Author Topic: Concept Ability System  (Read 10501 times)

Deck

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Concept Ability System
« on: October 13, 2005, 01:54:48 pm »
The Concept Ablity System.

Here is my suggestion for an ability system, with this system.
One chooses from a set of simple "Concepts" with a one to five point level
scale. If you wanted a skill to use a gun, you wouldn't choose a "Gun" skill.
You'd choose a "Damage" and a "Distance Modifier" concept. I'll explain soon.

Let me give you an example of concepts:

"Lift" This concept skill allows you to lift heavy loads

"Move" This concept skill allows you to move heavy loads

"Damage" This concept allows you to cause damage

"Throw" This concept skill allows you to throw objects a great distance

Now let's say you wanted an ability like "Telekenisis" you wouldn't choose a
pre-made ability like that. You'd choose the concept skills "Lift" "Move" "Damage" "Throw"
and COMBINE THEM. Then name the ability what you see fit.

Now let's see what we have.

TELEKENISIS (distance modifier):
  Lift:  LV.1
  Move:  LV.1
  Damage:  LV.1
  Throw:  LV.1

This new ability that you have customised has four areas you can level up.

Lift will determine how much you can lift with this ability.
Move will determine from how far you can pick up things.
Damage will determine how much damage you cause with this ability.
Throw will determine how far you can throw with this ability.

You notice the (distance modifier) I put in that ability title? If that modifier wasn't there then
that ability would do the same thing, only you would have to get close to your target to do it.
Adding a distance modifier would probably have some penalty.

If someone does not have a lift ability at level 1 or higher, they can lift heavy loads any human
can. If someone has a lift ability at level 1 they can lift more than the average human.
A lift at level 5 would allow one to lift hercules-like loads.

With this system you can not only create custom abilities without much assistance from
a GM. But you can also customise the abilities by focusing levels in one area or another.

LtSterling

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Re: Concept Ability System
« Reply #1 on: October 13, 2005, 07:50:41 pm »
I really like the idea on weapon upgrades, but i might make it more simpler.  Vito mentioned a money system where we can sell/buy/trade/improve items/armor/weapons.  Perhaps when a person completes a mission/adventure/story they are rewarded a fixed amount depending on there success?  With a rank system that can easily be determined by anyone being the GM.

A rank would be "mission objectives completed, all members of the party alive"
B rank "mission objectives completed"
C rank "Failure to complete mission, all members of the party are alive"
D rank "failure to complete mission"
E rank "Your all dead, I dont see how you could have possibly completed the mission unless your mission was to die in which case this RP sucks then"

The money you earn could be used for said upgrades maybe?
Glory is fleeting, but obscurity is forever.

Armchair

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Re: Concept Ability System
« Reply #2 on: October 13, 2005, 08:33:59 pm »
minus E,
plus F.

I like both systems quite a bit. The concept and cash ones I mean.
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Deck

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Re: Concept Ability System
« Reply #3 on: October 16, 2005, 05:08:56 pm »
Nevermind, I think it is too complex and unessesary for what we are trying to do.

Prox

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Re: Concept Ability System
« Reply #4 on: October 16, 2005, 06:42:22 pm »
I just like the idea of having increasingly powerful abilities opened up to you at higher levels.

LtSterling

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Re: Concept Ability System
« Reply #5 on: October 17, 2005, 11:11:34 am »
that technically exists, you can get more powerful abilites with the more PP you use on it and PP can be earned via level ups.  But you then have to choose from becoming stronger via DP, AP, HP or becoming ability centered by raising your PP.
Glory is fleeting, but obscurity is forever.