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Thread: 3 of 5: Race Powers

Created on: 10/10/09 07:53 PM

Replies: 0

Colleen Marjeta


Erie Isle Resident


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3 of 5: Race Powers
10/10/09 7:53 PM

Erie RPCS proposed changes: RACE Powers


(I divided up the Race and Class Power nc's to make it easier on myself ... and on the readers! The Class one is quite a bit longer, coming soon, I hope. I updated this to include the original version of the power, easier to follow.-E.E.)

OVERVIEW:
Our goals in editing the powers are two fold: Build in better balance between races/classes, and improve the utilization of the variety of the RPCS potential functions, not just dealing/mitigating damage. Some problems stem from the reality that not all of the current functions were scripted when Erie went online with RPCS. It is, fortunately, easy to change and update now.

Along the way we will need to soften or change some powers that are way too strong, and tweak some powers that are essentially useless because they either cost too much, or do too little (you can't have powers that are throw aways when you have a limited number of slots, imo). As of now, there are way too many potential combinations that allow a character to kill their opponent with powers only. I think this is potentially dangerous for the sim, hurts the quality of the combat, and perhaps (unfairly) affects the reputation of the system itself. Balance is the key, no throw away powers, and no overpowers is the goal. Again, should be fairly easy.

Another issue is that the range on many of the powers is out of control, I am really trying to rationalize them. If we want people to learn good fighting techniques, and not attacking through walls and buildings and feeding from a mile away, we are going to have to change some of the ranges. Altering the range can also be used to add a disadvantage to an overpowered skill, or an advantage to a weaker one.

One thing I am noticing as I began writing some of the proposed changes, is that, if done right, I believe the changes will increase the unique identity of the races and the diverse character of the classes. In other words, the configuration itself can contribute to enhancing the role play, not just the combat. By allowing some characters the ability to do, or not do, things others can makes for potential rp situations, not just kill or be killed scenarios. For example, I am proposing Cybers have Repair, not Heal, and can only work on themselves, not others unless they are also Healer class. Ghosts can regenerate, but not heal, (unless also Healers) etc. This will allow scenes to play out in ways that encourage more individualization of character types.

Tedious but thorough, this nc will go through every Race Power one at a time, list the the proposed changes and explain the rational behind them. The advantage of this approach is that there can be full discussion and agreement before the changes are implemented, so there is no room for misunderstandings. But, make yourself a cup of coffee and get comfy, it is pretty long.

I am trying hard to not change things that are related to the overall feel of the sim. There are some things I would do differently, but I tried to defer to the sim where it seemed to be about overall characteristics rather than balance. For example, I think the melee dmg is set way too high and the heal abilities are too weak (even compared to the former DCS settings). It makes fights end too quickly, particularly hand to hand ones, and especially against high ST characters. But I am more concerned with altering settings that allow some of the Races/Classes to kill with powers only, for example, than core sim settings/feel. Obviously there is some subjectivity involved, so don't hesitate to disagree/comment on things large or small. Please feel free to comment on anything that still seems problematic.

--Eel Eebus


RACE POWERS:

1. Angel 1/13 Blessings 5, T30 (*20), 9/9/14/9/9
Bless 1
heal 1
Holy Wave 7
Wing Blast 12

***Angel's powers are actually pretty good from what I can discern.

LVL 1.
Bless
Skill type: Heal (Heal self or others)
Damage: 20
Range: 19
Effect: Buff
Stats effected: SIWDC
Duration of effect (seconds) 120
Depends on statistic: Wisdom
Source: Stamina Amount: 45

***Not sure of the amount of the buff, should be modest but good, like +3.

LVL 7
Holy wave
Skill type: Damage Over Time (Damage over a set period of time)
Damage: 8
Range: 25
Effect: Buff
Stats effected: WC
Duration of effect (seconds) 60
Depends on statistic: Wisdom
Source: Special Amount: 3

***According to this it is a heal/buff (positive dmg) used for defensive purposes (WS/CN), I'd suggest making the amount worth it, at least +4. Since this is a really tricky power to use (not good for combat as it affects the opponent), I'd lengthen the duration to 420 secs, that way it could potentially be used prior to a combat.

LVL 12
Wing blast
Skill type: Stun (Stuns the opponent rendering them unable to move for the duration specified)
Damage: 0
Range: 25
Effect: Weaken
Stats effected: IWD
Duration of effect (seconds) 7
Depends on statistic: Wisdom
Source: Special Amount: 3

***Like it, long range, good effect even without dmg. Only problem is the name is a little corny, but what do I know (about angels).


2. Cyborg 3/8 Watts 5, T30 (*19), 12/12/8/8/10

heal 1
RaiseShields 1
Pick out Weakness 7
Reflect Energy 12

LVL 1
2A. Heal
***Take away Cyborg Heal, requiring them to be Healer class to heal others (what does a machine know about healing living flesh without specific programming?). Replace with Repair, a self heal only. Be great if it only worked on Cyborgs, currently not possible that I know of.

2B. Raiseshields
Skill type: Damage Shield (Take damage but reflect part of it)
Damage: 0
Range: 0
Effect: Buff
Stats effected: DC
Duration of effect (seconds) 15
Depends on statistic: Constitution
Source: Stamina Amount: 50
XP Cost to buy this skill: 180

***Not sure of the dmg, should be highish for that short of a duration, -3/hit.

LVL 7
2C. Pick out weakness
Skill type: Direct Damage (Direct damage to opponent. Set maximum damage amount)
Damage: -40
Range: 20
Depends on statistic: Intelligence
Source: Special Amount: 5
XP Cost to buy this skill: 4000

***Change to Pinpoint Weakness, lower damage to -20, improve debuff to 180 sec's, -5 to ST, IN, DX, uses 4 Special.

LVL 12
2C. Reflect energy
Skill type: Reflect Magic (Reflects the effect of spells cast)
Damage: 0
Range: 8
Depends on statistic: Constitution
Source: Special Amount: 3
XP Cost to buy this skill: 999999

***Change to Energy Reflection or "Energy Shield", increase range from 8 to 25 (if range affects sheild powers at all???), length of time, recommend 60 seconds

3. Demon 3/7 Cursed 6, T30 (*19), 14/10/7/7/12
Curse 1
heal 1
Revenge 7
Fiery Blast 12

LVL 1
Curse
Skill type: Direct Damage (Direct damage to opponent. Set maximum damage amount)
Damage: -10
Range: 15
Effect: Weaken
Stats effected: SIWDC
Duration of effect (seconds) 60
Depends on statistic: Intelligence
Source: Special Amount: 4
XP Cost to buy this skill: 450

***Demons are a curse, but aren't usually depicted as 'cursing' others, this power is also fairly useless, as it costs too much for too little effect. Recommend changing it slightly to "Torment", -6 dmg, 6m range, 90 sec debuff, - 6 to IN, WS, CN, costs 3 Special. Basically a nasty debuff, but tricky to use, forcing the demon to get close and risk retaliation in order to do harm.

LVL 7
Revenge
Skill type: Damage Over Time (Damage over a set period of time)
Damage: -8
Range: 20
Effect: Weaken
Stats effected: C
Duration of effect (seconds) 30
Depends on statistic: Strength
Source: Special Amount: 3
XP Cost to buy this skill: 4000

***Since 'revenge' can also be performed honorably, a name change seems appropriate, maybe "Suffering", make it dependent on IN, change stat affected to WS the amount -8, and allow WS to be defensive stat. The idea is to have the demon use a battle of demonic art vs the defendent's will to lower the victim's resistance to infernal attacks.

LVL 12
Fiery blast
Skill type: Damage Over Time (Damage over a set period of time)
Damage: -3
Range: 30
Effect: Weaken
Stats effected: SC
Duration of effect (seconds) 15
Depends on statistic: Intelligence
Source: Special Amount: 3
XP Cost to buy this skill: 9999999

***Make this a little spicier, "Wrath", Area Effect, -40 dmg, uses 5 Special, debuff affects ST and DX instead of ST and CN. It would be better as an area effect over time, but not sure this is a possibility yet. High level Demons should have a power that affects friend or foe and burns without regards to bystanders!

4. Ghost 2/9 Terror: 6, F2? (*19), 6/14/10/10/10
heal 1
Scare 1
Fear 7
Sickening Aura 12

LVL 1
4A. Heal.
***Like Cybers, Ghosts healing living human bodies unless they have been specifically trained seems odd. Also, being non-physical (and having weak physical stats), they would be perfect candidates for a regen instead of a heal. Change to Darkly Driven or Undead Will, regen 1:2 ratio (1 Health for 2 stam)

Scare
Skill type: Feed (Close in and boost special stat)
Damage: -10
Range: 15
Effect: Weaken
Stats effected: W
Duration of effect (seconds) 60
Depends on statistic: Intelligence
Source: Stamina Amount: 20
XP Cost to buy this skill: 4000

***There is a need to even out the three feed powers (Ghost/Supers/Vamps), which have wildly different values in a couple areas (the vamp feed does 250% more dmg, the Ghost feed costs 3850 more exp more than the Super one(!?)--though why anyone would need to buy these powers isn't clear). However, since the individual races have different regen rates and racial characteristic, there should be some variation. I recommend they all do -10 dmg, have a range of 12 meters, and weaken a different stat by -4 for 60 secs, in this case IN. Since Ghosts will regen stam slightly slower than supers and way lower than vamps, it should cost a little less to use, say 25 for ghosts, 27 for supers, 29 for vamps.

LVL 7
Fear
Skill type: Stun (Stuns the opponent rendering them unable to move for the duration specified)
Damage: -5
Range: 20
Effect: Weaken
Stats effected: SIWDC
Duration of effect (seconds) 3
Depends on statistic: Intelligence
Source: Special Amount: 4
XP Cost to buy this skill: 4000

***Personally the scare and fear powers always confused me as to which did which function. Change this to be more descriptive (it's a stun) 'Paralyzing Fear,' keeping the same command. Get rid of the 3 sec debuff (what's the point?), make it zero dmg (instead of -5), but lengthen the stun to 4 secs, and lower the cost to 2 Special, and the range to 15 instead of 20. The reason for the low cost is this power is only effective if the ghost can close and do dmg, and Ghost have super low strength. This will make it cheap and useful, and Ghosts scary, which should be the point....

LVL 12
Sickening aura
Skill type: Area Dmg Over Time (Damage to multiple people over a set period of time)
Damage: -7
Range: 8
Depends on statistic: Intelligence
Source: Special Amount: 3
XP Cost to buy this skill: 99999999

***reat concept, Area dmg over time, but increase the range to 18, the damage to -15, and raise the cost to 5 Special; throw in a 'sickening' effect, debuff CN by -5 for 45 secs.

5. Human 1/10 Courage 5, T20 (*17), 10/10/10/10/10
heal 1
Well Placed Blow 1
Focus 7
implement 12

LVL 1
Well Placed Blow
Direct Damage (Direct damage to opponent. Set maximum damage amount)
Damage: -11
Range: 15
Depends on statistic: Strength
Source: Special Amount: 2

***Make this a centerpiece power for Humans, which only have 5 Special pool, but a fast regen rate. Lower the range to 6m instead of 15, to land a WPB from 30 feet away seems like a stretch. On the other hand, The Courage to get up close rewards the pugilist, make this power do -8 dmg and only use 1 Special, making it incredibly versitile.

LVL 7
Focus
Skill type: Heal (Heal self or others)
Damage: 0
Range: 25
Effect: Buff
Stats effected: SIWDC
Duration of effect (seconds) 120
Depends on statistic: Constitution
Source: Special Amount: 3

***Should not buff others, imo, lower range to 1m (from 25!), increases ST, IN, WS and DX by 5 (hard to increase you biological hardiness (CN) just by focusing) for 120 secs.

LVL 12
Implement
Skill type: Stun (Stuns the opponent rendering them unable to move for the duration specified)
Damage: -25
Range: 15
Depends on statistic: Strength
Source: Special Amount: 3
XP Cost to buy this skill: 999999999

***I don't understand this power. If it means using a random object to crash someone over the head, I like it. If one doesn't mind pro-wrestling parlance, that is called using a 'Foriegn Object'. Other ideas might be Blunt Instrument, Concusive Force, Bad Intentions, Concealed Weapon, Sucker Punch, anything that is a little clearer. The powers features are good, -25 dmg, stun (secs?), 3 Special.

6. Mutant 4/6 Mutations 5, T30 (*19), 13/10/8/8/11
heal 1
Toxic Strength 1
Reckless attack 7
Increased Metabolism 12

LVL 1
Toxic strength
Skill type: Heal (Heal self or others)
Damage: 0
Range: 15
Effect: Buff
Stats effected: SIWDC
Duration of effect (seconds) 120
Depends on statistic: Constitution
Source: Stamina Amount: 50
XP Cost to buy this skill: 4000

***I think all references to 'toxic' should go. Not just because of it's dependency on another sim's conception of Mutants, but because it limits players creativity in terms of the source of their powers, whether supernatural parentage, science experiment, birth defect, etc. Call this Genetic Advantage, Body Chemistry, or Mutant Strength. Make it 1m range (self only, not sure how others could benefit from this type of power), buff ST and DX (physical traits only, but not CN because Mutants will already have high CN if the changes go through) by 6 points for only 45 seconds, but make it cheap, 25 stam, so it is used like a periodic 'rush' or jolt of power.

LVL 7
Reckless attack
Skill type: Direct Damage (Direct damage to opponent. Set maximum damage amount)
Damage: -20
Range: 20
Effect: Weaken
Stats effected: SC
Duration of effect (seconds) 30
Depends on statistic: Strength
Source: Health Amount: 15
XP Cost to buy this skill: 4000

***This is an extremely problematic power, and a major source of imbalance. Although in principle I love the concept of drawing on health instead of stam or special, a power that does so should be used to heal others (like a sacrifice), or fuel another pool (stam or special), or perhaps to initiate an effect. The problem with making it do damage is that it gives Mutants alone the ability to draw on three pools instead of two, from which to do powers based damage. This makes them 33% stronger than other races, an insurmountable gap. I would love to see this feed their Special pool (if possible), 25 health for each point of Special, and rename it Body Alteration or Chemical Surge, etc. Otherwise, I would just make it into a generic area damage over time attack, 15m range, -9 dmg/click for 50 stam.

LVL 12
Increased metabolism
Skill type: Regenerate (Regenerate health at the cost of stamina)
Damage: 3
Range: 0
Depends on statistic: Constitution
Source: Stamina Amount: 4
XP Cost to buy this skill: 999999999

***is a good power for Mutants, combined with their high CN makes them really tough without needing much offense. Personally I'd rather see all three Mutant based powers be more about resource management than dealing damage, reinforcing the idea of genetic anomalies (i.e. make Reckless use Health to feed Special instead of an offensive attack). ratio might be a bit high 3:4, I would go more like 2:3, which would still be the best heal ratio in the sim.

7. Neko 1/12 Frisk 5, T25 (*19), 8/8/9/16/9
Claw 1
heal 1
Reflexes 7
Trip n Rake 12

LVL 1
Claw
Skill type: Direct Damage (Direct damage to opponent. Set maximum damage amount)
Damage: -10
Range: 15
Depends on statistic: Strength
Source: Special Amount: 3
XP Cost to buy this skill: 180

***The problem with powers like this is that they become a complete waste after you get a better one. Also tricky is Were's share this power, but the 2 races have very different strengths in terms of stats. Were's have plenty of offense already, and claws can't do damage if you don't have the coordination to hit with them. Plus, canines don't actually fight with claws much, use them more for digging, so I don't know where that image got embedded in popular mythos. Anyway, I'd give both the power, but give the stat based advantage to Nekos, making it DX. Then, change the range to very close, 5m, but make it a useful power by lowering the cost to 1 Special, the dmg to -7. Nekos will fail less, but have to be close, so risk being hit to use it, and can do a max dmg of -35. Weres will have a slightly more difficult time hitting, but can do -42 dmg. This also will give Weres a chance to use small amounts of Rage which often gets wasted), and makes closing with Nekos or Weres more of a risk, as it should be. Can make it -6 dmg if this ends up being too strong, but I think the short range will compensate, making it tricky to use.

LVL 7
Reflexes
Skill type: Damage Shield (Take damage but reflect part of it)
Damage: 0
Range: 2
Effect: Buff
Stats effected: SDC
Duration of effect (seconds) 30
Depends on statistic: Strength
Source: Special Amount: 3
XP Cost to buy this skill: 14000

***Great power, not sure the buff is necessary, but if so I'd make it only DX, ST and CN have nothing to do with reflexes and would make the power too strong for only 3 Special.

LVL 12
Trip n rake
Skill type: Stun (Stuns the opponent rendering them unable to move for the duration specified)
Damage: -33
Range: 25
Effect: Weaken
Stats effected: SD
Duration of effect (seconds) 3
Depends on statistic: Strength
Source: Special Amount: 3
XP Cost to buy this skill: 99999999

***Good power. Really, the system needs to be reworked to allow for stun to be a status effect rather than a designated skill, otherwise stunning without closing doesn't help much. Take away the buff (why bother for only 3 secs). [The length of time for buffs and stun effect need to be decoupled for this combo to be useful, right now there is only one duration box that affects both the stun and the buff.] 25m range is out of control, make this no more than 15, which is still ridiculous, but we'll say Nekos are just really fast....

8. Supernatural 1/11 Occult 6, F2 (*19), 9/9/10/12/10
Bedazzle 1
heal 1
eblast 7
gravity 12

LVL 1
Bedazzle
Skill type: Feed (Close in and boost special stat)
Damage: -10
Range: 15
Effect: Weaken
Stats effected: D
Duration of effect (seconds) 60
Depends on statistic: Wisdom
Source: Stamina Amount: 32
XP Cost to buy this skill: 150

***I really don't understand what this power is doing IC...... but, on the theme of evening out the 3 feed powers functionally, -10 dmg, range of 12 meters, weaken DX stat by -4 for 60 secs. Uses 27 stam.

LVL 7
Eblast
Skill type: Stun (Stuns the opponent rendering them unable to move for the duration specified)
Damage: -25
Range: 30
Depends on statistic: Intelligence
Source: Special Amount: 3
XP Cost to buy this skill: 18000

***Awkward, non-descriptive name, maybe Electricity, Energy Blast, Lightning Strike, or some other nature sounding theme. Stuns usually don't have this high of dmg (-25) but since there is no close function I guess it is OK. Leave 3 Special cost, and shave range to 25m (from 30!). This is one power long range makes sense, but 30 is ripe for abuses, through walls, pranking, etc.

LVL 12
Gravity
Skill type: Area Pull (Pull multiple people to you)
Damage: -20
Range: 15
Depends on statistic: Strength
Source: Special Amount: 2
XP Cost to buy this skill: 9999999

***Cool Power, -20 dmg, Area Pull, 15m range, costs 2 Special. Should be based on IN, not ST, maybe less dmg (-18) since it can be used 3 times in a row by this race and affects multiple targets. (-54 instead of -60 total)

9. Vampire 0/13 Blood 6, F2 (*20), 12/12/7/9/10
Feed 1 Feed/Dmg/debuff
heal 1
Blood Frenzy 7 Special Feed/Dmg
blood heal 12 Special Heal

LVL 1
Feed
Skill type: Feed (Close in and boost special stat)
Damage: -25
Range: 20
Effect: Weaken
Stats effected: WC
Duration of effect (seconds) 60
Depends on statistic: Strength
Source: Stamina Amount: 20
XP Cost to buy this skill: 180

***Feed does WAY too much damage (-25 for only 20 stam!!) and can be used from WAY too far away. A first level vamp can do 125 damage off the top and starting off at over 60 feet away! Should be changed to -10 dmg, range 12 m, weaken ST by -4 for 60 secs. Uses 29 stam. Vamps will have a very high stam regen rate, so the cost is reasonable, taking 87 stam to fully fill their Special, at the next click they will already be back up to 26 stam and have full Blood.

LVL 7
Blood frenzy
Skill type: Feed (Close in and boost special stat)
Damage: -25
Range: 25
Effect: Weaken
Stats effected: WC
Duration of effect (seconds) 120
Depends on statistic: Intelligence
Source: Special Amount: 2
XP Cost to buy this skill: 4000

***This power perpetually loops(!!), costing two Special, gaining 2 Special, doing 25 damage each time to infinity or until your opponent is a mummified bag of skin! If it cost 4 Special it could be used twice by a fully Blooded vamp, causing 50 damage and still leaving them with 2 Special.

LVL 12
Blood heal
Skill type: Heal (Heal self or others)
Damage: 40
Range: 15
Effect: Buff
Stats effected: SIWDC
Duration of effect (seconds) 25
Depends on statistic: Strength
Source: Special Amount: 2
XP Cost to buy this skill: 99999999

***Great concept, using Blood to regen health, logical and creative, if a little overpowered. I'd take away the buff, and lower the range dramatically so it could only be used on self or someone very close by. By the way, vamps drinking from vamps is called 'Diablerie', cool name, although there is a lot of debate about what qualifies as diablerie. If we wanted to stretch the definaition and spice up the name that'd be a cool one.

10. Were 3/8 Rage 6, R? (*20), 14/8/8/8/12
Claw 1
heal 1
Rage 7
ragdoll 12

LVL 1
Claw
Skill type: Direct Damage (Direct damage to opponent. Set maximum damage amount)
Damage: -10
Range: 15
Depends on statistic: Strength
Source: Special Amount: 3
XP Cost to buy this skill: 180

***See explaination under Neko Claw, 7A. Change to DX dependent, the range to very close, 5m, but make it a useful power by lowering the cost to 1 Special, the dmg to -7. Weres will have a slightly more difficult time hitting than Nekos, but can do -42 dmg max dmg. This will make getting close to Weres more of a risk, as it should be. Can make it -6 dmg if this ends up being too strong, but I think the short range will compensate, making it tricky to use.

LVL 7
Rage
Skill type: Heal (Heal self or others)
Damage: 0
Range: 10
Effect: Buff
Stats effected: SDC
Duration of effect (seconds) 60
Depends on statistic: Strength
Source: Special Amount: 5
XP Cost to buy this skill: 4000

***Special based buff power, good, but a couple changes. Currently it is possible to buff others, including your opponent with this (!). Make range 1m, duration 90secs (currently 60), and Special cost of 3, not 5. As a passive power (doesn't affect opponent directly) it costs too much. It currently affects ST, DX, and CN. I am as of now unable to see the amount it buffs, should be decent, like +4 or 5, or , better still, make it ST and DX only and make it killer, like +6-7 (buffing CN raises potential health dramatically--+5 raises health by 25, and should be used in moderation).

LVL 12
Ragdoll
Skill type: Pull (Pull opponent to you)
Damage: 0
Range: 12
Depends on statistic: Strength
Source: Special Amount: 1
XP Cost to buy this skill: 999999

10C. Ragdoll. Wow, a non-damage power, I love this one! Great idea, lets Weres have a Rage based ability to close distance (pull), but leaves the damage up to their skill in combat.


CLASSES: (forthcoming, see next nc)

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