guides:balance
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| ===== Core Rules ===== | ===== Core Rules ===== | ||
| - | - A " | + | - A "**conflict**" is an occasion where two or more entities (characters, |
| - | - A conflict may be large (an entire war) or small (a single skirmish). A large conflict may have multiple small conflicts within it. | + | - Before rolling dice, players should agree on the conflict' |
| + | - A conflict may be large (an entire war, an election) or small (a single skirmish). A large conflict may have multiple small conflicts within it. | ||
| - Conflict outcomes are handled by dice rolls. The winner of the roll wins the conflict, but it's up to the players to decide //how// they win. | - Conflict outcomes are handled by dice rolls. The winner of the roll wins the conflict, but it's up to the players to decide //how// they win. | ||
| - | | + | - Participants may use larger dice when they have advantages, |
| - | | + | |
| - | - Participants may use items rewarded by GMs and Staff to influence the outcome of their rolls, as determined by the item. Only one item may be used per conflict, per player. | + | |
| - Have fun! | - Have fun! | ||
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| **Technology** | **Technology** | ||
| - | - The use of tools and science to improve a species' | + | * The use of tools and science to improve a species' |
| - | - Higher levels could represent spacecraft, androids, and so on. | + | |
| + | * Examples: Terrans from Starcraft, Humans from Halo | ||
| **Magic** | **Magic** | ||
| - | - The manipulation of natural forces by exerting ones will over them, the manipulation/ | + | * The manipulation of natural forces by exerting ones will over them, the manipulation/ |
| - | - Higher levels could represent summoning dragons, creating homonculi, traveling to other planes/ | + | |
| + | * Examples: Wizards from Dungeons and Dragons, fantasy animes, etc | ||
| **Psionics** | **Psionics** | ||
| - | - Using the strength of mind to move objects, read thoughts, communicate mentally, or inflict pain. | + | * Using the strength of mind to move objects, read thoughts, communicate mentally, or inflict pain. |
| - | - Higher levels could represent creating weapons from mental energy, teleporting, | + | |
| + | * Examples: Protoss from Starcraft, telepaths from various super hero comics/ | ||
| **Divine** | **Divine** | ||
| - | - Power granted by a higher being that grant their followers abilities they could not possess on their own. May take the form of miracles, magic-adjacent affects, and so on. | + | * Power granted by a higher being that grant their followers abilities they could not possess on their own. May take the form of miracles, magic-adjacent affects, and so on. |
| - | - Higher levels could represent summoning godly entities, causing tsunamis, strikes of divine fire, and so on. | + | |
| + | * Examples: Clerics from Dungeons and Dragons, demons and angels from various comics/ | ||
| **Natural** | **Natural** | ||
| - | - The capabilities of your species' | + | * The capabilities of your species' |
| - | - Higher levels could represent stronger inherent abilities, better combat capabilities, | + | |
| + | * Examples: The Zerg from Starcraft, Tyrannid from 40k, Leviathans from Farscape, Space Marines (sans armor) from 40k | ||
| ===== Tiers ===== | ===== Tiers ===== | ||
| - | To determine what dice each player should roll, you should compare the appropriate | + | Tiers are a way to represent identity |
| "Tier Points" | "Tier Points" | ||
| - | If you don't spend all of your points immediately, you can allocate | + | Tier Points can be allocated at any times. Species and Characters build upon the current amount |
| - | ==== Shard Tiers ==== | + | ==== Shards |
| All the things that your Shard can do are determined by the Tiers of their Powers. This prevents one Shard from having the best magic, technology, etc, by doing things like having a powerful magic species, a powerful technology base, and so on. | All the things that your Shard can do are determined by the Tiers of their Powers. This prevents one Shard from having the best magic, technology, etc, by doing things like having a powerful magic species, a powerful technology base, and so on. | ||
| - | Shards can have up to **7** Tier Points | + | === Shard Ranks === |
| + | Shards can allocate their Tier Points into Powers as they see fit to make a unique identity for their Shard. If you can't accomplish everything you want with your Shard during its creation, know that you can gain more points in the future. Any further increases after this will come from temporary items or opportunities. | ||
| - | === 1 Cost === | + | Ascending your Shard' |
| - | Tiers in this category | + | |
| - | - 0 - No capability. Characters living in this Shard have no concept of what this is. Some may speculate that more exists, but it cannot be proven or taken advantage of. (EX: Magic, Divinity, Psionics for Modern Earth.) | + | <note tip>All player-controlled Shards start at D rank. Player Shards will cap out at A rank.</ |
| - | - 1 - Pre-industrial. This power can be used for subsistence farming, foraging, hunter-gathering, | + | |
| - | - 2 - Industrial. Power is used in wider-scale applications, | + | |
| - | - 3 - Atomic. A deeper understanding of the power and its principles expands its use. Flight, limited access to space, city-scale weaponry, and more convenient applications of the power begin to show up in character' | + | |
| - | - 4 - Stellar. The civilization can use the power to access space in a regular fashion, including regular sub-light travel. Medical advancements may include modifications to the body and notably longer lifespans. Daily application of the power is likely convenient and common. (EX: The Expanse) | + | |
| - | - 5 - Space-Faring. It is common for members of this civilization to spend time in space using this power with little-to-no risk. Efficient energy generation (such as fusion or psionic crystals) becomes commonplace, | + | |
| - | === 2 Cost === | + | * **E Rank** - Minor powers who are unlikely to ever leave their home territory. |
| - | Tiers in this category cost 2 Tier Points. | + | * Starts with 6 Tier Points |
| + | * **D Rank** - Standard, likely space-capable civilization(s). May have formed within the Calliope Sector or been anchored to it following the destruction of their original universe. | ||
| + | * Starts with 7 Tier Points and can designate one " | ||
| + | * **C Rank** - Growing power within the Sector; has begun to interact and possibly exert their influence over other systems. | ||
| + | * +1 Tier Points | ||
| + | * **B Rank** - Established power within the Sector. They likely have full control of two or more systems. | ||
| + | * +1 Tier Points. Gains a second Protected System. | ||
| + | * **A Rank** - Sector-wide power. Their advanced understanding of the Power(s) they wield and military strength allow them to be a threat across the Sector' | ||
| + | * +1 Tier Points | ||
| + | * **S Rank** - Sector-wide superpower. Have likely mastered one Power or are nearing that level of expertise. Their strength and goals are so far beyond the understanding of an average civilization that they may appear inscrutable, | ||
| + | * +2 Tier Points | ||
| - | - 6 - Interstellar. Civilization can commonly and reliably travel | + | == 1 Cost == |
| - | - 7 - Post-scarcity. Access | + | The early Tiers of a Power represent the rush of new discovery and easy opportunities. Much like Earth' |
| - | === 3 Cost === | + | Tiers in this category cost **1 Tier Point**. |
| - | Tiers in this category cost 3 Tier Points. | + | |
| - | - 8 - Great Builder. Civilization has advanced to the point that they can harness the energy | + | * 0 - **No capability.** Characters living in this Shard have no concept of what this is. Some may speculate |
| - | - 9 - Trans-sentient. Intergalactic travel, ascension into higher states of being, creation of matter from (essentially) nothing, generating alternate dimensions/ | + | * 1 - **Pre-industrial.** This power can be used for subsistence farming, foraging, hunter-gathering, simple tools and weapons. |
| + | * 2 - **Industrial.** Power is used in wider-scale applications, such as assembly line production, general medical use, powered transportation, | ||
| + | * 3 - **Atomic.** A deeper understanding | ||
| + | * 4 - **Stellar.** The civilization can use the power to access space in a regular fashion, including regular sub-light travel. Medical advancements | ||
| + | * 5 - **Space-Faring.** It is common for members of this civilization to spend time in space using this power with little-to-no risk. Efficient energy generation (such as fusion or psionic crystals) becomes commonplace, artificial semi-sentients (such as advanced AIs or artificial spirits) are possible, weapons may rely more on energy than physical manipulation | ||
| - | ==== Character | + | == 2 Cost == |
| + | After the " | ||
| - | Character | + | Tiers in this category cost **2 Tier Points**. |
| - | Characters belong | + | * 6 - **Interstellar.** Civilization can commonly and reliably travel the distance between systems within a few weeks to a few months, depending on distance. Weaponry built on advanced understandings of this power is more portable. Space warships are more common and have weaponry designed for use solely in that environment. Lifespans may be extended indefinitely by use of the power and health concerns are mostly negated. (EX: Protoss from Starcraft) |
| + | * 7 - **Post-scarcity.** Access | ||
| - | Player Characters and/or special NPCs are products of the Shard they come from, but they also stand above the average denizen of that realm. | + | == 3 Cost == |
| - | You can allocate | + | The realm of the true greats of current and past history. Civilizations who reach these Tiers leave their mark on the Sector in significant ways, such as the creation of the Gate Network. Few civilizations will ever reach this point, certainly not within a single lifetime, and fewer still remain within the Sector today. |
| + | |||
| + | Tiers in this category cost **3 Tier Points**. | ||
| + | |||
| + | * 8 - **Great Builder.** Civilization has advanced to the point that they can harness the energy of a star by means of a Dyson Sphere, Matrioshka Brain, or other megastructure-scale project. Manipulation of gravitational forces, scratch-made AI or life with full sentience, super-dense materials, creation of entire worlds, and more are possible at this level, although they may take generations to complete. (EX: Forerunners from Halo) | ||
| + | * 9 - **Trans-sentient.** Intergalactic travel, ascension into higher states of being, creation of matter from (essentially) nothing, generating alternate dimensions/ | ||
| + | |||
| + | ==== Species ==== | ||
| + | |||
| + | <note tip> | ||
| + | |||
| + | Species are products of the Shard they come from and, as such, have equivalent Tiers for their Powers. This represents their ability to use those Powers, in addition to any inherent capabilities they may have. Consider a real-life human' | ||
| + | |||
| + | Not all Species are made equal, however. A Species' | ||
| + | |||
| + | ==== Characters ==== | ||
| + | |||
| + | <note tip> | ||
| + | |||
| + | Characters belong to a Species, who have their own unique strengths and weaknesses, as outlined above. | ||
| + | |||
| + | Player Characters and/or special NPCs are products of the Shard they come from, but they also stand above the average denizen of that realm. | ||
| + | |||
| + | These additional points | ||
| + | |||
| + | === Character Ranks === | ||
| + | <note important> | ||
| + | |||
| + | <note tip>The majority of all characters should start no higher than C Rank, with B Rank being a long-term character goal.</ | ||
| + | |||
| + | * E Rank - Your mooks and cannon fodder. Subtract one (or more) points from their powers. | ||
| + | * D Rank - Your standard mortal. No change to the points granted by your species. | ||
| + | * C Rank - An exceptional mortal. Increase one Power by one point. | ||
| + | * B Rank - The pinnacle of their species. Has two Tier Points more than a typical member of their species. | ||
| + | * A Rank - A superhuman, demigod, or other such entity that has surpassed the limits of their species and become something more. Has three Tier Points more than a typical member of their species. | ||
| + | * S Rank - A god, ascended being, or other powerful entity. These are few and far between and should almost always be restricted to NPCs. Has four Tier Points than a typical member of their species. | ||
| + | |||
| + | These additional points must be spent in the same manner as a Shard would, including additional costs for higher Tiers. | ||
| + | |||
| + | === Plot Rewards === | ||
| PCs will often find useful items along their journeys that may give them even greater powers. Most, but not all, of these items will be single use, with permanent enhancements coming from only the greatest of challenges. | PCs will often find useful items along their journeys that may give them even greater powers. Most, but not all, of these items will be single use, with permanent enhancements coming from only the greatest of challenges. | ||
| + | ==== Example Character ==== | ||
| + | |||
| + | To help understand the above, here's how an example character might be created. | ||
| + | |||
| + | < | ||
| + | |||
| + | Above, we see how a character' | ||
| + | |||
| + | < | ||
| + | |||
| + | ===== Conflict Resolution (Roll the Dice) ===== | ||
| + | |||
| + | In Balance, the goal isn't to make any one Shard or Character more powerful than the others, but to allow for fair contests between groups, even when one group is clearly in a better position than the other. | ||
| + | |||
| + | Our base dice is a d6. For every additional Tier that one group has over the other, they should increase their dice by one size. Dice sizes follow the standard tabletop gaming series (d6 [six-sided], | ||
| + | |||
| + | It is normal and expected for Shards and Characters to combine their Tiers. When doing so, they can take one Power of their choice at full Tier and another at half Tier, rounded up. The story they write should reflect their choices. | ||
| + | |||
| + | ==== Example Conflict ==== | ||
| + | |||
| + | To help understand how dice work, here's an example. | ||
| + | |||
| + | < | ||
| + | |||
| + | They meet on the field once more, minds clashing against powerful bodies.</ | ||
| + | |||
| + | The players behind the battle first decide the stakes. This battle is a big deal - they' | ||
| + | |||
| + | Both players decide to max out their advantages. Florbians are (Tier 2 Psychic, Tier 5 Natural) - they take their highest Power (Natural 5 -> 5) and add half of another (Psychic 2 -> 1), for a total of 6. Pleebese are pure Natural (Tier 6, Natural), so they take that only, also for a total of 6. | ||
| + | |||
| + | As both players have the same Power, they each roll a d6 and see who gets the higher score. The Florbians win! Together they write a story that satisfies them both - the Pleebese put up an impressive fight, enough so that neither group could stand on its own in the aftermath. They merge together, becoming the Florbese. | ||
| + | |||
| + | All is not well, in New Florbesia, however. | ||
| + | |||
| + | < | ||
| + | |||
| + | This isn't entirely shocking for //all// the involved players. The players behind the Florbian and Pleebese factions have known this was coming and have dropped a few hints for the players in their plots to pick up. It's still a big deal and everyone rallies to face this new enemy. The Blurples are no pushover! They' | ||
| + | |||
| + | Before rolling dice, the players discuss their stakes. It would be a shame if the war ended with all the Florbese dying, after all the work they did. Instead, it's decided that if the Blurples win, they will kidnap one of the Florbese' | ||
| + | |||
| + | The dice are rolled - a d6 for the Florbese and a d8 for the Blurples. The Blurples just barely win, leading to a devious kidnapping amongst all the chaos of the Blurples' | ||
| + | |||
| + | ===== Do We Have to use Dice? ===== | ||
| + | |||
| + | For the most part, no! Feel free to use all of this (Powers, Tiers, etc) as a way to guide your narratives and " | ||
| + | |||
| + | Staff will give out rewards that use this system, but even if you're not using it, you can still spend the items in your stories for extra effect. Or save them for the next time you //are// using the system. It's up to you. | ||
| + | |||
| + | Staff-led stories spanning the entire setting will likely use this system to make sure that things are fair for everyone involved. Feel free to ask if it isn't made clear up front. | ||
| ===== OOC ===== | ===== OOC ===== | ||
guides/balance.1679196395.txt.gz · Last modified: 2023/03/18 21:26 by whisper
