wish to track this.

I'll be editing this into the combat example thread.
 
PostPosted: Fri Oct 09, 2009 11:57 am


I've changed all skill sections in the profile codes for both main profiles and minion/form profiles to:


Quote:
Acrobatics (Dex): 0 = 0 + 0 + 0
Bluff (Cha): 0 = 0 + 0 + 0
Climb (Str): - = 0 + 0 + 0
Computers (Int): 0 = 0 + 0 + 0
Concentration (Wis): 0 = 0 + 0 + 0
Craft (Int): - = 0 + 0 + 0
Diplomacy (Cha): 0 = 0 + 0 + 0
Disable Device (Int): - = 0 + 0 + 0
Disguise (Cha): 0 = 0 + 0 + 0
Drive (Dex): - = 0 + 0 + 0
Escape Artist (Dex): 0 = 0 + 0 + 0
Gather Information (Cha): 0 = 0 + 0 + 0
Handle Animal (Cha): 0 = 0 + 0 + 0
Intimidate (Cha): 0 = 0 + 0 + 0
Investigate (Int): - 0 = 0 + 0 + 0
Knowledge (Int): - = 0 + 0 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 0 = 0 + 0 + 0
Notice (Wis): 0 = 0 + 0 + 0
Perform (Cha): - = 0 + 0 + 0
Pilot (Dex): - = 0 + 0 + 0
Profession (Wis): - = 0 + 0 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 0 = 0 + 0 + 0
Sense Motive (Wis): 0 = 0 + 0 + 0
Slight of Hand (Dex): - = 0 + 0 + 0
Stealth (Dex): 0 = 0 + 0 + 0
Survival (Wis): 0 = 0 + 0 + 0
Swim (Str): 0 = 0 + 0 + 0


This should make updating easier.

Also note that the "minion/forms' coding earlier lacked several skills. This was because I decided to take out most of the "social" skills seeing how I didn't think minions or alternate forms would be used for much more than physical purposes.
However realizing someone "might" make something more social as I recently have with one of my minions I retracted that decision and added the missing skills for minions/forms.

I also added the "stat" each skill applied to in parenthesis next to the stats name. This should make updating and / or referencing. I'll need some other mods help to start going through the okayed profiles and adding these changes to them, I've done a few myself but any help I can get will be appreciated.
Note to mods updating, remember not to just "copy/past" since players may have ranks already applied and you don't want to wipe those out.
 

Dark Bunny Lord
Captain


Dark Bunny Lord
Captain

PostPosted: Sat Oct 10, 2009 9:23 am


Guild announcements are down for the moment so I'm posting this here instead:

Building the base, Recruiting rewards!

As well as working on the basic recruiting awards and players getting credits for those I'm holding a short time contest.
The FIRST five players recruited that get approved profiles and become fairly active rp'rs (two weeks assessment) will have their recruiter rewarded with a bonus 5pp immediately!

I'll be tracking the people recruited and fill 5 slots once each has been in the guild actively role playing for 1 week time (with an accepted profile of course).
This does mean someone could arguable get all 5 people by themselves and gain an entire 20pp (1 power level) from it!

The Recruited:
Players that have been recruited since this post are placed here.
Once they have an accepted profile and have been active for one week from the time the prof was accepted, their names will be moved to one of the five slots with their recruiters name in ( ).
-II Barrett Griselda II (Modern_Muse)
-Assassin-Within (Modern_Muse)
-Mitsuki Reigen (Aviyara)
-sakuyakara (Modern_Muse)
-Itchida_Tamayo (Malina Damion)
-_Victoria-Venus_ (Assassin-Within)
-MySakuraRose(Modern_Muse)
-Omninaut (Malina Damion)

Active Slots:
1. Malina_Dammion (Modern_Muse)
2. Takaho (xxxmaru)
3. Assassin-Within (Modern Muse)
4. Sakuyakara (Modern Muse)
5. II Barrett Griselda II (Modern Muse)

All slots filled.
PostPosted: Fri Oct 16, 2009 9:23 am


Okay few updates:

-I've been going through rules and "linking" certain words to rules that further explain them.
For exmaple when say the "leaping" power states it increases your "jumping distances" I linked the section that talks about jumping distances for easier access.
Note, if you find ANYTHING you think would like to be linked to help players like yourself navigate easier feel free to bring it to my attention via pm or through the suggestion thread and I'll be happy to look it over and link it if I find it would benefit from having such done to it. I would very much appreciate anyone that helps with this (and please be specific on what where you want linked) because there a ton of rules and I can't catch them all especially while busy with other updates.

-I'm working on re-formating "alternate" powers.
Soon they will have a small layout liked linked powers do. This should just allow for more information to be placed on each.
The combat example and other threads referring to it will be modified to fit the new format.

-As said in the news update I'm planning a guild event some time late next month, this should hopefully allow some time to get some of the older players back in and hopefully get newer members active. If we dont' have a big enough turn out the event may be canceled, hopefully that wont be the case though.

-Lastly I'll be opening up the "pre-made character" sub-forum soon. Within you'll find pre-made character arc-types (generic hero "types") that new players can use rather than making a player from scratch OR simply copy and modify. This should hopefully speed up newer players and make everything less daunting since they'll have the option of having a "base" to work off of.
Think of it like playing a game where you can chose a class with pre-set abilities, you don't have to, but if you wish all the ground work will be done for you.

Minor Update (Wednesday Oct21, 10:56 A.M. PST)
I have updated everyone's profiles that had an alternate power to fit the new format.
 

Dark Bunny Lord
Captain


Dark Bunny Lord
Captain

PostPosted: Sun Oct 25, 2009 12:00 am


Modern Muse and xxxmaru have both been rewarded +5pp taking the first 2 slots of the recruit contest (see further up announcement about contest).
3 more slots remain.

I've also completed several new premade characters since the sub-forums initial release, updated the index with more links, updated rules with more links when they reference other rules to make finding said references easier.

The wealth feat has been added to the feats list.
 
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Grace, Rise of The Supers

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