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| Singularity; A Gravity-based Telekinetic linked to Black Holes | |||||||||||||||||||||||||||||||||||
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| Tweet Topic Started: Nov 15 2017, 06:12 AM (1,031 Views) | |||||||||||||||||||||||||||||||||||
| SolaVentara | Nov 15 2017, 06:12 AM Post #1 | ||||||||||||||||||||||||||||||||||
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Singularity![]() A Singularity is the physical manifestation of the power released into the universe as a Black Hole dies. This massive command over the force of Gravity makes purchase in the body of a mortal, typically attuned to the warp in some way, as such a vessel is far more suitable than the psy-lack or psy-null individuals of the universe. These individuals who inherit the power of these twice-dead stars see mastery over their world that only they can gain. The ability to harness the power that keeps the stars and planets in space aligned, all wrapped into a single and highly unstable package. Singularities vary as much as any person, but commonly they have seen great loss to themselves, and are often preyed upon as either weapons of war or dangerous time bombs. Either scenario creates a strongly private individual used to a life running from those they know, and hiding from those they don't. Those who wind up being part of something greater, such as a sphere-spanning government or organization typically vary between a more normalized individual that have more than likely become an important player in their camp due to their raw strength, or even more isolated, animalistic and only brought out when either an incredible show of force is necessary, or an equally violent retaliation is the only remaining option. Tell The Singularity has a constant and faint aura created by light gently bending around them. The harder they push their powers, the greater the distortion becomes, eventually blurring the Singularity to rapidly moving darkness and static as the force around them grows. Power Stat: Metamass A Singularity's strength is determined through raw Metamass, which is the overall pull that the Singularity has over the force of Gravity. Resource: Graviton Gravitons are the tangible effects of a Singularity's manipulation of their Metamass. A Singularity's Graviton is equal to their Power Stat + Willpower + Composure, and can be regained either by closing an anomaly, which immediately refunds Gravitons equal to its stage, or by naturally allowing the Singularity to slowly regain mass at a rate of its Metamass per day. Static Abilities Natural Born Esper The Singularity begins play with a free rank in the Telekinesis magic school, and may advance it as though it was part of their class. In addition, ignore material requirements for Telekinetic abilities. Event Horizon The Singularity manipulates the gravity around its body for defensive purposes, forcing strikes and projectiles away from their body. Gain a bonus to your Static Defense equal to your Metamass. In addition, you are not effected by the weight of any worn equipment. Unstable Well The power of a Black Hole is not easy to contain, no matter how special the vessel. When casting spells as a Singularity, any failed cast results in a Psychic Phenomena roll, and the Character takes damage equal to the difference between the TN of the spell that was cast and the result of the failed spell cast roll. This damage is not mitigated by armor or aura. Gravitational Anomaly Spending Graviton creates lingering anomalies that can be dangerous if left unchecked. When activating an ability requiring Gravitons, an area 1 meter cubed is effected by a force that deals a consistent 1k1E worth of damage to anyone caught within at the end of each round. If ignored for 2 rounds, the area will expand by 1 meter cubed per round after, its damage increasing by +1k1 in tandem. This maxes at 5 total stages before natural gravity sorts itself out. The Anomaly dissipates completely after 7 rounds of existing. Attempting to cleanse, and remove, an Anomaly takes a Full Round from the Singularity. They can not use Reaction Actions until the beginning of their next round and must attempt a Willpower test with a TN equal to 10 + (size in m^3 *5). If they succeed, the Anomaly dissipates. The Anomaly will spawn 5 meters away from the Singularity. To determine the exact location, roll 1d10 on the Anomaly Spawn Chart, and attribute the result to the relative direction the character is facing.
Singularity Assets Singularities are intrinsically linked to the many black holes of the Deep Void, and there are several different types that attune with different Singularities. Primordial Asset: Primordial Black Holes are some of the oldest Black Holes in the universe. They are typically wild and violent due to their birth in such a chaotic time, and they pass on these traits to their Singularities. Primordial Singularities gain the Frenzy feat. In addition, Gravity Smash's attack buff increases to +0k2 from +0k1. When spending 5 Graviton to activate Graviton Augmentation, the Primordial Singularity may roll to damage with this attack 3 times, each roll calculated separately from one another. Supermassive Asset: Supermassive Black Holes are so massive that they pull at the very fabric of the Universe. Supermassive Singularities gain +1 size and +1 resilience. In addition, Unstable Grav-field lasts the entire scene in which it is used, and using 5 Gravitons in its activation creates a Dissipation Field. Any non-magical attack that connects with the effected Singularity must roll 1d10. On an 8 up, that attack is consumed into the Dissipation Field and does not connect. Outcast Asset: Outcast Black Holes occur when a Lone Star breaks down. Having little to no matter left to consume, the Outcast is a master of manipulating what little matter it still possesses, and equally so in hunting for new matter. Outcast Singularities ignore effects of hunger and regain 5 Gravitons when cleansing any anomaly, despite regaining it naturally at a permanent rate of 1 a day. When wielding weapons using Total Control, 5 Graviton may be spent to allow a Full Turn tandem attack between all weapons wielded. Minutia Asset: Minutia Black Holes are the smallest and calmest types of black holes found in the universe, if one could consider such a celestial body to be either small or calm. This nature of course transfers to Minutia Singularities, who produce anomalies that only increase to Stage 2, dissipating in 3 total rounds rather than 7. However, while channeling Accretion Disk the Minutia Singularity may function as normal and may channel the disk as a half action, rather than a full action. When channeling, 5 Gravitons and a Full Action may be spent in order to break the anomaly's orbit and send it flying ahead before it dissipates. This projected anomaly moves in a 45 degree arc up to 10 meters away, dealing 1k1I damage to anyone it passes over. In addition, anyone effected must also make a TN15 Constitution test or be dragged with the wave until it dissipates at the end of 10 meters. Warp-touched Asset: Warp-touched Black Holes are typically found close to Warp Storms, and as such possess a great deal of warp energies on their own. Warp-touched Singularities Gain the Mana Generator Feat. In addition, at 5 Metamass, the Singularity gains 3 instances of Spell Book for use in the Telekinesis Magic School. Edited by SolaVentara, Dec 15 2017, 09:31 PM.
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| Scrapyard_Dragon | Nov 15 2017, 08:05 AM Post #2 | ||||||||||||||||||||||||||||||||||
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I'm just going to say it now, as novel as an idea it is, being able to spend 15 resource in one round is stupidly op. Ya want nearly endless reactions, you got it. +15k0 (and don't forget how overflow becomes kept die) to rolls? sure thing pal. I get that these guys have two massive downsides, but the spending cap exists for a reason. Secondly, you should really just make the anomaly bit part of an actual weakness power and not an extra bit shoved into the resource stat entry. It was annoying when paragon hid the pressure point thing in the power stat entry, and it's annoying here. last bit of first impression I've got is that, I really don't know if attaching Stuff of Nightmares to an asset is a good idea, because it means that you can get it at chargen. May or may not be broken, and there's always opportunity cost, but still. And those are only first impressions based on a skim. I'm not the best person here for completely deconstructing things for a full review. |
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| Thatguyrightnow | Nov 15 2017, 09:38 AM Post #3 | ||||||||||||||||||||||||||||||||||
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The average roll of a 5d10k5, allowing for 2 explosions per die, is 30.53. The chances of rolling a 45 or more is around 8.68%, if I am interpreting some numbers correctly, that means that if you go full nova, you have to survive enough rounds to do a ~9.5% chance while constantly being blown up by your own power, so if you go gravity nova, you are probably dead. | ||||||||||||||||||||||||||||||||||
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| Traskus | Nov 15 2017, 09:41 AM Post #4 | ||||||||||||||||||||||||||||||||||
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Spitball Wizard
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The tell and the various mechanical effects of the resource stat can be folded into a static power a la Dragonborn's energy aura. You can lump two other static powers together to keep it an even four. Put breaks in the Gforce/Anomoly paragraphs so people can read it easier. Please hotlink telekinesis if you're going to use it. Titles of powers should be in bold to tell readers where a new mechanic begins. I'll review the actual mechanics tonight. I do love the idea of a gravity bender, though. |
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| Thatguyrightnow | Nov 15 2017, 10:08 AM Post #5 | ||||||||||||||||||||||||||||||||||
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Also, I believe, in the D:tD system, rounds are 5 seconds a piece, so, since you have it using variations of 6 seconds, the first blast would happen in the third round after the first spending, and each blast after would be 2-3 rounds apart. If that is intentional, good for you, you might want to specify that, if not, change the 12 seconds to 10, the 6's to 5's, and/or specify rounds with/instead of seconds... do not take one of these guys into spess combat | ||||||||||||||||||||||||||||||||||
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| Eisenritter | Nov 15 2017, 10:33 AM Post #6 | ||||||||||||||||||||||||||||||||||
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Old Iron Knight
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Anomalies need to be a separate power, not folded into the resource stat. See also: Atlantean Paradox, Daemonhost Resonance. That'll pare down the wall of text there considerably. While you're at it, there's fat to be trimmed everywhere. |
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| SolaVentara | Nov 15 2017, 05:47 PM Post #7 | ||||||||||||||||||||||||||||||||||
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Change Notes: Chilled the Tell description out, brought it more in line to meld it in with the Even Horizon static Skill Removed Anomaly from the Resource Stat and capped spendature of resource to a maximum of 1 per Exalt level to a maximum of 5 at level 5. Totally Added the link to the Telekinesis School. Totally intended to do so during initial post, but by the time I finished it was 6 a.m. and I had been up for roughly 27 hours, so my apologies for that one. Deleted Unbound Acceleration and tacked the weight reduction from it onto Event Horizon, as I figured it wouldn't be a stretch for it to effect the character's weight. Moved Anomaly mechanic to its own ability and nerfed its damage and range. Gave it a maximum strength and nerfed the Cleansing test down to a maximum TN of 30. That hopefully solves most of the problems there. Additionally removed the Chaotic Anomaly mechanic when spending all G-force at once. May put it back at current Anomaly nerfs depending on future feedback. Nerfed Gravity smash because A: New 5 G-force maximum limitations. B: Probably just did too much. My initial Philosophy was to make it so that the player had more to look forward to by giving each ability several different stages as the Exalt unlocked more and more power, but that had far too many stages to it. Unstable Grav-field gets the nerfbat because of the spenditure changes for G-force. Additionally, removed the destruction chance for weapons, even though I liked it and it made sense. May put it back later with a lower ratio. Completely changed Total Control. Wanted to have something that actually dealt with using other weapons with ones mind. Looked to the Panzer Exalt's Armament aspect for a little inspiration. I kind of wanted to make it more weapons, like some Final Fantasy XV stuff, but then we're getting into Gladiothuergy territory and I wasn't entirely sure how well that would sit. Kinetic Crush was changed to 2k2 damage from the previous "equal to G-force spent" shtick. The armor shred was reduced to a maximum of 25% from the original 50% maximum. Shortened Accretion Disk's range to absorb anomalies, given that they aren't going to get nearly as big or dangerous anymore. Previously mentioned Anomaly nerfs obviously effect this ability, as they are basically in tandem. Trimmed out all the cute little fluff crap from the asset descriptions, leaving the raw mechanic changes behind. Took out the Impure Asset until further notice because I can't think of anything I want to replace Stuff of Nightmares with, and as Scrapyard_Dragon pointed out, that trait is still really strong regardless of opportunity costs. Also did some general maintainence on formatting and such, so hopefully its a bit easier on the eyes. I hope this is an improvement in the direction of usable to everyone. Since I started playing this game I've been wanting to make content for it, so I'll work as hard as I have to to refine this thing until it works well. Thanks for the feedback so far. I initially wanted to make this a more Melee-centric exalt, but regardless the main inspiration for the Exalt is Mob Psycho 100 which, as with most anime, gets pretty wild when it comes to power scales. Nerfs are easy to make, however, and I'm happy to balance it as needed. Edited by SolaVentara, Nov 15 2017, 05:51 PM.
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| Traskus | Nov 15 2017, 07:15 PM Post #8 | ||||||||||||||||||||||||||||||||||
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Spitball Wizard
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*Cracks knuckles* Alrighty. As a personal opinion, switch G-force and gravitons as titles. G-force seems like a nebulous force that can grow and ebb like a power stat, and gravitons have quantitative value like a resource stat. Static That's it for the static powers, onto the leveled powers. Leveled On to assets. Assets My final thoughts are that this mostly just needs clerical editing to tidy up wording, but there are mechanical things to consider too. As a concept, gravity manipulation was one of the ones that I had kicking around and I'm glad someone had the wherewithal to do it. The assets are the part that needs the most mechanical work, imo. None of them really do anything unique to the exalt and can all be achieved by taking a class and the +1 to skills is nice but more expensive than just buying the skill at character gen. Feel free to pilfer my black hole asset from Celestials if you want. |
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| Eisenritter | Nov 15 2017, 07:22 PM Post #9 | ||||||||||||||||||||||||||||||||||
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Old Iron Knight
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BrĂ¼tal also needs to pothole to somewhere with a definition for it. | ||||||||||||||||||||||||||||||||||
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| SolaVentara | Nov 16 2017, 06:57 AM Post #10 | ||||||||||||||||||||||||||||||||||
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Change Log Round 2: Post Traskus (Lots of good and organized feedback after the first round of changes helped tremendously.) Changed Powerstat to Metamass and Resource stat to Gravitons. I ended up liking Gravitons far more as the Resource, and I tried to think of something cool sounding that made sense to be measured by such a weight as Gravitons... thusly, expenditure of one's Metamass is calculated in Gravitons. Feels right. Took out the redundancy in the resource stat. Kind of wanted to throw Darkvision into Event Horizon, but would like feedback on that before I go through with it. Gave Gravitational Anomaly some more anchor concepts like what period of the round the damage ticks and the exact amount of turns before an Anomaly disappears. Detailed the pentalty if the player doesnt cleanse the Anomaly within the allotted amount of time. Also worked in 3 dimensions into Anomaly spawning, thereby making the roll a d10 instead of a d8. Pretty convenient. Included a chart to break up the text a bit. Fixed the wording issue for the Cleanse Anomaly test and realized that it hadn't come across as I intended, being that the interpretation was supposed to be that a stage 1 anomaly is a TN 10, and would increase by five with each stage to a maximum of TN 30... But I ended up liking the maximum being 35, so I kept Traskus' math instead. Changed the Unstable Well so that the damage is simply uneffected by armor or aura. I personally liked the previous heavier drawback, and had intended for it to be uneffected by armor/aura on top of the resilience reduction just to show the raw power of the Exalt being so dangerous and powerful. Thats probably just my edge talking. I personally love using and seeing overpowered things, and probably would have made the drawback even heavier. Thats part of why the first Anomalies scaled infinitely, doubling with each turn and you could drop all fifteen resources into one ability at any given time... but obviously that doesn't make for a GOOD Exalt. I'm pretty happy with where everyone has steered me so far regardless, and I'm looking forward to seeing if anyone besides me uses this thing. After that, added the + to 0k1 in Gravity Smash and linked Brutal. Sorry again for not linking. Didn't even cross my mind. Took the advice on Kinetic Crush because I ended up liking the static numbers rather than percentages. May have to make some sort of clause about Natural armor? A suggestion there would be appreciated. Some big Accretion Disk changes... Had some trouble wording it exactly, but the disk is as wide as the associated anomaly was long (i.e., a stage 5 anomaly would create an Accretion Disk 5 meters in diameter). Added what exactly the player is limited to while using the ability, and tried to drive home how straining such a thing is by adding the fatigue afterward. Accretion Disk is really meant to be an "Oh Shit" button, or in certain times a creative way to cleanse an anomaly, as opposed to an ability that is thrown about, like Kinetic Crush or Unstable Grav-field, but again: Balance is more important. If I didn't want everyone who plays this game to be able to comfortably use this Exalt at some point, I wouldn't have bothered posting it, so if more changes are needed by all means let me know. Assets ended up being a bit of a treat to work on. I decided that it would probably be a good place to bring back the idea I had of unlocking new abilities when reaching certain points, so each one has an investment that comes to fruition at Power Stat 5, and thats what I really wanted them to feel like. Investments that pay back dividends. I'll say once more, I'm not super worried about nerfs. I'm just happy that with the Accretion Disk changes and a few other things I actually ended up with some inspiration. Reading that one of the problems with them was the fact that they didnt feel unique was all I really needed to revamp them. I also returned their fluff, mostly because they were named specifically to be different kinds of Black Holes, but that didn't really go through well. Primordial was meant to be the brawler asset all along, so tying it in with Gravity Smash made sense. The 5 Graviton buff it gives was meant to be percieved as the gravitational force of the punch being equal to being punched multiple times, but im not sure how well that'll go. It may get changed to a static "roll damage x times if this attack hits" or something like that. Supermassive is the tanking asset, the increased size and strength of the character's gravity meant to allow the actual character to be able to push the gravity around their body to a higher extreme, or to the same extreme for an extended duration, when using Unstable Grav-field. Thankfully, it also ended up being a reason for me to bring back the built-in energy shield from before. 30% chance to stop attacks by shredding whatever got too close probably isn't THAT rediculous. Outcast was a strange one, but I ended up wanting it to be likened to "independence" in a certain way. Being powered by a Black Hole that is used to starving would make one greedy but thrifty at the same time, reaching out and grabbing at whatever was passing by, needing precision to catch it. Precision, I figured, would be the perfect reasoning behind an improvement to Total Control, as it requires so much concentration from the user. Minutia was supposed to be the stealth asset, but when I changed Accretion Disk, combined with the capping of anomalies from the first changes, it ended up making a perfect storm of a less dangerous Singularity that may use their disk with more skill and precision than the others. Plenty of scenarios come to mind, such as a gunner who uses their disk to keep melee attackers at bay while they line up a shot, or perhaps the Spearman who only uses their smaller disk to keep opponents at an arms reach where they're comfortable fighting. The 5 Graviton ability is meant to drive the sense of staying safe home. Crystalline was removed, as its flavor was stupid to me anyway. Replaced it completely with Warp-touched, because is anything really free from the corruption of the warp? Could've had something to do with demons, but I wanted it to be more focused as the mage's choice than the Demonologist's choice. Raw magic spilling out of a Black Hole placed in a mortal coil gives a pretty good reason for the Mana Generator feat, and I figured they would be naturally powerful magic users, but being stuck with only one outlet eventually would lead to their natural improvement over common wizards in said field. And I believe thats it for round 2. Thanks for the feedback and I hope it keeps coming. |
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