Post by #numbah 2 admin on Dec 31, 2015 20:59:02 GMT -7
THE COLONIES: POWERS
- Everyone in the star system is capable of fighting in some form, but there are those who stand out far above the rest. Those with powers or abilities that normal beings don't possess are starting to become commonplace in the galaxy. To encourage variety and diversity among the powers on this site, a dual power system is in place. Whether it's an anomaly granted by The Blight or a technological enhancement, your character's skills work in the ways listed below.
- Note that powers can be either combative or non-combative.
- You are given almost complete freedom when it comes to what kinds of powers or technology you use. Note that all powers will be discussed by staff prior to being approved, especially if they are a more unique type of power. Power approval discussions will happen every Monday and Thursday, though it is subject to change depending on real life schedules.
- Note that powers may be buffed or nerfed at any time if they are found to be too underpowered or overpowered, for the sake of having a fair balance on the site.
MAIN POWERS
- This is your character's primary means of combat, and the skill at which they are able to become the most adept. All characters start at level 1 in their main power, and it is able to grow up to level 5. Powers at level 1 aren't the most powerful or devastating, but are still useful in a bind and, if utilized properly, can be a force to be reckoned with all the same. Inversely, powers at level 5 have the potential to be earth-shattering, making your character a near god on the battlefield. Note that powers can be non-combative. An example power is below. (Not that this does not have to be followed exactly, nor do you have to know what your higher levels of power are at the beginning.)
Level 1: Unlocked at start.
Ex: Able to manipulate fire to an extent, heating one's body temperature up or throwing fireballs.
Level 2: Unlocked at 100 posts.
Ex: Grants the ability to use their fire to fly, as well as heat up the area around them drastically.
Level 3: Unlocked at 300 posts. Grants the ability to shoot a large wave of fire at their opponent, as well as make their body hot enough to melt steel.
Level 4: Unlocked at 500 posts.
Ex: Grants the ability to harness all sources of heat around them to power up their attacks further, as well as drastically raise their body temperature and the immediate area to extreme levels.
Level 5: Unlocked at 700 posts.
Ex: Grants the ability to stand safely on a star's surface, utilizing it's heat energy to the user's advantage for devastating attacks.
SECONDARY POWERS
- A second, less effective means of combat and utility, secondary powers can still be an ace in the hole at the opportune time. Secondary powers are there to spice up and add more variety to your characters. The secondary power doesn't have to be related to the first, or can be used to aid the first in some way. Following similar rules to main powers, the main difference in secondary powers is that they may only reach level 3 at their highest.
Level 1: Unlocked at start.
Level 2: Unlocked at 200 posts.
Level 3: Unlocked at 400 posts.
- As you can see, an upgrade to either power is available every 100 posts, with the exception of your Level 5 Main Power being available 200 posts after Level 4. This is to encourage a sense of growth and reward active posters.
- Note that this set up also works for technology users and those who fight through other means besides powers. Every 100 posts will be a new level of technology or a further upgrade to your fighting capabilities. (For example, a level 1 technology user may only have access to an energy pistol, but at level 2 would have an assault rifle, or level 5, power armor energized by a nuclear reactor.)