Jump to content

Era Three Proposals   

29 members have voted

  1. 1. Should we adopt Kenod's Laws (link in OP)? (Yes: check box beside each you want adopted. No, or if you want any adjustments made: don't check box.)

    • Law of Community Approval
      26
    • Law of Consequences
      27
    • Law of Proportional Weaknesses
      25
    • Law of Inverse Power Morality Correlation (the Mraize Addendum)
      23
    • I would not like to adopt any of these laws
      3
  2. 2. Would you like to adopt Kenod's Law of Power Increase?

    • Yes, as it is currently written.
      9
    • Yes, in principle. But it needs adjustment.
      17
    • No.
      0
    • No opinion.
      3
  3. 3. Would you like a points system to be used to quantify how powerful characters are when they are being approved? (Note: mods may still use their discretion)

    • Yes, for character creation. (RPers consciously reference list when making characters)
      5
    • Yes, for analysis. (May be used by mods to help determine if characters are too OP, but isn't advertised)
      18
    • No, I prefer our current system
      2
    • No opinion.
      4


Recommended Posts

Posted (edited)
On 1/19/2019 at 11:00 PM, I think I am here. said:

No. If you had a character which had a weak power, like emotional sense, then you can still use the excess Investiture points and turn them into skill points. All you can’t  do is turn skill points into Investiture points, as that would make it overpowered.

For example, if emotional sense was 20 points, they still have 80 Investiture points and 50 skill points, all of which can be used for skills. What they can’t do is use the 50 skill points for Investiture

The emotional sense that I was talking about was 5-10 points. Also, I might have misunderstood you, but I believe you said the opsite about seven posts ago. That is what I was lobbying for, so I can't really complain.;)

@I think I am here.

On 1/20/2019 at 7:35 AM, Archer said:

If the bodyguards are like a spren (basically NPCs who will tag-team with their boss and are usually with him) I would recommend mentioning them in the bio the same way you would a spren. Since you're adding three skill sets, that's going to increase the guy's score. The way you've described them, they're more tools than characters, so they should be treated as such, in my opinion. 

They are pretty much tools, though the main one will become his own character when the one I'm talking about dies. I will have to work fifty more points of weakness to allow all three, but that is with me being under the assumption that being blind, and having a useless leg would be -40 points. Am I under/over estimating?

@Archer

On 1/20/2019 at 9:14 AM, #Voidapple said:

@Grey Knight, are you gonna work on the 40K stuff? If not, I will work on it.

On 1/20/2019 at 10:18 AM, Grey Knight said:

Give me until... tomorrow, I think, to draft something up.

If you can't, I'll help Ark.

@Grey Knight

Edited by Darth Woodrack
Posted

Aha! Lucky for you, I have been working on the power level! It's not done yet, though. I still need to work through all the weapon options available, and then figure out some fluffy skills and flaws you could take, and some minor Chapter-specific skills. 

It's... it's gonna take a while.

@#Voidapple @Darth Woodrack

Posted
6 hours ago, Darth Woodrack said:

They are pretty much tools, though the main one will become his own character when the one I'm talking about dies. I will have to work fifty more points of weakness to allow all three, but that is with me being under the assumption that being blind, and having a useless leg would be -40 points. Am I under/over estimating?

The way I judge physical disabilities is by looking at how they affect them. For example, Gancho's character has no arms. That severely limits his ability to fight. On the other hand*, if he had a shardprosthetic like Nohadon's character does, he can function pretty normally. I believe I scored those -30 and -10 respectively. I would have gone higher on Gancho's, but he indicated it didn't hinder him as much as I thought it would. I believe I docked Arith's blind guy 75 points for being blind, so I go with that again. A useless leg isn't as detrimental. I would probably put it at -25 to -35, depending on the coping mechanisms he has in place. The more normally he can function, the lower the amount of points that will be subtracted. 

*Yup, that was a pun. 

Posted (edited)
On 1/22/2019 at 4:23 PM, Archer said:

I believe I docked Arith's blind guy 75 points for being blind, so I go with that again.

It should be about -70, becuase he can sense minds, becuase of the 10 point emotional sense, but he can't sense what they are doing, or any awakened objects.

On 1/22/2019 at 4:23 PM, Archer said:

I would probably put it at -25 to -35, depending on the coping mechanisms he has in place. The more normally he can function, the lower the amount of points that will be subtracted. 

He literally only has a cane.

Edited by Darth Woodrack
Posted (edited)

Alright! I realize that it's taken forever, and is completely barebones, but at long last, the Space Marine power scores have been drafted! 

Spoiler

Warhammer 40,000 is an obscenely lethal universe. Therefore, much of the gear and abilities associated with it have a high cost.

Furthermore, if you choose to play a Space Marine, you must spend a certain amount of your points on specific abilities, for balance purposes.

All Space Marines Must Take the Following:

Power Armor [+40]: Although technological rather than magical, power armor is equivalent to Shardplate in every way, with the same enhancements and weaknesses.

  • Tactical Dreadnought Armor[+60]: A variant of normal power armor, tactical dreadnought armor (known as terminator armor) has greatly increased protection and durability, as well as a built-in ability to use teleportation technology. However, terminator armor is bulkier and more awkward than normal power armor. Think "bull in a china shop" clumsy.

Enhancements[+5]: These are the organs all Space Marines are implanted with. See here for more details- most of the powers are pretty niche, so they're not worth many points.

 

Weapon Choices:

Bolter/Bolt Pistol[+0]: The bolter fires .75 caliber shells that explode on contact with an enemy. In theory, this is powerful. In practice, with other characters in the equation, you can't seem to hit the broad side of a barn with these.

Chainsword[+0]: A sword-chainsaw, sized for a 7-ft tall person. Standard practice is to line the teeth and casing with aluminum.

Plasma Gun/Plasma Pistol[+35]: These weapons fire gouts of super-heated plasma. A single hit from this will annihilate an unarmored human, seriously crack or break Shardplate, immobilize a tank, or blow up a heavy weapon emplacement. However, plasma guns are extremely volatile. If a plasma gun takes a solid hit while being used, or random chance decides to screw with you, the gun will explode, seriously injuring or maiming you at least.

More to come, I hope. What do y'all think?

@Archer @Voidus

Edited by Grey Knight
Posted

Aren't space marines way stronger and faster than normal humans? As in making Allomantic pewter look weak?

Posted (edited)
2 hours ago, Grey Knight said:

Alright! I realize that it's taken forever, and is completely barebones, but at long last, the Space Marine power scores have been drafted! 

  Hide contents

Warhammer 40,000 is an obscenely lethal universe. Therefore, much of the gear and abilities associated with it have a high cost.

Furthermore, if you choose to play a Space Marine, you must spend a certain amount of your points on specific abilities, for balance purposes.

All Space Marines Must Take the Following:

Power Armor [+40]: Although technological rather than magical, power armor is equivalent to Shardplate in every way, with the same enhancements and weaknesses.

  • Tactical Dreadnought Armor[+60]: A variant of normal power armor, tactical dreadnought armor (known as terminator armor) has greatly increased protection and durability, as well as a built-in ability to use teleportation technology. However, terminator armor is bulkier and more awkward than normal power armor. Think "bull in a china shop" clumsy.

Enhancements[+5]: These are the organs all Space Marines are implanted with. See here for more details- most of the powers are pretty niche, so they're not worth many points.

 

Weapon Choices:

Bolter/Bolt Pistol[+0]: The bolter fires .75 caliber shells that explode on contact with an enemy. In theory, this is powerful. In practice, with other characters in the equation, you can't seem to hit the broad side of a barn with these.

Chainsword[+0]: A sword-chainsaw, sized for a 7-ft tall person. Standard practice is to line the teeth and casing with aluminum.

Plasma Gun/Plasma Pistol[+35]: These weapons fire gouts of super-heated plasma. A single hit from this will annihilate an unarmored human, seriously crack or break Shardplate, immobilize a tank, or blow up a heavy weapon emplacement. However, plasma guns are extremely volatile. If a plasma gun takes a solid hit while being used, or random chance decides to screw with you, the gun will explode, seriously injuring or maiming you at least.

 

Will you take my opinion as a Alleymod? First, if you can, I see enhancements being overpowered in the case of being able to use multiple of them at a time, otherwise it is ok.

I thing the Bolter and the chainsword also need to be changed and here is why. The bolter is inaccurate as you say, that should definitely account for negative points. But what happens if you do hit something? Is such a person going to be mutalated beyond point of recognition or does the explosion just kill them? There should definitely be some points added to this one.

The chainsword should be at a minimum of 5 as I thing the combination of such a weapon has pros and cons. It is not as effective as a sword, but more than compensates with how easy it is to cut things with a chainsaw as well being motorized. This weapon is particularly nasty.

Spoiler

Image result for chainsword 40k

@Archer is there a reason you left off Stephen Leeds from the Draft? I might have missed or skimmed over that part. I want to make a character with aspects, evil of course, but to help the Bureau and Seb, accomplish goals. I can come add that particular point system in if you want. I'd like to contribute that.

Edited by Lord Meeker
Posted
7 hours ago, Grey Knight said:

Alright! I realize that it's taken forever, and is completely barebones, but at long last, the Space Marine power scores have been drafted! 

  Hide contents

Warhammer 40,000 is an obscenely lethal universe. Therefore, much of the gear and abilities associated with it have a high cost.

Furthermore, if you choose to play a Space Marine, you must spend a certain amount of your points on specific abilities, for balance purposes.

All Space Marines Must Take the Following:

Power Armor [+40]: Although technological rather than magical, power armor is equivalent to Shardplate in every way, with the same enhancements and weaknesses.

  • Tactical Dreadnought Armor[+60]: A variant of normal power armor, tactical dreadnought armor (known as terminator armor) has greatly increased protection and durability, as well as a built-in ability to use teleportation technology. However, terminator armor is bulkier and more awkward than normal power armor. Think "bull in a china shop" clumsy.

Enhancements[+5]: These are the organs all Space Marines are implanted with. See here for more details- most of the powers are pretty niche, so they're not worth many points.

 

Weapon Choices:

Bolter/Bolt Pistol[+0]: The bolter fires .75 caliber shells that explode on contact with an enemy. In theory, this is powerful. In practice, with other characters in the equation, you can't seem to hit the broad side of a barn with these.

Chainsword[+0]: A sword-chainsaw, sized for a 7-ft tall person. Standard practice is to line the teeth and casing with aluminum.

Plasma Gun/Plasma Pistol[+35]: These weapons fire gouts of super-heated plasma. A single hit from this will annihilate an unarmored human, seriously crack or break Shardplate, immobilize a tank, or blow up a heavy weapon emplacement. However, plasma guns are extremely volatile. If a plasma gun takes a solid hit while being used, or random chance decides to screw with you, the gun will explode, seriously injuring or maiming you at least.

More to come, I hope. What do y'all think?

Thanks, GK! Looks great so far.

Off the top, one thing I'd like to know is what to call the location these are from. On the Index, would it make sense to make the heading Milky Way Galaxy (Warhammer 40,000)?

What was the decision on E3 teleportation technology? I think we were allowing it. (If anyone who kept minutes from the last meeting could nod confidently, I'd be reassured).

I'd argue that the Belisarian Furnace that allows for the rapid regrowth of tissue, bone and muscle should raise the point allotment for organs by 10 or more, but that's based off a quick skimming of the wiki. There may be other factors at play. 

It's a hard call whether or not to score the weaponry. We tend to score one's ability to use a weapon, not the weapon itself. Weapons that are commonplace don't add to a character's score. 

5 hours ago, Lord Meeker said:

I thing the Bolter and the chainsword also need to be changed and here is why. The bolter is inaccurate as you say, that should definitely account for negative points. But what happens if you do hit something? Is such a person going to be mutilated beyond point of recognition or does the explosion just kill them? There should definitely be some points added to this one.

The chainsword should be at a minimum of 5 as I thing the combination of such a weapon has pros and cons. It is not as effective as a sword, but more than compensates with how easy it is to cut things with a chainsaw as well being motorized. This weapon is particularly nasty.

I think you could make the argument to add for the chainsaw because it's easy to use and effective, unlike a regular sword which only works if you have the skill to use it. Same goes for the plasma gun. I like how you've scored them, but am open to implementing Meeker's suggestion. 

How much baseline skill does a marine have? I assume they have better ability to use their tech than the average human, but if they come with some skills built-in, those should be accounted for. That line of thought circles back to Kenod's question. If they are RPed similarly to a Pewterarm, they should get points for that. (Although I assume some of those would be included int he armor score). If people are to avoid RPing them in a certain way, a footnote should be included, in case someone who doesn't know that wants to RP a marine.  

5 hours ago, Lord Meeker said:

Archer, is there a reason you left off Stephen Leeds from the Draft? I might have missed or skimmed over that part. I want to make a character with aspects, evil of course, but to help the Bureau and Seb, accomplish goals. I can come add that particular point system in if you want. I'd like to contribute that.

Somebody raised a similar question back around the second draft. What was decided then was that the extra aspects would count as adding skills and intelligence to them. It wasn't included on the list because it's not technically a magical power. 

However, when someone (I think it was Mr. Mafia) submitted a Leeds-like character, I decided to score it differently. You've start with your base abilities and intelligence for the person. Then for each new aspect, you add points for how much extra intelligence/points they give you (eg. +25 for scholarly ability, +10 to intelligence for mentor-ship), but subtract from that aspects score the amount of points you feel the addition weakens them by. If the maximum they can manage is 10 total aspects, the first could be worth +40, the third +35, the eight +10, the eleventh -5, the fifteenth -15 and so on. How much you take away depends on how many the handle, and how having them affects the character. Additionally, since having aspects is slightly less helpful than having the skill in a regular manner, the score should be adjusted. 

I didn't add a section in the Index because of the many different ways the power can be RPed (due to differences in aspect caps, helpfulness of aspects, experience in dealing with them, ability of the character to learn quickly), but if you want to take a shot at putting some numbers to things, I won't say no. Just remember to change the 'last updated' date beside the title of the Index on the Character Thread OP2 when you do. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...