DDSd20 Powers

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(Created page with 'Powers are abilities characters can use in combat. There are no limits on how often a power can be used other than the power's cost. These are physical combat maneuvers, spells o…')
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Powers are abilities characters can use in combat. There are no limits on how often a power can be used other than the power's cost. These are physical combat maneuvers, spells of all types, defensive positioning, and in general anything that can be used in combat.
 
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==Reading Power Entries==
 
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Each power is presented in the following format:
 
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'''POWER NAME''' (Granting Mantra)<br>
 
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<Power Type> (Element) <Level><br>
 
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Action: <br>
 
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Cost: <br>
 
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Target:
 
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Multiplier:<br>
 
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Saving Throw:<br>
 
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Duration:<br>
 
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Special:
 
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===Power Name===
 
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The name of the power. Fairly self explanatory.
 
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===Granting Mantra===
 
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The mantra that grants this power. See [[DDSd20 Mantras]].
 
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===Power Type===
 
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A power falls into one of the following broad categories: Attack, Healing/Defense, Intercept, Redirect, or Passive.
 
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'''Attack''': A power that deals damage. Physical attacks usually consume health as a cost, while magic attacks require mana.
 
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'''Healing/Defense''': A power that reduces damage to the user or her allies (typically by lowering an enemy attack's multiplier), restored lost health, or both. Usually, any variables involved in a physical defense/healing power will be based on the user's constitution, while a magical defense/healing power will be based on the user's wisdom.
 
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'''Intercept''': A power that allows the user to impose herself between an on-coming attack and another ally.
 
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'''Redirect''': A power that allows the user to direct an oncoming attack targeting her to another target.
 
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'''Passive''': An ability that is always active. After gaining a passive power, the user always benefit from it.
 
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===Element===
 
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Powers can carry the following elements: fire, ice, force (wind), electricity, earth, holy, unholy, and allmighty. If a power does not have an element entry, then the power is non-elemental. Some powers can have variable elemental properties depending on choices made by the user when they use the power: these powers will have a "Variable" element entry.
 
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===Level===
 
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The level of the mantra that grants this power, which sometimes affects the outcome of certain defensive abilities.
 
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===Action===
 
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The type of action required to perform this power: minor, major, or full-round. Passive abilities have no Action entry.
 
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===Cost===
 
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The amount of health or mana consumed when performing the indicated power. Subtract the cost from the user's health or mana before using the power. If the user does not have enough health or mana to pay this cost, then they cannot use the power.
 
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Powers that have a health cost can reduce a character to zero health (and thus unconscious). When this happens, resolve the effect of the power before the user goes unconscious.
 
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===Target===
 
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Who the ability targets. In general, possible targets are 'self,' 'any ally,' 'all allies,' 'any enemy,' 'all enemies.' If there are other conditions regarding who can and cannot be targeted by a power, this entry will read 'special,' and explanations will be given in the Special entry of the power. The user can freely designate whoe is an enemy or ally.
 
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===Multiplier===
 
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Attack and Healing powers have multipliers; after rolling the appropriate dice, multiply the result by this amount. Powers that do not do damage or restore health do not have a multiplier entry.
 
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Multiplier entries may be listed as a die. In this case roll the indicated die: the amount that comes up is that power's multiplier on this use.
 
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===Saving Throw===
 
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If a power provokes a saving throw, the type and DC will be indicated in this field. For example, "Fort 10+int" indicates that the target must make a fortitude save against a DC of 10 plus the power user's intelligence modifier to avoid an extra effect. The consequences of failed or passed saves are described in the power's 'Special' section.
 
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===Duration===
 
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If a power has a lingering effect, its duration (in rounds) will be listed here. Powers that do not have a duration entry are instantaneous, and thus produce no lingering effects.
 
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===Special===
 
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Any effects beyond damage or healing will be explained here. This includes consequences for failed or passed saving throws, conditions for intercepts or redirects, the effects of passive powers, and anything else relating to the power not covered by previous entries.
 

Current revision as of 21:05, 16 January 2011

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